It's not that a vast majority doesn't like the idea, it's 42 % versus 58 %.
And I am sure it would be more than 42 % if it would not say "Yes - I want the possibility to rule/defend my own star systems" but "Yes - I want the possibility to build my own little station or ground structure after a while, and if I am part of a guild of a certain size that guild should be able to control some territory as a combined effort of it's members - which of course can always be challenged by others."
Oh? Based on what?
And as noted, idea of players owning systems is ludicrous. Even if you were able to do it, once it got notable enough then someone with real guns would come in and annex it. Idea that some coalitions of dozens or even couple hundred pilots in their ships standing up to actual interplanetary dominions is ludicrous.
I gave a concrete example how building a structure can have weird consequences if it is not in real-time and a concrete example how the destruction of a structure can have weird consequences if it is not in real-time.
And I gave you concrete example of how these issues are easily fixed by simply synchronizing the status after instances (they are dynamic and thus will pop up and disappear as required) are emptied.
But you are right in a way, the difference is mainly gradual, because missing important events despite being there will also happen without structures being involved. Incoherent environments will make it even more frequent though and of course not only different people and different events at the same point in time and space but also different environments add to the bizarreness.
As I said, it does not when you do not permit exact time for event to be told in news. If you use some other means of knowing the exact event, YOU are destroying the immersion.
Stop completely ignoring what has been said because otherwise threads deteriorate to loops of repetition. Examples of totally twitch based and totally persistent MMOGs that worked fine for more than a decade, even in times with dial up connections, have been given.
Name them, preferably ones which had all these things:
Complexity of ED
Persistent world instead of instanced battlegrounds
Twitch gameplay
No lag issues
No one knows how many players regularly paying in All mode ED will end up with, but even if they are significantly more than let's say in Jumpgate at it's peak it should be a manageable thing in 2014 with vastly improved hardware and bandwidth plus a much bigger game universe plus additional measures which I pointed out that you are also ignoring.
And I have repeatedly pointed out that INSTANCING IS DYNAMIC.
It only matters if and when amount of players in any given location exceeds what is viable for gameplay in terms of lag or when players are not compatible for other reasons.
I am convinced the dreadful fashion of instancing is that tenacious because most of today's online players only know instanced games and lack comparison, with WoW playing a big ugly part here, and of course because it is the easy-measly way of addressing the technical limits.
EVERY game is at heart instanced. Eve has instances for each system, UO way back had server borders. Gameworlds have to be broken into pieces because we do not have quantum computers to run them with.
Of course a prerequisite for any noteworthy RP is a persistent world without instancing. All games mentioned did not use instancing. Another game that is not instanced and has rich RP is EVE. Second Life may not be a game but has many RPGs within it - and is not instanced. Most popular game that is instanced and has shallow RP is WoW.
Eve is instanced. Every location is instance and gates just move you between instances.
And those instances are goddamn horrible when you get enough ships there.