For the benefit of those joining us from the newsletter, please excuse any frayed nerves from people round here - the discussion to date has tended to go round in circles, so people that feel the need to defend their positions are getting tired of repeating their talking points.
One of the oldest MMORPGs
introduced a PvE option to a world with unrestricted PvP. It was so popular the PvP world couldn't retain enough players to sustain itself. That was 10 years ago - nowadays there are so many MMORPGs, gamers will probably switch to a different game rather than risk unrestricted PvP. Even if they stick with ED, the single player online and private group options would probably be more attractive than being shot to bits during a nice little trade run.
Some people playing the game will be winding down after a long day at school/work, so their top priority will be to avoid anything that could increase their stress levels. If you ask them to solve the problem themselves, they'll solve it by playing alone.
Ideas for restricting PvP are very much welcome, but it's not as simple as it might appear. Games that construct their own map can easily designate different-but-equal PvP and PvE zones that make everyone happy. But the Elite universe reflects the story of humanity's flight from Earth, which makes things trickier. There will be core worlds with good police forces and a frontier without, but that still means you can't meet new friends and battle NPC pirates together without wading past teenagers eager to show off their manhood. It also means if you fly beyond the frontier to unexplored space and have to send out an SOS, your chances of meeting a fellow traveller are less than the chances of meeting someone that thinks preying on the weak is all part of the experience.
Some people see other players as just better-programmed combatants than NPCs, others get a thrill from beating another human being they don't get when their opponent is a crossword puzzle with delusions of grandeur. Some people are happy to respawn and carry on with their day, others feel peculiarly crushed to know another person is out there taking joy in their failure. Some people (such as myself) have the misfortune of feeling the pain of defeat but not getting the thrill of victory over another person. The developers need to find some way of consistently rewarding every type of player, which isn't easy if they have to mix people who want to shoot and be shot at in with people that want neither.
Remember ED is trying to combine FPS-like combat with MMO-like exploration. For technical reasons you can either have massive battles or detailed battles - twitching your way around in combat creates way more network traffic than selecting an action to perform once per second, so anything more than about 32 players fighting each other just isn't possible over the Internet in a game like ED. Because it would be silly to have players wait in some kind of hyperspace lobby to enter a system, Frontier plan to automatically match-make players with each other. Some people (again such as myself) hope this will improve the situation dramatically, for example by preferentially matching players with similar kill counts together.
Finally, to reiterate the bit about frayed nerves - a lot of people have had their say on the topic and gone back to lurking. Most of the positive responses you'll get to your opinions are in the form of silent nodding, whereas most of the disagreement will be somewhat louder. Silent majorities usually find it easier to agree with people that make their point concisely once and avoid repeating themselves. Please tell us what you think, but please don't feel the need to go round it over and over - you'll run the risk of winning the argument with those that talk back but losing those that keep quiet.