Yes, the alignment on evil players must be so that they don't take over the world (because they will if given the ability and good/neutral might just quit from lack of fun), but also so that the evil players won't leave due to lack of fun themselves.
Currently the ONLY "in-immersive" "PvE" mechanic is the tribal safe zone. This is assuming death is fixed and that we have no clue how war and beyond the fog will play out. It might take a week or so, but people will need to leave their tribe zones for sanity reasons in addition to resource reasons. Simply removing these small zones will leave the game with 0 compromise. It would be as if DF launched with 0 guard towers, 0 alignment system, more broken combat.... that is a bad idea. There may be very few percent at the moment that have such a blood thirst, but it will still cause a severe problem. It might level out later, but the damage would have already been done.
The entire thing is a balancing act. Right now the non-pvp side is slightly closer to the ground, but that will change once combat is fixed and an alignment system is working.
it was a legitimate topic for a game in development, and an actual concern. feel free to read the origional post, as i was aware of the controversy it would create.
i could have worded my OP much diffrently to create a better troll thread, but i didnt, this was a legitimate concern,
hey, if he likes repeating the same mantra over and over regardless of numerous points that shows flaws in the logic anyway..so be it
his 15 pages boils down to
"mobile safezones FTL!" (pointed out the flaws in it, he refuses to refute )
"you need as big a risk/reward ratio for ALL playstyles" (also pointed them out for it also)
"PvP people need more PvE targets to fight, that fight back..but yet we need more pure PvP targets" (that in itself flaws itself)