Group play...Group play...Group play...
Its such a huge focus for the game, but what has been said about what type of innovative systems will make it succeed? One of the main reasons I quit SWTOR early was no LFG system. GW2 was similar and people resorted to outside websites to help find groups. Pantheon has limited teleportation and fast travel so a goof LFG system is pretty much out of the question because they depend on teleporting to the dungeon.
A lot of MMOs have tried to achieve it through public quest systems. Warhammer,FFXIV,GW2 and Rift etc. They work ok, but they often encourage cheesing it for some classes and get boring pretty fast.
Then you have systems like Marvel heroes that can encourage natural groups by letting everyone share max XP for any contribution/being in the area. There is no sitting around waiting for grouping to happen, people naturally congregate to the action.
EQ2 amd GW1 have companion systems, which I like over most other systems. It lets you experience the feeling of group content with automated group members, but still less efficient than a real group. If I have a 2 hour block to play, I'm not going to play the game that requires you to sit around for 1hr to even be able to enjoy the game.
I think what a lot of people really miss about Eq1 is the carefree days of college with the ability to hang around EC tunnel all day etc while doing homework etc while waiting for a group spot and playing at will when the pager buzzes and rare boss is up. Even then it took you 30 min to even get everyone to the start of the raid. Most EQ1 players are a lot more restricted in time commitments these days and need systems that get the player into action asap. I think a lot of EQ1 nostalgia is based on wanting to go back to the days of limited commitments and plenty of free time to camp stuff for hours and when people actually get into the game they will lose interest fast if there isn't some innovative systems built in to the game.