Exactly. I wasn't saying "hardcore" in terms of skill, but rather people who play the game non-stop. It took zero skill to grind AA's, but it was an extension of the game and allowed people to do dungeons they otherwise never would have done because there would be nothing in it for them. At the very least, it allowed progression beyond replacing item slots over... and over.... and over..... and over....
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Keep in mind, there really weren't damage meters and stuff in EQ during its Prime (I know they added a web-based thing later on, where you could compare damage and stuff). So if AAs made a big difference in damage/healing/whatever, and raid spots were limited anyway, as they usually are, who do you think would get those spots? They would go to the person with the MGB and the other cool AAs over the scrub with 2 AAs so he could run faster. So while there may not be an "obligation" to get them, people would still have to bust their asses to get them, or be left out in the cold. In EQ, they were just filler, since raids had so many tards anyway. In WoW, where each person really needs to be on his/her toes for raid encounters, you can't skate by with the tards as easily as you could in a raid of 72 people.
Personally I remember damage meters(that one program which logged your combat log and you came back to by alt tabbing later) since back in the NTOV days. It had been around for a while.
Granted with 25 people it would be trickier.. but this already happens anyway, without AAs. People who are more dedicated and spend more time farming for the guild, perfecting their gear/gems/chants, perfecting their DPS rotations etc get raid spots over people who don't spend that extra time. I don't see much difference in having AAs over having more slots to enchant and gem in terms of having to spend time for it, plus it's a different path of progression as opposed to gemming/chanting.
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A 'huge portion', sorry but I don't believe this for a second.
1) You didn't get experience for exploration
2) Raiding experience was negated and then some from repeated experience loss from deaths
3) The amount of items that existed in dungeons that complemented people's 'raiding' gear were very few and far between.
4) The experience that grinding in an 'old' dungeon netted was abysmal.
No one said you got exp for exploring specifically. Rather, when you went into those dungeons for the first few times exploring them, you got exp from killing mobs while you went. Most EQ dungeons were packed with mobs, so it wasn't hard to come by. Raiding exp was always negligible... i always filled my level 65-70 bar with exp before I started grinding AAs, which, granted still takes time to fill. As for the third point, indeed there were fewer pieces of gear, though that was particularly towards the end of EQ's popular lifespan(i.e. PoP) where you couldn't find much gear outside of raids for raids.
Exp for an old dungeon, depends on which old dungeon you went to. They regularly had the "hot zones" in which older dungeon exp was increased significantly, and it wasn't half bad then. I remember going back to Sebilis and the exp at 65-ish wasn't half bad. It was never PoFire good by any means, but it was something over the absolutely nothing that you get in WoW.
But really, particularly those last two points, those are both things WoW can improve upon. Actually, I would say old dungeon exp was just fine in EQ for the most part - it offered a small amount, which was far better than nothing. More importantly, those side zones/dungeons such as the lesser planes in PoP where you wouldn't normally go for an exp grind, but some guy needed help with a quest and you're able to get some exp on the side while doing it. Doing dungeons for fun(and AA's) would not be nearly as much of a problem with WoW, given that the content is so rich, progression-driven folks would have even more reason to go back to them even if no loot was involved.