A few obvious examples:

Plastic trees/grass: http://everquest2.station.sony.com/s...ok/large/3.jpg
Plastic giant: http://everquest2.station.sony.com/s...k/large/23.jpg <--- skin, cloth, leather, brass and a steel axe, all with identical reflectivity. The purest example of "fuck it, just set everything to phong shading and let's go home" I've seen in a while.
Olivedrablol: http://everquest2.station.sony.com/s...k/large/47.jpg <--- and geez, bump-mapping is a tool, not a sledgehammer you hit people in the face with.
Dude's bones are shinier than his metal breatplate: http://everquest2.station.sony.com/s...bc/large/2.jpg
Another example of "bump-mapping is a panacea!": http://everquest2.station.sony.com/s...of/large/6.jpg

In a lot of these examples, they appear to have just taken a bland single color, slapped it onto large portions of a model/landscape, and then just thrown bump-mapping at everything and expected it to add the expected "roughness" to it. But when the mapping has identical reflectivity on everything, it just looks plastic. Like someone who rendered a model in 3D and forgot to run it through Lightwave.