They eventually corrected this by adding several expansions, making travel much easier as well as just basic interaction. Unfortunately, this caused the attention of players to shift automatically towards new content, leaving the existing world devoid of people and deteriorating. On top of all of this, you could not afford to die in the game. If you died, you would return to a "bind point" as a nude and vulnerable character, where you would have to run all the way back to your corpse and loot it-, unprotected. This often lead to more deaths, amplified by the fact that you lost game experience every time you died (you could shrink in level). It was definitely a bold pioneering game, but ultimately had an abundance of disappointing flaws.
NPC: I have a small errand for you. Are you interested?
Player: I am interested.
Player: Grr... What errand?
"Yae Carl, I'ft been defeating dragons and healing the week in Milotaph, a starved colony. I'm a level 96 Demi-God, and I must make haste to the local tavern to buy yet more lotion and energy serum. Good day villager."
"So, I guess you aint on for basketball then?"
"Mike used to play Everquest all day but now he just snorts Ketamine insted"
"Jonny's wife gave birth but he stayed at home playing Everquest"
"Although Bobs mother was having a heart attack, he was just too close to leveling to phone the emergency services in time"