Here's my contention, people hate losing when a game feels unfair, and open PvP is often deeply unfair by design. A combat ship attacking a Prospector, Vulture or hauler is not a fight, its a beating. One player has chosen PvP and the other is simply being used as content. How do you square that circle? I had a direct example of this today. I went to Nyx in a Prospector for lindinium, was attacked before I had even reached the asteroid, and died within seconds. There was no meaningful chance to fight back. I closed the game and immediately questioned whether crafting was worth bothering with. You can read more about it here handily now available in the Feedback forum https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/decided-to-give-crafting-a-go-got-randomly-pvped-i So what is the defence of that gameplay? I can fully understand people wanting challenging PvP fights. A human who is willing and able to fight back is always going to present a more interesting encounter than an NPC. But simply attacking a defenceless industrial or hauling ship gives one player an easy kill while the other loses a large amount of time. That may be enjoyable to a certain type of player on the PvP side, but its bought at a massive detriment to the other players gameplay. Meanwhile people actually wanting interesting engaging PvP against armed and willing opponents are left more or less unserved. Can PvPers seriously argue that this is healthy for the game? Its time CiG started to take this issue seriously and the community should be holding their feet to the fire over it.