I´m still waiting for someone to respond how player filters are:
1. not immersion breaking/not out of fiction
You don't see anyone who's in a different filter. They're effectively playing a completely different game from you. It's not immersion breaking when I don't see ships from EvE, Jumpgate, Halo, Mass Effect, etc. in my game, so it's equally not immersion breaking when I don't see somebody else who isn't in my game in my game.
Also, player filters are in the game regardless. The PvE suggestion does not affect this in any way.
2. won´t keep me from getting easy rich in PvE then switching to PvAll, or back and forth. If that is desired, I´d like to know early enough if this is a valid exploiting strategy. I´d use it, but it will kill any sense of danger.
Others, including myself, want to NOT be able to switch groups at any point during gameplay. If you'd actually read what we wrote, you'd know this. But you're not reading. The PvE suggestion does not affect this in any way.
3. opening up the possibility for everyone to switch to PvE when running cargo or mine a gold asteroid and back to PvAll when we have nothing of value on board.
Others, including myself, want to NOT be able to switch groups at any point during gameplay. If you'd actually read what we wrote, you'd know this. But you're not reading. The PvE suggestion does not affect this in any way.
4. not destroying the need for social interaction and "alliance war" if you can fade out players at will when you are outnumbered
There will be no "fading in/out" of players. That doesn't exist. That'd obviously break immersion. The PvE suggestion does not affect this in any way.
Also
- how is the risk vs. reward model for PvAll, as player ships are more unpredictable and harder to defeat than robot AI ships? More risk, more reward or more risk, no extra reward?
Risk/reward doesn't apply in multiplayer. If it did, then some people would have to get a bigger reward every time they try shooting someone because they're worse at combat.
Not only that, but you'd never see the other players anyway, so it doesn't matter.
- why are territory based security levels and police who protect PvE-only players not enough, so that extra filter options are needed?
Good luck exploring when you can't go anywhere!
- why PvE-only playstyle needs to be represented in every option, offline, LAN and persistant universe, although each poll showed there are only 1/3 who want to split the playerbase?
"Only 1/3". There are more players that want PvE than want a Mac version, or that want a 32-bit version, and they even outnumber left-handed players 3:1.
Why shouldn't the PvE-only playstyle be represented in every option?
- how does "multiplayer change everything" if people can play single player online?
Because when you play multiplayer, there are other people there. They have an effect on your gameplay experience, because they exist.
Now, how about explaining how PvE breaks the sandbox experience? I'm still curious on that one.