@ suhiir
I have no specific answer to this. It's more about what we're aiming at.
If you don't like PvP just play on a no-PvP server. Everyone happy, problem solved.Easy peasy,
Yes, but you have missed a point I made on making people disable features they're supposed to enojoy. L4D had an excellent way for implementing cooperation and PvP combined. It was the game where both teams were amazed the entire match, regardless of who has won, because it was so exciting in the process. That's the effect I'd like to see. EVE was also sensibly introducing players into the world made entirely of players. Even DS2 added a feature that lessened the dread of PvP in form of a separate covenant focused solely on protecting those who don't wish to be involved in PvP, and offered a way to shut down the area from multiplayer as the latest resort (with all consequence, like not being able to call for aid). If your idea for making PvP fun is to just disable the PvP, then why bother making it in the first place?
And even if the kids become problematic... what of it? Honestly, let them be. Video games are at the base for kids. We adults (and I use this term very lightly) are (or at least should be) visitors at best. Even if some of us are fairly frequent visitors. It is far more pathetic to see "grown ups" complain about kids being kids and even comparing them to sociopaths then the other way around.
I find the statement that adults "should be visitors at best" foolish. Why should they? Video games are for everyone who is willing to pay and play them, and that means not just kids. In fact more and more people enter the adulthood with each passing year. Thinking that games are for kids has no basis in reality. Same can be said about movies or comics.
People do complain about certain sets of behaviors for a reason, because it's often that they're involved in them. Ignoring the issue ain't solving it. I don't care if player X uses some swear word as a comma, but I see no reason to listen to him (and will most likely ignore him) and I'd like to see him removed from my playing area if he's insulting other players (no matter if it's his team or ours who's being insulted), because he's on the losing team. I don't care if he's an adult or a kid in terms of age. His mentality matters, it determines how grown up he is and I want to play with people on the level. I don't care if it's 16-years old boy and 29-years old woman. I am going to team up with them gladly, as long as they share my views on the matter, or share my goal. I am not playing to see the kind of people who fill games with toxicity, griefing and all this foolishness I don't need. Games are about having fun. And that means everyone involved.
As for comparing kids to sociopaths (I find it fitting, by the way) - we are talking about the video game, where you can kill people and the idea of a PvP that'd allow players to kill one another. While killings do happen in real life, do they happen as casually as they do in video games? No. That's the point I was making. That's why killing somebody - mainly the player character - should be more serious of a choice, also because allowing people to do so without consequences for breaking some sort of rules can be detrimental to the whole experience for those who happen to be killed. Or - if that isn't the case [to create rules] - then make it clear in the rules that the only rule out there is no rules. EVE did this, and managed to not turn into "kill on sight", like DayZ. Sure, killing on sight can add to the atmosphere where everyone is on his own, but it prevents cooperation once everyone defaults to "kill or be killed" mentality. By the way EVE has the elements you like, but at the same time isn't strictly about PvP. Cooperation and PvP don't have to be exclusive.
I took a look at DayZ forums and people do seem to realize that they need means to differentiate between bandits and non-bandits. It's kind of interesting to watch how they try to develop some sort of rules. With so many people backstabbing or outright going in for a kill spontaneous interaction
is hampered (although some sort of survival-by-yourself rules do emerged, there is that). I suspect that in CP77 society didn't crumble into dust as much as in a world of zombie apocalypse. In truth, even there people do have means to group together, strength and survival in numbers. That's why I think that some means and reasons are needed, because it won't work out on its own. DayZ seems to be a proof of this. In PnP (and all paper RPGs) it's mostly about cooperation between players, so I would expect more co-op rather than PvP emerging from multiplayer features. Or something more akin to EVE.
If you want to answer with "disable multiplayer" then go to the start of this post. In fact, I could answer with: why not just disable PvP?
The point of PvP is killing or stealing from other people. Economic and strategic incentives force others to cooperate,
I am going to elaborate on this point a bit. Joker said: "See, their morals, their "code"... it's a bad joke, dropped at the first sign of trouble. They're only as good as the world allows them to be. I'll show you - when the chips are down, these, ah, "civilized people"? They'll eat each other." Now, why people kill each other? Why they drop their morals, their "code"? The answer is in
this poll. Most people (at least of those who did vote) don't kill for the sake of killing. They do so in order to survive in a world where people kill each other on sight. They do so, because they have been forced to it. If your idea of interacting with players is boiling down to killing and stealing then it's really poor PvP. Conflicts between players should be deeper than that. Let's say there is a farmer who knows how to grow food and you need food on regular basis. Even a bandit could see a value in someone like this, so people would fight each other over the "valuable guy" (and prospect of obtaining a stable food supply), rather than killing one another "just because". Give higher reason for killing and it'll be much more approachable. Especially if all parties are consciously involved in combat.
But let's say we don't want kids , what do we do? . Make it hard. Like ArmA. Make it appealing to the cerebral player which would mean amongst other things a dynamic economy.
That's one way to do things, I agree. On the other hand... there is DayZ.