"Well, it is the complete lack of any meaningful repercussions for player murder etc (compared to say an instant death sentence for straying onto the wrong pad in a station) that keeps me playing in Mobius rather than open.
ie it's not so much the PKers behaviour that I object to, it's the getting away with it scot free."
Insightful. I like some of the observation here. I too see a double standard in the AI penalties vs human penalties in this same respect.
I think "scot free" is is a bit exaggerated. Player angst is one of the penalties, extremely high bounties on these guys is another. While it can be argued whether either or both together is enough,
the argument itself is mostly academic since the devs decide what they want us to get out of the game and how to apply balance to achieve their goals. Is it only enough when PvP is entirely gone due only to the pressure of penalties? This is not realistic or considerate to the whole Elite community. It's still the game I bought, not the one I designed.
I've personally experienced some pretty lethal AI skill and ship combos I would not like to stumble upon me if I were a high bounty pirate. Another point of balance might be how easy it is for PvP pirates to get their very capable ships back. Once you have a certain cushion of wealth, you can survive anything with little consequence.
PvP in Open was always meant to be rare, with most of the combat interactions happening with NPCs. For example, like said in this presentation, where DB says he hopes PvP happening will be unusual, and that most player interactions will be cooperative:
http://www.twitch.tv/egx/b/571962295?t=69m00s
Back full circle again. We are getting the game the devs designed and what we bought, thus the Open people are complaining about lack of human targets forgetting there are ways
of clumping humans together in Open play to get what they want. Many actually. Is the lack of clumping the fault of the dev's design, or the poor skills on the part of the community to take effective
advantage of all the player features built into all the modes? I will continue to oppose the "my mode is the only mode" myopic. The flexibility of the existing modes is only limited by
each player's skill, adventurousness, depth of knowledge and imagination.
Software designers are always looking to justify their decisions ("we must be doing something right") based on sales and a relatively equal number of feature arguments from both sides of an issue.
In both these aspects I see the designers being nearly 100% justified in the decisions they've made. I do not expect any dramatic changes.
For those of you who might be disappointed by this, I'm glad Frontier got your money up front. I'm also glad you spent enough time in the game to form concrete opinions about its features and game play.
-Pv-