I say we just instance the entire server so we never have to look at another player in our entire careers until we're begging someone to do something for us.
/sarcasm off
Sorry if that sounds harsh, but instancing is what ruined EQLive's community. I understand that with growing population there is a need to grow the server to handle said population, but any time I've been doing LDoN for epics or cards or whatever, there is rarely any line up for page drops (maybe 1-2 pages at most.)
Yes, satisfaction flies out when the last 4 page drops are handed to you by charm/chest farmers. But there are worse things in life.
Instancing more and more rare-drop item mobs just means more and more rare-drop items dropping, means more and more people "finishing" EZServer.
I realize I'll be hated by a lot of people for this viewpoint, but timesinks are a part of MMOs. If we kill of all the timesinks, you will get bored fast.
Although this is a very valid statement. The whole point of me creating 'Waypoint' for the server is to ease the the bottleneck of players fighting over things that usually escalate to Hunter.
Considering his (Hunter) time away from the server weekly, this helped him tremendously as far as player reporting/issues goes. For the same reasons you mentioned above, is also why we restrict it to maybe a few zones as well as having certain costs to those instance types (Guild/Group).
As far as LDON's going instanced, the only way I can see that being implemented is a higher cost so you aren't destroying the factor of 'earning/waiting for what you get', and or having the same trivialities as the player next to you. The cost sets back how convenient it really is. If you have the cash to push someone else, you obviously have spent the time invested to be able to make things slightly faster; but once again, with a price.