So, player encounters should be interesting, but part of this is the ability to avoid player encounters? And this sounds logical to you?
yes, because being ganked for lulz is not meaningful, hence the ability to escape from 'perceived griefing' is entirely logical.
Now, if they gave us cloaking devices and detection equipment (or whatever lore-friendly alternative) so we can play hide and seek, I'd call that an interesting player-player encounter.
That would be silent running and there's plenty of that going on. The cooler you are the closer you can get to a player and not be on the scanner. It's as good as a cloaking device. It's all about heat management.
You can't see me, so I'm ruining your game? That's an old argument. I and my fellow group members achieve many goals together and I play only in solo because of hardware issues. Is it that you being able to 'see' me the only way that is interesting? Or are you going to insult me by saying no?But when I'm in Open and you're solo, we have no encounter. Nothing interesting about that.
And my insistence on ED being a PvP game is based on pure facts. I offered them, here they are again:
- open PvP anywhere design - no safe zones whatsoever, except the hangar box
- minimal or nonexistent enforcement of metagaming rules
- player competition is highly encouraged (for example, up until recently players had to fight over bounties, opposing combat goals in Lugh etc.)
- I hand you a gun. Your only choice now is to kill me! True? Just because you can do something does not mean you MUST do something. PvP Combat is possible everywhere, does it HAVE to happen?
- Rules are broken and an update is imminent to make this work better. Now I am allied with factions, the Police turn up so quickly the pirate often turns and runs before I can finish him off...
- Player competition is highly encouraged when it actually means something (as in the war for Lugh.) Dropping out of SC at a station to be two shotted for lulz is not highly encouraged.
That's a PvP game on the level of hardcore PvP games such as EvE or Darkfall. You can be attacked anywhere, there are no rules, there are no failsafes, no safe zones and no enforcement of any kind.
Now that's Open game ruleset. Pure PvP. And if there wasn't an option to freely switch to solo and back, you wouldn't be arguing with me whether ED is a PvP game or not.
Solo exists for more reasons than avoiding other player interaction: You can run it on a minimal internet connection with very little bandwidth use and no requirement for P2P or uPNP. That fact alone means that your entire premise is based on false assumptions.
But there is such an option. And I call it bad multiplayer design, because it tries to force two totally incompatible modes together. We have basically two mutually antagonizing concepts rolled into one. And violating the precise reason why games separate PvE from PvP servers. Because whichever way you turn it, those two crowds do NOT want to play together and have opposing goals in the game. PvE players don't want to be "entertainment for gankers" as you put it, and PvP players don't want invulnerable PvE players frolicking through their battlefields and messing up the score. Friction will ensue.
PvE players often do want to engage with other players, hence the battle for Lugh. Your logic is not unasailable. On the other hand, PvP players do not want PvE players frolicking through open because it does not challenge them, unless they like ganking players of less PvP skill that them. Anyone who engages in the meaningful scenarios know that they are playing the environment as well as other players (in a limited fashion) and so not everyone who is in the scenario will be accessible to the game. The combat on the ground, the spies, the politics, deciding the course of Capitol Ship are all working against you or for you. So what if instancing and mode differences separate a few pilots when there is so much more to it than just you and your ship.
[Edit: Woot! I got 5000. \o/]