https://robertsspaceindustries.com/en/comm-link/engineering/12770-Chris-Roberts-On-Multiplayer-Single-Player-And-Instancing But me being me, I wanted to combine things I like about the promise of a MMO, but avoid the aspects that I’m not so keen on like splintered player groups, griefing and grinding. -CR These encounters could be with an NPC or a live player(s) and are sorted on skill level and also – which is important to all of you that like a more single player experience and don’t want to deal with griefers – based on your player versus player (PvP) preference. So if you’ve set your game settings to be low PvP and you’re in a relatively safe area, you’ll likely have an NPC (PvE) encounter as opposed to a PvP one. Of course your ranking and any reputation you earn won’t be the same with a PvE encounter versus a PvP. My hope for this dynamic is that it will allow people to first play Star Citizen in a safer more single player open world style, but as they grow in confidence and want to test their mettle against other real players they can take the training wheels off and get into battles with real players. There will also be areas of the universe that no matter what your PvP setting is, will be PvP. These will be systems that are on the fringes of the policed galaxy and will be notorious for pirate and other illegal activity. They will also be the most lucrative areas – if you can survive. -CR Back in the early days of 2012–2013, the design pitch for Star Citizen was crystal clear: it would be a hybrid PvE/PvP universe, with players able to opt into PvP but never forced into it—except in specific high-risk zones. This is what I backed. What do we have today? Instances, forced PVP everywhere, griefing, and griding ... Let's discuss the second-best abandoned dream