I hate that fucking argument so much. "derp just go find mobs higher level than you, there's your challenge!" Yeah, I could go fight the AOW naked and blindfolded at level 5 by slapping the keyboard with my dick, too. But that's obviously not what they intend.
You just set your sights too high. Everyone knows, you could only do that to Vindi.
The EQ feel comes from something pointed out as a potential flaw on this board. It's not just the teamwork aspect because, let's face it, in the big beta sessions everybody is still a noob. Granted, you could get a decent group in Crushbone at level 7 sometimes, but it wasn't exactly the same as NToV, was it? The feeling comes from trying to figure out things like how to manage agro without knowing jack about what's going on under the hood. It's that feeling of not having the combat system mastered down to min-maxing numbers and still trying to work as a team.
There has been an argument going on in this thread that has been amusing to watch because it's an exercise in missing the point. Dungeon crawls in ESO aren't reminiscent of EQ due to similar dungeons (of course not, in this era), but due to that feeling of, "We got this, team! Good job... OMG WTF just happened?!?" Wipes happen. They come out of nowhere. When you think that you have it down, you don't. That's not *all* dungeons; there's one in Cyrodiil with decent drops that I nearly cleared solo. Then there's also the fact that I completed two instanced dungeons of the three in the newbie zones for each alliance, but that third wiped group after group after group at the boss, no matter the level. We tried so many strategies and approaches to take on that goblin king that it wasn't even funny, each of us trying to apply lessons from EQ that didn't actually apply; "How the hell do I keep losing/getting agro?"
Personally, I just let it go when I could have explained after the second wipe that agro isn't controlled that way with this one and everybody has to react to telegraphs, but meh. Sometimes it's fun to just support people trying to figure it out themselves.
Bear in mind that as EQ became a totally different game sometime between GoD and LDoN, many people left and haven't played MMOs since. WoW doesn't have the same artistic style to it, and TES became a favorite among that crowd. Of course they're going to compare EQ and ESO in that case because they have no other frame of reference! Too bad they didn't hear about Vanguard.
In ESO the "go find higher mobs" rule does apply. It has to. Think about ZMO's market diversity. You got your old school MMO players (ie, FoH) who will come in and look for the greatest challenge that requires the best mastery, PvP junkies who will live in Cyrodiil, Elder Scrolls players who have never touched a MMO before and are used to running around one-shotting everything as a practical demigod, and then we can just call the rest your standard MMO market. The only way a game can attempt to be "all things to all people" is to provide diversity of content. In turn, the only way to do that is to think about where to put what.
It would be awesome for the world to have that dangerous feeling, and it will in adventure zones. In the meantime, the lowest common denominator are the Elder Scrolls fans who don't know what they're doing yet. As a result, the open overworld -- especially at the beginning of the game -- is catered to them. You can push outward from the last quest you received and encounter more challenging content. It takes holding down 'w' for three to five minutes if you watch the map to keep from being stopped by some chasm or lavaflow. And there will be quests there when you arrive, probably a new town to start operating from, and other players doing the same thing whose playstyle is probably closer to your own.
On the other hand, you could just stand outside Davon's Watch and tell the new players to get off your lawn.