If i was running such a leaderboard of PvP kills, i'd want it to be an expression of skill. All kills would require a video of the kill, showing the target ship and that they actually put up a fight.
Different sets of skills being tested.
Again, its just an expression that at least a part of the PvP community doesn't really care about skill or getting good or anything else they like to protelize on the forum, they only want to get their ganks on.
The segment of this imaginary PvP community you're talking about hasn't had any representation on the forum, aside from one-off once-in-a-blue-moon posters, in years.
CQC is not any kind of alternative or analog to organic, or even pitched, PvP in the main game. Even if it were working perfectly, CQC would be an entirely different game.
It would have it's appeal, if it was practical to train outside of matches, practical to get into matches, and wasn't profoundly more unbalanced (purely because of an experience gulf that is enforced by poor matchmaking mechanisms) than organic PvP in the main game.
About 80% of time I play CQC and can actually get into a match (which is itself quite rare), there is no one around with anything resembling a clue and I dominate so thoroughly that I may as well be fighting NPCs. The rest of the time I'm running into one of a half-dozen people who are actually experienced in CQC and I get my ass handed to me ad nauseam, with barely the opportunity to learn from my mistakes. Neither scenario is particularly entertaining for long. There is almost never any middle ground and rarely has been any since the CQC beta and it's first six months after release.
Oh, you don't know how to equip the ship for trade or exploration
Remove minimum number of HRPs to slot in requisite cargo racks or scanning gizmos and go!
So it basically comes down to some commanders thinking Elite is PvP and others including DB who see it as a more cooperative galaxy .
I've never seen these things as mutually exclusive.
Indeed, the game generally gives me little meaningful incentive to cooperate with others outside of PvP. Concerted BGS action to paint a specific faction on, or remove one from, more menus is about it, and even that is every bit as competitive as direct PvP is. The PvE portions of the game--to the extent they exist beyond an abstract and indirect PvP proxy war via the BGS and PP mechanisms--don't require much of any cooperation because NPCs are dumb as bricks and every CMDR is (or could easily be) a god of destruction by comparison.
Should we all not condemn ganking?
I don't condemn ganking. I consider it significantly less problematic, from a gameplay and verisimilitude perspective, than quite a few other explicitly or tacitly allowed behaviors.
I do condemn griefing, which is a form of harassment and already against the rules, but ganking is almost certainly neither the most prolific, nor remotely the most effective, avenue for harassment.
There are different kinds of conflict.
The kinetic kind (war) is one.
Then there is the trade conflict. Buying, selling goods, dominating markets. This can be more effective that the kind above. And there be no shooting.
Some of us want one kind, some another. IMO if you want to be successful (and efficient), time is better spent on the peaceful way.
Given the time zones, player density and instancing etc why waste time looking for a fight, unless your goal is to destroy others without a care for the bigger picture.
That's precisely the crux of these arguments.
The PvP apartheid of this system means that if one wants to achieve BGS/PP results, the most effective way is to avoid the possibility of direct engagement and fill buckets. In a game depicting a setting that has all this lore and all these mechanisms surrounding combat, this is a jarring and surrealistic way to get things done. The only time 'combat' needs to be considered is to grind through NPCs who seem to be placed there as nothing more than influence/merit/material pinatas, while the only way to oppose one's
actual foes is to cart around more abstract tokens.
Imagine playing a WWII war sim where no one's submarines were allowed to attack enemy shipping and the best way to wage war was to scrap one's armed forces and build nothing but transports and hire more Tokyo Roses....that's the de facto situation of conflict in
Elite: Dangerous. It's a game where gameplay mechanisms and the setting they're supposed to be depicting are utterly incompatible, by design. That's why the metaplot feels like it's on rails...the game is ultimately divorced from it.
It's almost as bad as having a trade focused game with a pseudo economy that doesn't have a proper supply chain simulation!
Problem with PvP activities is that it can lead to collusion or the use of alts.
I'm not sure how that's any less of a problem with non-PvP activities.
Extra accounts are an influence multiplier; allowing them is a huge problem for or any game that has a pretense of equality of opportunity between players. Of course, being a major revenue source means one player controlling multiple accounts is unlikely to ever be prohibited. It's always been the most overt form of pay-to-win this game has had.