This is a frequent fallacy in people’s thinking about EVE - “solo play is bad because it doesn’t generate content for other players”.
This would be an issue, if, for instance, Abyssals generated game-breaking amounts of ISK and loot without corresponding destruction/risk. I don’t Abyss but from what I can gather, it’s good pay but not game-breaking.
The traces are combat-scannable and even D-scannable, so can be hunted down just like a player in a DED. Anchoring an object there prevents insta-filamenting away, and the rewards are in loot so can be PvP-dropped. The only real difference is the PvP-hunter doesn’t know who’s inside, doesn’t know what they’re flying, and so (OH MY GOD!) they have to take a variable amount of risk and some patience before determining whether they can safely engage this possible PvP target.
That’s the real sticker for these so-called “PvP hunters”. They truly hate it when they cannot determine in advance they have a 96% or better chance of an easy win. Because, you know, otherwise there’s risk involved.
So unless someone can demonstrate that Abyssals deliver an ungodly amount of reward for the time/skill/investment involved, or that somehow they simply cannot be PvPed upon exit, it seems like we’re falling back on the foolish assumption that CCP and a lot of players make, which is:
“Other players have an obligation to be content for lazy PvPers who want easy, risk-assessed targets. Because, you know, it’s a PvP game.”
This is simply wrong on so many levels, I won’t even go into it here. Suffice to say that 10,000 solo miners and mission runners sitting in high sec doing their own thing would be nothing but good for EVE.
The problem isn’t based on “people out there doing non-content things”. The problem lies in the base design of EVE, in that PvP simply is not accessible, engaging and rewarding for 85% of the player base. So they do things, even boring things, that they can easily access, provide some reward, and give them the illusion of participating in a dangerous environment.
If the PvP triggers, mechanics and rewards were better, more people would PvP. It’s a question of gameplay design, not of how much ISK/hr you make.