It doesn't matter what 'definition' you use. If a player 'feels' that he has been griefed then he is going to react the same whether it fits some artificial category or not. It is the reaction to the perceived 'griefing' that matters because this will determine what that player then does:
Shrug it off,
Kick the cat,
Cry,
Turn the PC off and go and do something more interesting with the wife (always risking more grief
),
Leave for Solo,
Leave the game and spread the word that Ed is full of griefers.
However he reacts it is down to him having perceived that he was griefed. Unfortunately, only the last two items on the list are the things we need to be concerned about because whether it fits a definition or not THESE are the real results of 'griefing'.
We can't just shrug it off. It is a real problem that affects the whole game across all three modes. Remember all those posts about how 'solo players are affecting the CG and I can't kill them!' maybe it's just a case of the 'pidgeons coming home to roost' or 'Reaping what you have sown' or... well, fill in your own, you get the idea.
Griefing, by any definition needs to be dealt with.
Shrug it off,
Kick the cat,
Cry,
Turn the PC off and go and do something more interesting with the wife (always risking more grief
Leave for Solo,
Leave the game and spread the word that Ed is full of griefers.
However he reacts it is down to him having perceived that he was griefed. Unfortunately, only the last two items on the list are the things we need to be concerned about because whether it fits a definition or not THESE are the real results of 'griefing'.
We can't just shrug it off. It is a real problem that affects the whole game across all three modes. Remember all those posts about how 'solo players are affecting the CG and I can't kill them!' maybe it's just a case of the 'pidgeons coming home to roost' or 'Reaping what you have sown' or... well, fill in your own, you get the idea.
Griefing, by any definition needs to be dealt with.