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You can also use the same character anywhere, bouncing between lobbies or into singleplayer it doesn't matter.
You join lobbies and play with everyone in that lobby. You can freely move between non-dungeon zones and whack stuff. Lobbies can be public, friends-only, password-restricted...
You can form parties to share kills (for the sake of EXP and quests) with players in your party.
If you wanna do a dungeon in a group, you gotta join a party and allow the party leader to enter an instance dungeon for your party. "Instance" in this case means the dungeon was generated for your party and isn't shared by players outside of the party.
Loot dropped from enemies, chests, and destructible objects is generated independently for each player—so when you pick up items dropped from those sources, you aren't taking them away from another person's game. However, an item dropped by a player is a single, fixed item that only one player can pick up again (allowing you to give items to others, do trades, etc).
There's a global lobby chat, a zone chat, and a couple extra chat channels.
As far as combat is concerned: enemies target players based on whoever's closest or who has generated more 'threat' against that enemy. All damage generates threat, but some skills (such as the Fighter's Stomp) generate more than usual, allowing you to manipulate enemy attention. Some skills can heal nearby players (Mystic), or apply buffs to them... Bigger single hits of damage are more likely to interrupt enemies, but come from slower weapons... Faster weapons deal more damage but are less likely to interrupt enemies... There are ranged and melee weapons...
So basically, it's the usual online RPG experience where you're rewarded for coordinating with others and diversifying your party in dungeons, but you can also do stuff on your own in a zone with other players nearby for the vibes.