I tend to agree with this. Even if it was a net gain at the beginning, I would wonder if people would play much past the initial 65 rush + AA and low level tiers. I just think people who have done it a few times might get to the point where they say, fuck the time investment for the 3rd or 4th time. (This could be especially true for farming the raid gear to enter higher tiers.)
I know many items I wouldn't camp again now that I have done them once or more. (or maybe I would try them when the mobs are not trivial and give up when they become trivial.)
Life tap mask
Idol of Joy
ToLL
Pal self heal (+48 hours no spell yet)
Cage
shaman mask stuff (so much trivial farming and still not done...)
Faction item farming for so much/many stuffs...
etc.
The problem with all those camps/grinds is that people on this server are so used to doing them with 1 or 2 totally overpowered characters. If you go to the ToLL camp and one guy is there camping it, that removes that camp from the game for everyone else. No instancing, but no grouping either. You go to Velks (or whatever its called here) and one guy (with two characters) is pulling the entire zone. Try that ToLL camp with 'normal' characters, the named absolutely rips you to shreds. High raid tier characters do it with their eyes closed, but it is completely different experience with 'normal' characters. Not only that but it would satisfy a full group of 6 individuals, it would be challenging, they would have to split the room etc.. all stuff that made this game fun in the first place.
To me the biggest failure of this server is that best and most fun dungeons in this game are completely worthless once you join the l33t raid scene. So you get newbies join the server and have a lonely boring experience getting through the levels, and they remain a noob at 65 because the difference between 65 and a high tier 65 is gigantic. And there is no way for them to progress because that point in the game is empty. So as soon as possible they join a raid guild and get dragged along by the experienced players and become high tier douchebags in no time.
But the problem with that, is that it instantly ruins the majority of this game, and makes the most fun dungeons become worthless. Places like Cmal (whatever it's called here), Catacombs, even just Eldenals itself is really challenging with normal characters. But most people here have forgotten what normal characters feel like and what the base game even plays like. You stand next to one of those mobs with your 950 AC and 2000hp and the Hp just plummets as soon as you take a single round of damage. The wizards that use ice comet have one shotted some of my characters. That is what this game was supposed to be like. Splitting suddenly becomes important, and crowd control is important (does anyone even remember spells like mez?), and in places like that cmal you need to explain to each other how you are going to handle the next fight, who is going to mez what, which mob to focus first etc, then you rise up one of those pillars of water and the action happens. It is very exciting and very fun. I only did that place a few times but loved it every time. But last time I played it was impossible to find anyone to go there, because the whole place is made pointless and obsolete by the other content. Nobody wants those clicky heal gloves because the raid gear is so much better, and nobody wants the mediocre exp from a normal group when you can just afk in a group with whoever is doing the treants or get in a guild group with some old overpowered pally who pulls half of First Ruins in one pull and you watch all your AA's flood in.
This server has become raid obsessed and the problem is that it ruins the rest of the game. It's all business and very little talking anyway on a raid so you really don't get much of a different experience compared to a normal group of 6 individuals. But my favorite time in EQ was the Kunark/Velious era and grouping is mostly what people did. Sol b, Lower Guk, Karnor's, Seb, Howling Stones, Velks, Chardock, new players had an amazing journey but then newly high level players had a dozen or more dungeons to go to and they got your raid experience right there. Doing 'Disco' with a bunch of normal geared people, wizzy in an SMR etc.. it is no less challenging or interesting than you nerds doing an uber high tier raid. In fact most of the raids have known strats so there isn't even anything to work out most of the time. I spent my first week in Seb just doing the entrance and a few deadly excursions further inside. It was only a week or so later that I managed to get to 'Disco' and I had to go many times until I got my robe. I had been playing in there for ages but only managed to do the Hierophants Cloak camp a few times (and I never got the cloak). I could have spent a month or more in that one dungeon, same goes for all the dungeons. This game has all those dungeons but nobody goes, and if they do they are ruined by overpowered characters that trivialise the entire experience. It's annoying because the kind of people who raid tend to think they are the elite, and they are deserving of the best gear because it is raid gear and therefore the ultimate achievement. But in reality, the opposite is true. The ultimate achievement is the group of level 30 something noobs who go to Lower Guk with chainmail and cloth shit and the tank's weapon is some crappy 11/34 runed falchion with no other stats, and they spend a month in there getting geared enough to just to reach the other side of the dungeon and face the king or the GL. Put that group then in a kunark dungeon but with old world gear, that is a real achievement. And that is what made the game popular in the first place, and that is what got ruined by later expansions, and SoD is like a reproduction of what ruined EQ in a mini version.