It is making have contempt for the community. I tried again to get some people to split from the afk train to help me farm enemies in a different part of the map but I only convinced one person, a ninja, which isn't enough. We could be working on 3+ enemy types simultaneously but this datacenter only wants farm 1 thing at a time with utilisation of just 20% of the players while the other 80% afk there.
I joined the main group 'fate train' farming and tanked the mobs but died doing it. I looked over at somebody in my party who could have been heal/res me, but they were sitting in a chair mount not helping. They didn't leave afk to help me (somebody in a different party had to resurrect me) but they immediately stop afk the moment the NM spawned to get credit/loot. We could have more NM spawns if they helped fight enemies, especially if we do more than 1 monster type at a time.
I will have to look for a video on certain NMs just out of curiosity to see what they look like because the choo choo afk train people never do the lv18 and lv19 NMs. They could go many days without a single spawning because I can't convince people to help me farm lv23 enemies instead of afk at the low/mid level stuff waiting for other people to spawn those.
Can you imagine how unacceptable it would be for this much afk in any other content. Like you go into Lost Canals of Uznair and 6/8 people just sit on the floor in each room watching 2 people working hard to clear the enemies, then the other 6 people still roll on the loot.
Part of me feels like the afk timer which removes people from an instance due to inactivity should activate here if the player does not engage enemies. Just movement wouldn't be enough, they have to be on enmity list for a enemy at least every 10 minutes. Doesn't count within sanctuary (port surgate), only starts counting inactivity when out in the field to discourage people waiting at an NM location but not helping to attack enemies there. Not an ideal solution, I'm sure somebody could think of a better one.