Since this is one of my favorite types of conversations:
Hardcore was required to reasonably see a good chunk of content "back in the day" as now that same level of hardcore is required to see "slightly higher stats on the same looking items" in most cases. The reason? The playerbase for mmorpgs is substantially larger today than it has ever been, and the amount of mmorpgs on the market is commiserate. Whereas EQ could get away with gating 1/4th of their content behind "hardcore" checks such as 30 hour camps, keys, flags, etc... it was pretty much the only kid on the block. And the playerbase for mmorpgs in that time was relatively small, so people were concentrated heavily in 2-3 titles with almost nothing else out there. In other words, if you wanted to play an MMO back then, you had to play by the rules of the 2-3 titles available or you didn't play. Hence all of us "hardcore" players from that timeframe.
Today? If I want to play an mmorpg it is difficult to open up utorrent without seeing links to 1-2, and every gaming company in the world has a handful under their umbrella. Back in the day, you were either in EQ or DAoC or FFXI (western audience, obviously) and if you didn't like PVP, it meant you were in EQ or FFXI. Both games had some fairly heavy gating to get into a non-trivial amount of content, so in order to really enjoy those games you had to put in the absurd time requirements or you sat on the sidelines. There weren't realistically any other options. Had what we call casual games been around during that time frame, the populations of EQ/FFXI/DAoC would have been quite a large chunk smaller compared to what they enjoyed in 99/early 2000s. Hell, had a solo-friendly game like WoW been released at the same time as EQ, EQ wouldn't have gotten 1/5th the subs on that fact alone.
People who started during the pre-WoW days were hardcore by necessity, not by choice. When the choice appeared, most people got the hell out of dodge, and not a single "hardcore" game outside of Eve(totally different audience) has gotten even close to the % of the market that EQ enjoyed. And honestly, it won't. The numbers that were associated with EQ in its heyday weren't representative of the amount of hardcore players in the market. It was everyone because there wasn't any other options. A hardcore game won't attract that same number and certainly not for nearly as long as EQ did on that fact alone, as the people that were lumped into EQ's numbers wouldn't have played EQ had casual options been available.
Anyway, history/logic lesson ended. I enjoyed Wildstar for what it was, but with dungeons being tuned super tightly and a gaming populace that simply isn't the same ratio of alert/active players : half-afk players as it should be to have that type of tuning, I decided that I simply didn't want to put up with the pain of dealing with that every step of the way. Wiping on the same boss in a newb dungeon more than once or twice (and consistently being the last person alive, tanking -or- dps) and constantly having to replace players that bounce on their first wipe was enough for me to call it a day.