From what I experienced playing several types of survival games (ARK,D&L,Atlas,CE,Star’s End, Empyrion) is that PvP & PvE are always developed together, with PvE being a rule subset.
The only exception to this rule was H1Z1, which was split into 2 games: King of the Kill, and Just Survive. … The PvE game was shut down. The PvP one still runs to this day, but this isn’t mode dependant. They really screwed up the PvE game.
PvE and PvP are always 2 sides of a coin, with PvP being the head (primary mode and scope), and PvE the tails (the side that sets the inherent value).
To develop these modes separately would require twice the QA teams, twice the certification, and an ever divergent game… at some point it will evolve into 2 entirely different games running on the same engine. That’s too much or FC to handle, especially sicne they have the game running on different consoles at it is.
In the end, after much consideration, and an objective view of the PvP vs. PvE conundrum is this…
PvP is mutually exclusive to singleplayer. It HAS to be played with other players wether you like it or not, and thus HAS to be played official, and the entire game must prioritize the multiplayer aspect to accomodate PvP players.
PvE can be played solo. One can argue, if you don’t like an accomodation made for PvP, mod it away to your liking. Vice versa won’t work, because in PvP the accomodation is always multiplayer in nature.
This is why PvE is always a sub-set of PvP.
Now, personally I have always favored PvE. I’m a pacifistic preservationist. Your classic carebear.
So yeah, i get annoyed whenever PvP destroys PvE… greatest example was on ARK… They removed speed modifier on flying mounts because it became the meta in PvP.
But in the end, you can mod it for PvE… but you can’t mod away balance for PvP, because it is a natural evolution of balance.
That’s just my 2 cents.