Sure. And for what it's worth, I did feel a little bad about that. The thing was, EQ was in decline post PoP, and Uqua was a gigantic unfinished mess. I also got sick of the hybrid tanks not wanting to give up their mobs to defensive warriors and wiping to it repeatedly.
Wait, did they add a non-trivial death penalty since I played? I was just rounding up 4+ mobs at a time and AoEing them and not caring if I died in that game just like WoW when I played a few months ago. I would give fear of death as one reason why EQ is a superior game. I did not see it in Rift though.
As opposed to not grouping to the level cap in WoW and its clones? Quest based progression actually hiders grouping because friends or people you run into will be on different stages of the quest line. Forcing players to cooperate to overcome challenges is a cornerstone of MMOGs. What you have without that is a single player game.
Hours and hours? How are CRs taking anywhere near that long for you in a game where you can bind almost anywhere (let alone port) and invis actually works?
I took a magician from level 1 to 50 in 4 or 5 days played. We powerleveled our warrior from 44 to 50 in like 4 hours. Then we one grouped hateplane and got full planar in less than a week, playing maybe 3-5 hours a day. (hate respawn is 8 hours there)
EQ only takes an inordinate amount of time if you don't know what you're doing. You guys are remembering the game from when you were novices.
EQ isn't hard because it's a time sink. (all games are time sinks, btw) It's hard because mobs don't leash. It's hard because you have to care about staying alive. It's hard because mobs are (generally) much tougher than players instead of the other way around. It's hard because dungeons are not isolated bubbles where you control every variable. It's hard because you need to create social bonds to succeed.
The design of the game encouraged the socializing that created that comradery to begin with.
Everquest's design forged such lasting social bonds in it's players, that many of WoW's guilds are still organized around those bonds. Bonds formed in WoW and its clones are so weak that guilds originating in that game are nothing more than transient conveniences. The most successful guild on one of my WoW servers years ago was called SHARKS WIT LAZERS PEWPEW.
As much of a jackass as I am, I had the logins of about two dozen guildmates. None of them even so much as heard my voice, and accounts (especially ours) were worth thousands back then. EverQuest fostered trust; and in that game your social connections were worth far more than any piece of loot. How many logins do you have of your fellow WoW players?
Hoss was once one of top 10 guilds in all of EQ. We didn't get there by hating the game.