It's rather ironic that in a game called EverQUEST quests are really not all that important. It's fully possible to max out a toon, including levels, AAs and gear, without ever doing even ONE quest.
I enjoy doing quests, especially ones that do NOT involve the classic WoW style "Kill 10 of this beast, 20 of that one and then return to the quest-giver for your prize" since those aren't really "quests" in the form traditional to fantasy fiction and RP games. I like those that involve solving riddles, travelling the world, sneaking into forbidden dungeons and jungles and killing only when all else fails. It's just that I'm inherently goal-driven and I find it hard to justify spending hours on a quest if the reward isn't significant. That's MY failing, since the "end" should be the fun, the challenge and the sense of accomplishment in completion. But this is why I search out fun quests with at least passable rewards. Like recently I started doing the epic ornament quest for those of my toons with their epics, under the apprehension that an epic ornamentation converts any weapon to "class only" which then contributes to strengthening a charm whose power increases the more class-specific "gear" is worn by the bearer. Well, this was a MIS-apprehension since it doesn't seem to work that way but I didn't realize it until I obtained my first epic ornament.
I may still do this quest for all my epic-bearer alts, since it's kinda cool to disguise a current level weapon with the appearance of a Kunark-era epic weapon. I've had more than one noobie ask my druid why at level 100 he's still using his leafblower. LOL. To me, this is all that's required to make quests much more enticing: SOME kind of reward that justifies the investment of time and effort. It doesn't have to be an awesome piece of gear, but something not as trivial as 10pp.
I would also love to see more involved and challenging quests (kinda like the epics when they first came out, altho maybe NOT requiring raids or access to locked zones) with substantial rewards unobtainable any other way, such as spells, ornaments, maybe even mounts altho there are already a ridiculous variety of "things" to ride and those don't motivate me at all anymore.
Somehow it would be nice if the name of the game was better representative of how the game is meant to be played! Agree or disagree?
Oh, to avoid being accused or derailing (LOL) let me respond briefly to the original message of this thread:
1. I disagree that it's hard to level in the current incarnation of EQ, at ANY level. Sure, it takes longer to go from 60-100 than from 1-60 but who could reasonably expect otherwise? The most common gripe I hear about WoW is that it's TOO easy to max out a toon. If you prefer solo play and you can't tank there are TONS of XP-rich mobs that do NOT summon. My main is a druid and those are my "bread and butter" mobs.
Summoning is a rather lame "workaround" fix for the problem of kiting class players being able to engage high-level mobs at no risk to themselves by outrunning them, snaring them, rooting them, nuking them, dotting them, etc. They could remove summoning from the game. The solution would be to make mobs run faster, make them immune or, better, highly resistant, to snare, root and damage, especially if the level difference between player and mob is high. I prefer "highly resistant" over "immune" because it gives the persistent patient player a shot and to me spell-immunity is as lame a workaround technique as summoning. The only mobs who I think should be able to summon are the rare "perma-rooted" mobs and only then in the rare case that the lore makes sense that such mobs would be perma-rooted: like plants, mushrooms, etc.
/rant off
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR