I don't agree that players are compelled to choose a path of least resistance. E.g. lately WoW players level fastest and easiest by grouping for dungeon after dungeon, but that does not stop plenty from taking the time to explore and experience the rest of the content instead and level much more slowly. If the choices are there, different players will choose differently.
The area where designers need to maintain balance and fairness is at the sharp end, especially combat. Step back a bit, and balancing the risk/rewards of the various roles (trader, pirate, explorer, hunter, etc.) needs attention. But once you back up to the point where players are choosing when, where and with whom they want to play you really need to give as much choice as possible and not concern yourself too much with the "fairness" between these choices. The fairness is there in the simple fact that all can choose.
If a player truly believes that they will get to Elite fastest by playing solo or by grouping only with friends or by avoiding PvP or by maximizing PvP, and if getting to Elite fastest is what matters to them most (e.g. over content), then they will probably choose their perceived path of least resistance to the goal that matters to them so much. Good luck to them if that's the case, but that's a few ifs that won't apply to all of us, and I doubt to most.
The Ironman group decision is a sound solution to a division of death penalty issues arising out of a player choice. Beyond that group options which players can select per session are not about "fairness" in how fast you get your ratings up or accumulate credits, but about p2p sessions giving players their most desired experience possible - in all their differing day-to-day flavours - of a game they've all bought or backed. That's fairness. And good design
The area where designers need to maintain balance and fairness is at the sharp end, especially combat. Step back a bit, and balancing the risk/rewards of the various roles (trader, pirate, explorer, hunter, etc.) needs attention. But once you back up to the point where players are choosing when, where and with whom they want to play you really need to give as much choice as possible and not concern yourself too much with the "fairness" between these choices. The fairness is there in the simple fact that all can choose.
If a player truly believes that they will get to Elite fastest by playing solo or by grouping only with friends or by avoiding PvP or by maximizing PvP, and if getting to Elite fastest is what matters to them most (e.g. over content), then they will probably choose their perceived path of least resistance to the goal that matters to them so much. Good luck to them if that's the case, but that's a few ifs that won't apply to all of us, and I doubt to most.
The Ironman group decision is a sound solution to a division of death penalty issues arising out of a player choice. Beyond that group options which players can select per session are not about "fairness" in how fast you get your ratings up or accumulate credits, but about p2p sessions giving players their most desired experience possible - in all their differing day-to-day flavours - of a game they've all bought or backed. That's fairness. And good design