can u imagine a game today with content like doing cleric epic with a 6 month waiting list or doing the VT key with some taking over a year and still not completing it, would be just LOL watching people rage in todays age
I don't think everything EQ did was always the best choice, despite my occasionally gushing praise

Quests which depended on a 2% drop from a mob that spawned every five hours were/ are a kick in the nuts. It's developer sadism
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I mean, sure that's OK if it's a one-off optional quest for a non-essential prestige drop. But if that's in the middle of a class quest chain, and you can't progress without that drop, it's horrid.
And EQ did have a fair few of those. 2% drops from rare spawn mobs, where you could spend weeks camped in the same place, questioning your sanity

There is room for a game with great lore, fleshed out world and NPCs, requiring cooperation from its players, without resorting to rare drops from rare mobs to progress.
In fact the presense of the lore, the fleshed out world, the cooperation between players - these help to take the player's mind off the mechanics of the game, potentially making a grindy game more palatable. But there is no requirement for the game to be ultra-grindy. I do question the merit of making a player sit for weeks in the same spot, fixated on one mob who has the drop he needs.