Thread got a little hijacked, but that's alright.  I agree with Tecmos:  There's plenty of difficulty and associated learning curve/skill to be found in-game, if the player looks for it.  The raider folks who like to be carried by their guilds are extremely obvious, because that's typically a mind-numbing activity:  Log in when told, group up as ordered, /assist when told, collect loot.  It's also far from all there is to do in-game, although it's just about all many of those types of players do (aside from leveling up more alts in their usual experience-highway zones) since they're quite often interested only in pixels rather than interesting gameplay.  EQ's an open-ended game and in many cases it is what the player makes it, so different players end up with wildly different experiences from nominally the same game.  
 
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In the original game there wasn't long enough periods between expansions for very many players to achieve full or near-full "best in slot."  Players certainly talked about it and drooled over high-end loot, as can be readily seen by reading 2000/2001-era comments on old database websites like allakhazam. 
 
Danth 
		
		
		
		
		
		
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