Why is being a "prey" of a pirate in open a bad game design...

I'm honestly baffled people are so scared of PVPers that they play in Solo. Why? Because the player population is so thinly scattered across the two inhabited zones (Bubble and Colonia) that the odds of actually running into a player are pretty damn low. In all my hours in Open (probably 30% of my 400 hours), i encountered another commander maybe four or five times. And half of those were just via chat and not from actually physically seeing their ship.

IDK where y'all are flying that you are getting ganked by players so often that it forces you into Solo.
It's NOT about being "scared" of PvPers. It's the fact 99% of the PvPers I've had the misfortune to encounter to date (in this and other franchises) DO NOT respect your time. Doesn't matter if you spent the last 1hr or so mining in ED, carrying boxes in SC, grinding business to make money in RDR2, GTAO etc etc. The majority of PvPers are completely unable to respect other player's space and/or effort they put into playing the game in a non PvP way. Because the majority of them are incapable of distinguishing between players who proactively use in game features (like passive/low hostility flags etc) to indicate they're NOT interested in engaging with other players. And especially if they indicate this verbally using in game comm or external 3rd party media (Discord etc). In my experience, the majority of PvPers will either outright engage PvE players by direct attack/destruction of their goods/vehicles. Or if PvE is sanctioned within a game like ESO, use passive/aggressive tactics to disrupt PvE activities to ruin the online gaming experience for PvE players.

Perfect example #1 Direct hostility towards passive PvE players minding their own business in an open/public session
Take GTAO. Where R* designed the game to force PvE & RP players to be PvP gamers emergent game play. The PvE player's delivery vehicles are always difficult to defend or poorly equipped for PvP doing it solo. But even when doing a PvE/RP sell scenario in free roam, your delivery convoy will come under attack by both PvPer and griefers 99.999% of the time. Verballly telling them to stop (as the reward for doing so is negligible for destroying another player's goods) on the comm system is a waste of time. Because of the PvP and griefer mindset is a very narrow minded one.

Perfect example #2: Passive Aggressive hostility from PvPers and griefers.
RDR2, ED and ESO are great example of how the dev provided an in game opt out system. UNLIKE NPCs PVP & Griefer players DO NOT OBEY THE RULES OF THE GAME WORLD THEY'RE ENGAGING OTHER PLAYERS IN. Because PvPer/griefers will ALWAYS attempt to gain an advantage (to include griefer harrassment & cheating). They typically seek to deliberately circumvent game environment rules to harrass and bait peaceful PvE/RPers who DON'T want to engage other players. Players who only want the freedom to interact with the game world.
Case 1: In ED, both PvPers and especially griefers can ram another Cmndr's ship while waiting in queue to dock in the mailslot. If the Cmndr shields are weak due to their ship type (paper shield Sidey) or didn't carry extra shield modules (in a Type 7, Adder etc) then this passive-aggressive action can and will cause a Cmndr to visit a rebuy screen. If the victim Cmndr retaliates in self defense, they run the risk of losing their cargo and all the hard work they put into acquiring said cargo. Win outcome for the PvPer/griefer either way.

Case 2: In ESO, the PvP area (Cyrodil) is explicitly segregated from the PvE areas (rest of the game world). Yet griefers are allowed to be toxic nuisances and ruin RPers/PvEer game play. From sending toxic messages over the general chat to being physically disruptive in whatever group events RPers/PvErs are collaborating on.

Case 3: In RDR2, you can be in defensive mode. But that doesn't stop a griefer/PvPer from trying to ram your horse (violently throwing your PC off the horse to take damage on the ground). If your PC health was low to begin with, then win outcome for the PvP/griefer. If PvE player REFUSES to engage and walks away, PvPer can shot them in the back/head killing them and/or their horse. And if these passive-aggressive actions triggers the PvE player into combat, then this is the best win outcome for the PvPer/griefer who can legitimately claim they were defending themselves to begin with.....

TL DR Unless sanctioned beforehand, PvE and RP gamers in general don't care to engage other players in a combative sense. It's a 180 degree difference in gaming mindset. PvP gamers need to play with other PvP gamers because their more competitive (v. collobrative) mindset is INCOMPATIBLE with PvE and RP gamers.
 
It's NOT about being "scared" of PvPers. It's the fact 99% of the PvPers I've had the misfortune to encounter to date (in this and other franchises) DO NOT respect your time. Doesn't matter if you spent the last 1hr or so mining in ED, carrying boxes in SC, grinding business to make money in RDR2, GTAO etc etc. The majority of PvPers are completely unable to respect other player's space and/or effort they put into playing the game in a non PvP way. Because the majority of them are incapable of distinguishing between players who proactively use in game features (like passive/low hostility flags etc) to indicate they're NOT interested in engaging with other players. And especially if they indicate this verbally using in game comm or external 3rd party media (Discord etc). In my experience, the majority of PvPers will either outright engage PvE players by direct attack/destruction of their goods/vehicles. Or if PvE is sanctioned within a game like ESO, use passive/aggressive tactics to disrupt PvE activities to ruin the online gaming experience for PvE players.

Perfect example #1 Direct hostility towards passive PvE players minding their own business in an open/public session
Take GTAO. Where R* designed the game to force PvE & RP players to be PvP gamers emergent game play. The PvE player's delivery vehicles are always difficult to defend or poorly equipped for PvP doing it solo. But even when doing a PvE/RP sell scenario in free roam, your delivery convoy will come under attack by both PvPer and griefers 99.999% of the time. Verballly telling them to stop (as the reward for doing so is negligible for destroying another player's goods) on the comm system is a waste of time. Because of the PvP and griefer mindset is a very narrow minded one.

Perfect example #2: Passive Aggressive hostility from PvPers and griefers.
RDR2, ED and ESO are great example of how the dev provided an in game opt out system. UNLIKE NPCs PVP & Griefer players DO NOT OBEY THE RULES OF THE GAME WORLD THEY'RE ENGAGING OTHER PLAYERS IN. Because PvPer/griefers will ALWAYS attempt to gain an advantage (to include griefer harrassment & cheating). They typically seek to deliberately circumvent game environment rules to harrass and bait peaceful PvE/RPers who DON'T want to engage other players. Players who only want the freedom to interact with the game world.
Case 1: In ED, both PvPers and especially griefers can ram another Cmndr's ship while waiting in queue to dock in the mailslot. If the Cmndr shields are weak due to their ship type (paper shield Sidey) or didn't carry extra shield modules (in a Type 7, Adder etc) then this passive-aggressive action can and will cause a Cmndr to visit a rebuy screen. If the victim Cmndr retaliates in self defense, they run the risk of losing their cargo and all the hard work they put into acquiring said cargo. Win outcome for the PvPer/griefer either way.

Case 2: In ESO, the PvP area (Cyrodil) is explicitly segregated from the PvE areas (rest of the game world). Yet griefers are allowed to be toxic nuisances and ruin RPers/PvEer game play. From sending toxic messages over the general chat to being physically disruptive in whatever group events RPers/PvErs are collaborating on.

Case 3: In RDR2, you can be in defensive mode. But that doesn't stop a griefer/PvPer from trying to ram your horse (violently throwing your PC off the horse to take damage on the ground). If your PC health was low to begin with, then win outcome for the PvP/griefer. If PvE player REFUSES to engage and walks away, PvPer can shot them in the back/head killing them and/or their horse. And if these passive-aggressive actions triggers the PvE player into combat, then this is the best win outcome for the PvPer/griefer who can legitimately claim they were defending themselves to begin with.....

TL DR Unless sanctioned beforehand, PvE and RP gamers in general don't care to engage other players in a combative sense. It's a 180 degree difference in gaming mindset. PvP gamers need to play with other PvP gamers because their more competitive (v. collobrative) mindset is INCOMPATIBLE with PvE and RP gamers.

I bet that it would blow you away to be told that many players, such as my squadron and squadronmates, have a holistic approach to Elite, using both PvE and PvP to further our goals.
 
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