The current game mechanics and the emerging understanding (by some, at least) of game rules are leading to the belief that waiting for a desirable resource in a shared space is wrong because it can create an expectation that may be violated and thus lead to sadness and the expression of sadness (aka complaining).
They also play who wait. In some cases, they not only wait, but also seek to have a shared social experience while waiting. The key to this experience is that it combines the fulfillment of a significant individual goal with a sense of shared purpose in a shared context. There are ways to have this kind of social experience that do not involve waiting for a desirable and up-for-grabs resource in a public space, but the game itself currently does not provide them (to my knowledge), and I have not yet seen anyone succeed in organizing them in any sustained way. Perhaps we should try.
(This is the short version. The background that originally came before this in what would have been a very long post can be found in my comment below, for those who care to read it all.)