Well that faster vs slower dopamine reward loop difference is the whole reason people like eq. It’s same thing as other mmo but longer reward loops are more enjoyable to some people. You cannot honestly say leveling in modern mmos is anything other than button mashing, come on. What’s wrong with chilling between pulls?
You're mistaking
delayed gratification for depth. EQ's pacing worked
in 1999 because it was literally the only game of its kind. People had fewer options, slower internet, and way more time to burn. Today, that "longer reward loop" doesn't feel like tension, it feels like a loading screen that won't end.
And no, "chilling between pulls" isn't the problem - I love pacing. The issue is when the pacing exists because the
systems themselves don't have enough meat to carry the moment-to-moment gameplay. You shouldn't need boredom to make the bursts of fun feel valuable. That's like defending commercial breaks because they make the show feel "more rewarding."
In 1999, EQ wasn't competing with Discord servers, group chats, streaming, or twenty different social networks. If you wanted to hang out online, you had to do it
in the game. You chatted while medding, you built friendships because that was your only outlet during all the dead air. But
that world doesn't exist anymore, no matter how badly you wish otherwise. People socialize on five different platforms simultaneously, the MMO is just one tab among many.
Trying to recreate 1999's "community through scarcity" in 2025 ignores how people
actually live and connect now. Most players aren't going to sit around in silence watching mana bars crawl while waiting for conversation to spark. They'll tab out, hop on Discord, check their phone, or play something else. You can't brute-force social interaction through downtime anymore, the cultural landscape has moved past that.
That doesn't mean MMOs can't foster community, it just means the mechanisms
have to evolve. You can still create cooperation, coordination, and shared achievement without forcing players into boredom as the glue. EQ's social magic came from
necessity not design and necessity is
gone. The cat's out of the bag. The world changed, and people's attention changed with it. If a developer wants to build genuine social connections now, they have to inspire it through engaging systems, not trap players in a waiting room and call it community.
Your point about making combat harder and more dynamic is actually spot on, though - that's the real solution. If mobs have abilities that force coordination, positioning, and adaptation, downtime becomes recovery, not something you alt-tab out of because of boredom. There's purpose behind it. But that's also why I doubt they'll do it. It's
way harder to design that than it is to slap a mana regen timer on people and call it "old-school."