I understand the issues you guys had with the early on implementation of multiple instances of complete dungeons. It was a real shame that you had to return to the EverQuest-style way of doing things with only a single instance of each dungeon.
We see the backlash that being forced to go back on your promise has resulted in.
I proposed a measure that was a grasp at ANY kind of way to address the lack of 'sharing' that is going on and the grief it is causing.
We've seen that you can spawn multiple instance of dungeons. It did work before. The only trouble was the logistics of getting your group into the same instance of a dungeon.
So to distill my proposal down to its skinniest format, I suggested simply that last one or two strategically important rooms of a dungeon be able to be multi-instanced. That'll cut down on your server load by not having to have multiples of entire huge dungeons. The key solution solves the logistic issues with respect to getting a complete team in there.
The added suggestion was made to address the nasty words that are being launched at players by other players regarding the unique MOB's who roam out-of-doors. I guess that suggestion basically boils down to putting McNugget, for example, into a 'static dungeon' that might only have two (or even one) rooms. The game designers could then devise a scheme (or look at some fine player suggestions) where 'sharing' is enforced by distributed access to McNugget for everybody in the game.
Killing him of course should be the real task and might not be possible for everybody who is granted audience.