With the recent debates, I think people are missing the core issues. Player interaction is at the core of Star Citizen. One thing the devs made clear is that they do not want to erect rules that overregulate player interaction. Whether there is conflict of cooperation, it is clear that CiG is pushing players together and promoting this interaction in order to create organic content. Their direction is clear in that they want players to figure out and solve conflicts on their own. In a system without guard rails, what players fear is not "PvP." The true concern is abuse. What constitutes abuse is difficult to pin down, because players have different levels of tolerance. If CiG can promote player conflict while limiting the abuse, I think the PvPvE model can work. Failing to address abuse will be extremely damaging to the game and will inevitably lead to holistic failure. We have seen this in other survival sandbox MMOs. Last Oasis is a perfect example of a game that was completely destroyed by the developer's failure to control abuse. While what constitutes abuse is difficult and can be subjective, I think we all agree that the following conditions fall into the abuse category: IMPRISONMENT: The act of forcing another player into subjugation with no options to opt. out. An example of this was seen in Ark where players could be imprisoned in cells. The normal way players could escape this situation was to eat their own defecation (which was organically generated) and commit suicide through this (yes this was a real thing). However, "Jailor" players found ways in the system to prevent bound players from obtaining their own defecation. As a result, players were trapped in "jail cells" by other players for long periods of time that could go on to several days. They would log out then back in to the same imprisoned situation. The abuse was so bad that Ark lost over 15% of its player base in less than a 3 week period while this situation was active. LOCKOUT: This is the act of fully denying player participation with the game or elements of the game, such as large scale events. Repeatedly pad ramming players to prevent them from leaving the station and certain forms of camping are examples of this. Allowing extremely high level players to mix and kill low level players kneecaps their progression and is another form of lockout. TARGETED HARASSMENT: This is a situation where one player can repeatedly harass another player multiple times with repeated killing, disruption, or sabotage until they quit. Streamers are often targeted by this behavior. UNEQUIVALENT EXCHANGES: This is one of the larger problems with Star Citizen. Unequivalent exchanges are situations where an activity that requires a large amount of player time, effort, and coordination can be disrupted or destroyed by another player's minimal effort. A group of 7 people gearing up and spending 1.5 hours to prep a hammerhead only to get killed by a single player ramming them with an m50 is a perfect example of this. These conditions are extremely damaging because they completely dissuade players from participating in any type of activity that takes a large amount of time and preparation. Why do it if some troll will just ruin it in 30 seconds? In Star Citizen, all 4 forms of abuse I've pointed out are present some form. CiG, I am speaking directly to you. You are going to see alot of threads on PvP vs. PvE. Spectrum is going to be filled with impassionate debates about "Space Dads" vs. "Griefers." None of those will matter, because the heart of the issue is not PvP or PvE. The heart of the issue is ABUSE. And I'm pointing the finger at you CiG. The vehicle experience teams, the teams involved with player interaction, the community managers, and Chris Roberts himself. YOU NEED TO FIX THIS PROBLEM before it DESTROYS YOUR GAME.