Last nite, hungering for a challenge, we grabbed a guildie cleric and three-manned Tempest's Spine, one of DDO's raid instances. I finally just couldn't take another run hearing people bark out desperate orders that inevitably led to group wipes as they cowered behind their shields and took the most weak-kneed route to a demi-victory.
And we did it! Albeit with a couple mishaps, as none of us knew Tempest's Spine that well. I think despite the lack of content, what DDO has done to keep us as players is the relative de-emphasis on gear, unlike MMORPGs of other ilk. To design games around gear checks is unfair, and insulting to all but the most hardcore players. People should be rewarded for taking risks, not for sinking massive amounts of playtime into epic raids repeated ad infinitum.
Guild Wars had headed this route, and it did seem to reward skill over play-time, but not to the extent that DDO does. It offered an increasing options base to choose from, but sadly some gear advancement is necessary to keep players interested. On the other side of the spectrum is World of Warcraft, which offered a tremendous diversity of content and perfect treadmill of gear advancement, but that left working folks like us frustrated at losing to people with sickening gear and the patience to wait for all their timers to reset.
It was Russian Roulette, with some folks having way more chambers. But hey, with 13 Tzameti looking so good, maybe that's just some folks' prerogative style.