These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
Alt-itis: Playing alternate characters is commonplace for many players. It lets them play the game through different playstyles and even experience different types of content and cities that their main may not have been able to access.
Best Known for the Fanservice: A lot of people knew Everquest as "that game which always has that blonde girl on the cover". In fact, SOE's decision to use the expansion's main antagonist on the box art instead of Firiona Vie may be because Everquest was getting bad press over their reliance on Sexy Packaging.
Best Level Ever: If you played EQ, you probably had at least one zone you liked to visit on occasion just because it was so durn pretty. And in EQ2, not only does the same apply but you don't even have to worry about getting swamped under a mob of grey cons.
Broken Base: You know those vaguely caricatured statements on how people denigrated the changes that streamlined the game? There are people who actually, honestly think that the level of misery the game engendered was good for it.
And the funny thing is, their complaints are right in a very specific sense - back in the days of misery, you got good or you gave up. Of course, softening the games blows made it more accessible to casual players (that in and of itself bothers some people), and the calamities the old ways would have caused, such as a raid wipe in Veeshan's Peak, are no longer the kind that literally cause players to quit the game. The utter bastardry of the game also engendered a kind of camaraderie, since you were forced to work together with other players just to have a chance.
Complacent Gaming Syndrome: This happened a lot, especially when it comes to zones. For example, back in the mid 2000s when grouping was still necessary, most players parked inside Paludal Caverns until they were in their mid 20s levelwise, and never budged. It's also a vicious cycle - people wanted to group and so they hung out in Paludal because all the groups were there, so more people went to Paludal, so even more of the groups were there... of course, now there are so few newbies that groups below level 90 don't really exist anymore, and SOE changes the "hot zone" semi-regularly to keep a wider assortment of zones worth exploring.
Ensemble Darkhorse: Fippy Darkpaw, a level six gnoll who repeatedly committed suicide by charging headlong at the gates of Qeynos (which were guarded by level 50 guards). As the joke went, "Who wants to see The Fabled Fippy Darkpaw finally hack his way into Qeynos and take revenge for all those years of torment?"
Not exactly a joke, since there was a Fabled Fippy Darkpaw during an event, who managed to get inside Qeynos. Many other Fabled creatures appeared, such as Fabled Ambassor D'vinn, or Fabled Garanel Ruskiff.
Fippy later reappeared in Underfoot as a raid boss, where it was revealed that his true form became more powerful every time he was felled in Qeynos.
Back in the old days, Everquest had "hell levels", so called because the way the experience was calculated caused certain levels to take ages to clear. Specifically, multiples of 5 (30, 35, 40, etc...). This was removed after SOE took over from Verant Interactive and, among other changes, redid the experience mechanics.
Trains. The provider of the page quote. Trains happen when a player or group is overwhelmed or overmatched and are forced to flee to the zone line. The group of monsters that attacked them, as well as any that get picked up during the run, are the train. Trains can mean instant death to any unprepared adventurer in their path, and since the death penalty was so steep and trains were always someone else's fault...
Special mention goes to Estate Of Unrest for being train hell. If you got within a certain range of any single mob in the house, you would bring the entire house down upon your group's heads. And if someone else pulled the house and trained to zone, and anyone was in the courtyard, they had to pin themselves against the walls to avoid aggro after the puller zoned.
Corpse Runs have been removed from the game. It used to be that if a player died, his corpse, along with all his/her weapons, armor and items, remained where he/she died. So if you died in the depths of a dungeon, retrieving your corpse was a very difficult proposition. Plus, in the old days, you could actually have your corpse decay if you couldn't get to it in a week, taking all your stuff with it. Literally many players left the game after losing a corpse in Veeshan's Peak or Kedge Keep or some other difficult dungeon.
That One Boss: Dozens of them, seriously. In an effort to make the game more challenging for the ever-increasing-in-power player base, boss mobs come equipped with debuffs of ever-increasing-nastiness.
Deepest Guk is notorious for how close together the monsters are. It simply cannot be done without an Enchanter to "mez" and prevent "overpulls".
Pretty much any level with a zone-wide debuff. Here's looking at you, Uqua The Ocean God's Chantry.
The raid version of Meldrath's Majestic Mansion was reviled when it was current content due to the ludicrous amount of trash mobs in the zone, as well as ambushes from powerful mobs that would randomly occur whenever doors were opened.
They Changed It, Now It Sucks: Many, many players long, or think they long, for the days when Verant Interactive ran the game, as opposed to Sony.