We're not talking only one available house. We're talking hundreds on Dynamis.
Trust me. I would love a system where every player has the choice of getting the exact location and size of their choice. I will continue to encourage SE to implement such a system since a player is going to be a lot more excited and enjoy the game a lot more when they're able to get what they want than they will settling for leftovers.
But that is not the system the game currently has. We have to deal with what is and not what we think it should be. If you truly want a house, you're going to take what you can get and hope that later you can acquire what you really want.
Or learn to be satisfied with nothing until such time as the system changes (if it ever does).
No, we don't need those things. I spend way more time on Dynamis than I do on Crystal these days and a good part of that time is being part of an active friendly community helping each other to get content done.
Some people like being in a small town instead of a major metropolis. If that's not right for you, then by all means stay away from Dynamis.
So what what does the community gain if SE takes away the houses I have on Marilith and Maduin? A lot of posters here have already stated they won't get a house on Dynamis so you end up with more empty houses where no one wants to buy a house while not solving the problems on the overcrowded worlds.
It's not the multiple owners that are the problem. In most cases, they were purchasing houses that no one else wanted.
The problem is supply and the distribution of that supply. It is caused by the ward system that SE chose to implement for housing. It is mirrored from world to world regardless of demand on a specific world. Because server resources allotted to housing are constantly in use by the static wards regardless of whether or not the owners are online, fewer players can be served by the system unless SE allocates more server resources to housing.
The solution is instanced housing. It's why almost every other MMO out there is using it. The server resources are consumed by the housing instances in active use. As one instance closes when the last player leaves, room is created for another instance to open.
I know some players fear others would simply AFK in their instanced housing so the servers are blocked from creating more instances but Island Sanctuary shows that doesn't need to be the case. Instanced housing could also boot players after 30 minutes of inactivity so there will be room for other housing instances to open.
But SE got lazy and used the FC private chamber system for apartments instead of creating a proper instanced housing system. Players aren't looking for cramped apartments in most cases. They're looking for relaxing, spacious homes with exteriors in addition to interiors. And so everyone is fighting over the ward housing that offers those things instead of being content with apartments.
This isn't a situation of real life necessity and survival. It's optional content in a game.
Are you harmed in some way by settling for Goblet until you get lucky and can relocate elsewhere? You can do the same things with a house in the Goblet that you can do with the same size house in other districts. You have the same choice of furnishings and fixtures to use. If you end up like most decorators, you're going to be burying the default walls behind Stage Panels and Imitation Windows. You likely would still be teleporting directly to the house and teleporting directly away from it rather than going out into the open world to travel.
Those mostly single owner wards are a result of more poor decision making on SE's part.
They tied in-game financial incentives to housing by adding gardening and workshops then allowed players to buy multiple houses (especially FC houses) to reap those rewards. Workshops could have been attached to other content. Rewards unique to gardening could have been assigned to other sources (like Quick ventures where they occasionally show up).
They tied real life financial incentive to housing by allowing players to buy up chunks of a limited resource so the demand increases to the point players are willing to resort to RMT to get a chance to participate in the content themselves instead of being limited to observing the participation of others.
Those who see an opportunity for personal gain are going to grab it and they're rarely going to consider (or care) how others are affected.