The game, its design, and playing it, is an intricate interplay of consequences. It would lead to too many words to go in depth on this, and frankly I’m fed up with it at the moment. I’ll just try to exemplify without giving the reasons or reasoning. A question of “what did the author mean with the brown spider on page 46”, that’s the risk I take, lol.
Griefing = harassment = people pushed out of the game = bad
Ganking = (non-consensual) pvp = tough for some, easy for others = not a retention factor other than historic = part of the game.
Hotspots of hisec ganking are a consequence of design choices on many levels, for instance there’s a reason why many rookies pick Caldari, probably multiple reasons. That’s also where hotspots are. Establishing starter systems next to heavy trade routes … you know… Hisec ganking in its current format is an optimized solution.
Amarr space doesn’t have particular issues or high incidences of rookie kills. Minmatar space probably similar. Those are the two areas that are, for several reasons, less popular.
Spread rookies out more efficiently (as a game designer), trade route hotspots will remain where they are, anything related to rookie griefing would become more visible (at least to ccp), etc.
Early progress in this game is of course partially related to isk (and ship losses), but the will to succeed has to be there as well. It has always been a big factor., if not a big filter or selection criterion (yes yes, I’ve been called arrogant and ignorant for saying this, whatever).
A different filter/selection criterion is the sandbox nature of the game. It’s not for everyone, sandboxes are not the most favorite element on any playground. It actually requires imagination to play in it. A swing doesn’t. Sandbox, imagination and the will to get guud have to go hand in hand to be enjoyable. Call me arrogant and ignorant, it doesn’t make it less real.
Ganking in its current shape is a direct consequence to design choices and changes that ccp has made, just like the HAC meta in pvp. When new choices and changes will be made, so will the shape of ganking in hisec.
The potential of misuse of any safety increasing measures by non-pvp’ers is always present, usually announced up front by players on how and why… Those affect the economy directly. Yes, it may for some new players be a reason to linger a while longer, but for the long term health of the game’s economy it is most likely a bad thing. The optimized solutions not only exist in sov gameplay and pvp doctrines, they exist even more (and covertly !) in indy/manuf and especially in trading They are the spreadsheet wizards !! Of course it’s hard to say how exactly, if there is no hint of a change.
dixit