Gotta agree here. Was it really so hard finding a group in EQ. Most people who had a hard time were just people no one wanted to group with. /shout combined with /whoall worked fine for many years. I guess I'd rather see dev time dedicated to other things, like a super robust ignore/black list feature. You know, something we could all use.
It could definitely be very hard to find a group in EQ. It all depends on what your playtime was, and what level you were in relation to the 'era' you played during it, along with how popular your server was. Lots of times the dungeons for your level range would be overflowing. Who here doesn't remember this story:
-Log on
-Sit /lfg at the zone entrance for an hour or two
-Finally get an invite, only to go to the camp, have a wipe happen, group immediately disbands
-Noone in the zone is willing / able to rez
-You log out in anger due to the night being not only a huge waste of time, but you're actually worse off than when you logged in
Seriously, that's like...the main EQ experience for a lot of people, that happened all the time. Yet we kept on playing! Or, you say "well, I'll go to that other dungeon that's less crowded, even though the exp is worse or I'm kinda starting to out level it", only to spend hours traveling, get there, and the group to disband when you finally arrive. Now you're stuck at a shitty dungeon still with noone to play with.
There are all things that are highly mitigated once you get a guild and/or a good circle of friends, definitely. But they're issues. That doesn't mean we need instant-teleports to wherever you desire, or removal of the death penalty, or all instances all the time. But there does need to be a good solution that address the issues that need to be fixed, while keeping the good from a immersive world where travel is important, the world is huge, death is scary, and you need your friends to survive.