EverQuest Coirnav Diary, Complete (Probably)
2,429 words.
I rolled a Human Druid on the new EverQuest Coirnav progression server Friday. Wilhelm (and many web pages) said I should roll a Necromancer if I wanted to solo, but then I read about Druids on Keen’s page and it sounded more interesting to me.
I entered the game. I was first assaulted by that wonderful UI that’s clearly made for someone who has played EverQuest for nineteen years straight, and not someone who has, for all intents and purposes, never seen the game before. Much like my memory of the game from 1999, the UI covered about half of my view.
But this time it was because I chose to play in the ancient resolution of 1280×720, because my testing showed that it would be impossible to read anything on the screen at a higher resolution, and I really needed to be able to read things. One of the joys of playing older games is experiencing their lack of foresight in designing for future, higher resolutions, most often seen in non-scaling, non-anti-aliased bitmap fonts. (In this case I also got to see a game client that borked my whole Windows desktop every time I played, necessitating a reboot after every session-probably because of playing in a different resolution. Does this client even use DirectX or is it still using Windows 3.1 GDI calls?)
I arrived in Norrath in a place called Surefall Glade standing in front of a white-haired woman named Te’Anara. She said I should read a note in my inventory. I actually learned that much later, after I went scrolling through the two chat windows at the bottom of the screen. EverQuest, if you didn’t know, could almost be described as more of an IRC client than a game. One of the chat windows is called “Main Chat” and the other is called, well, “Other Chat.” Te’Anara said some things in the “Main Chat” window and some things in the “Other Chat” window, and because of the busy first day of the server, a lot of text scrolled by.
I don’t know why there are two chat windows in EverQuest, or why they both take up about one quarter of the screen. Te’Anara said a lot of things to a lot of other druids in the “Main Chat” window. Thankfully there is no voice acting in EverQuest, otherwise it would have been a constant babble of voices talking over each other. Or, the same voice saying the same thing over and over again to many different people. Everything that the NPCs say is said to everyone, not just you. Being a complete novice, I was trying to actually read what was said in these chat windows, but the text kept scrolling away as other people talked to Te’Anara. It was very hard to tell what she was saying to me and what she was saying to everyone else. (Some time later, I discovered she had actually not said anything to me in Main Chat.)
Incidentally, the player chat was disabled or broken or something when I first played on Friday. It was back on Saturday. I can’t say that I missed it.
Anyway, I spent a great deal of time standing there in that first room with Te’Anara, staring at the screen, trying to figure out where to even begin clicking. You can right-click to rotate the camera, so that was one tiny piece of familiarity I could cling to. You can also left-click, but only when you have zoomed out to a third-person view. The game defaults to a first-person view, and returns you there every time you log in. Later it dawned on me that was probably because in the third-person view, any time you try to click anywhere with the left button, you almost always accidentally select yourself.
(You can disable that, but there are times when you want to click on yourself, such as when casting a healing spell. You can also use F1, which explains why every game since EverQuest defaults to binding F1 to select yourself even though I’ve never needed to use that in twenty-some years of playing.)
Eventually I figured out how to read the note in my inventory. Pressing “i” opens the inventory in EverQuest, another small piece of familiarity. However, the “inventory” page is actually more of your character’s “paper doll” containing all of your stats and character equipment. How is this an inventory? Well, because the inventory is so tiny that they can just stick it down in the bottom right corner of the paper doll. I had eight inventory slots. Eight!
It doesn’t look like you’re going to be able to expand that inventory anytime soon, considering that it would require a UI redesign. I had a backpack in my inventory, though, so I assume you can get more storage space with bigger backpacks. Pretty old school. Not unlike other games I remember from the time (eg. Ultima Online, I think). Still, the nesting doll inventory system of sacks within backpacks is one of those game systems that should definitely remain in the past.
Here’s what the tattered note says:
There’s no indication of where this note came from. There’s no indication of where I came from. My character, that is. I guess I just appeared, fully formed, in front of Te’Anara’s crotch, with a note.
The note says Te’Anara will “guide” me on my journey. It turns out that’s actually a bit of an overstatement. She never told me anything about my journey, where it was meant to begin or end, what my goal was, or anything. The only thing she really told me was not to kill the bears, and not to litter. When I played a few days on the Vox server several years back, I definitely recall a tutorial of sorts that walked me through what to actually do after you enter the game, besides stand around and stare at the walls, watching the chat scroll by. That tutorial went through a number of arcane steps that I probably never would have figured out on my own, like hailing and finding and considering and God knows what else. I could not find any such tutorial here on Coirnav. I had to try to dig that information out of my memory. (It turns out the tutorial is a feature you access on the character creation screen, and it did not exist on Coirnav.)
I should note that there is an extensive Help document in the game. However, it’s not the kind of Help that will actually help you in any way. It’s more of a technical reference to describe what each menu and button does.
Eventually, after I’d been in the game wandering around, experimenting for more than an hour, across multiple play sessions, and also reviewing video replays of said play sessions, I finally worked out a) that I had a note in my inventory b) that I was supposed to give the note to Te’Anara, and c) how to actually accomplish the technical feat of giving a note to an NPC in EverQuest (drag it from your inventory to the NPC). When I gave her the note, triumphant music played and Te’Anara gave me a new shirt, some reputation, and some experience (it didn’t tell me how much experience, but it sure wasn’t much). The shirt didn’t change my appearance at all.
To be honest, that’s been my biggest accomplishment in EverQuest so far, and the only “quest” I completed.
I also managed to “hail” both Te’Anara and some other guy named Gerael Woodone. (I actually did this before I gave the note to Te’Anara, but I think it was supposed to have been done after.) They both gave me tasks to deliver a flask of nitrates to someone. Te’Anara said I should take the flask clear over to a different continent.
Gerael Woodone said I should take another flask to someone named Linaya Sowlin, whose farm was “alongside the road to Highpass Hold,” in the “western plains of Karana.” That was at least on the same continent, so it seemed slightly more, well, possible. Both quests utilized the same flask of nitrates, and the game wouldn’t give me two such flasks, so I guess I’m supposed to pick who to deliver it to? (Neither of these quests appeared in game’s quest log, by the way.)
Anyway, being a modern MMORPG player not yet attuned to the ways of EverQuest, I assumed that following quests would be the most efficient, and interesting, way to progress. Ha! Trying to find Linaya Sowlin led to a very long journey that turned out to be a complete waste my time. I still haven’t found her. (It should go without saying that modern conveniences such as handy map markers to point you in the right direction do not exist in EverQuest.) I ran all the way through Qeynos Hills, West Karana, North Karana, and into East Karana. That was where it started to become apparent that I probably wasn’t supposed to go that far east and I turned back. I didn’t find anyone “by the road.” I looked her up in a wiki, and it only said that she is in the West Karana zone (even EverQuest wikis don’t know specifically where people are). I ran all around that (mostly empty) zone, looking in every building I came across, and could not find her. That whole process took about two hours, and several different play sessions. Eventually I ran all the way back to my starting point in Surefall Glade to try to regroup.
During all of those adventures I managed to kill one gnoll pup and one skeleton in Qeynos Hills. I tried to attack a rat, which was “yellow” (meaning it was “quite a gamble”) but it was tougher than me so I had to run to a guard to rescue me. (During that fight, I’m pretty sure I accidentally healed the rat, too.) Almost every mob I encountered on my travels around Karana was yellow or red. Most mobs ignored me, but I gave some of them a wide berth-a hill giant somewhere in North Karana, and various bandits and brigands scattered around.
After four hours of play, over the first two days of the the server’s lifetime, I made it about 9% of the way to level two. Meanwhile, I saw other people in the chat looking for level 14-16 groups. I saw one person looking for a 25+ healer. So I’m a little bit behind.
So far I’m, um, not having much fun. I seriously doubt that I’ll play much more. I mean, I fully expected a punishingly old school game where nothing is done for me. But I expected there to be some little nugget of a game in there. Some tiny piece of a story to hold on to. But it’s a lot more of a sandbox than I expected. It’s pretty much 100% setting and 0% plot. There’s no questing at the beginning of EverQuest at all. At least no questing of the kind that gives you experience points so you don’t have to run around killing mobs all day. At the very beginning, EverQuest looks a lot like an Early Access prototype. It looks like a game engine with a few bits of demo content. (I imagine that’s exactly what it was in 1999.)
I also learned that sound design is a big factor in my becoming engrossed in a game, because EverQuest does not make much noise when you play it, and it was very noticeable to me. There are some footstep-like sounds when you walk around (that do not sync at all with your character animation), and an “environment” effect that sounds a bit like a synth-generated whooshing wind noise (it is off by default, and I can see why). Other than that, the only sound is an occasional lonely minute of background music that appears and disappears, or some very 8-bit-ish combat sounds if you happen to find something you can kill. (There is also some bombastic combat music if you enable it.)
On the plus side, I found some NPCs that had some fun things to say, but that took up maybe five or ten minutes total out of my four hours of game time. It really wasn’t worth the effort.
I know, I know, it’s pointless to complain about EverQuest now-the game is what it is. Maybe some of these issues were fixed in later expansions.
So what did I learn from this experiment?
I learned that EverQuest is a game you play when there is no other choice. That’s probably why it excelled in 1999. Back then, the only other choice for an MMORPG would have been Ultima Online, and that was 2D and riddled with bugs and cheaters and PKs. Asheron’s Call unfortunately released about six months after EverQuest, which gave EverQuest the benefit of being first to the market. After seeing firsthand how much work is involved in learning to play EverQuest, I can see why nobody would want to switch after investing time into it.
I myself never played EverQuest until after I played Asheron’s Call, so it was not much of a contest for me. Asheron’s Call had a much more minimal UI and a more immersive 3D view, to my eye at the time, and little reliance on the chat. Looking at EverQuest after looking at Asheron’s Call was like returning to the stone age. Not to mention that I had already invested in learning how to play Asheron’s Call and didn’t want to change. :)
With this experiment, I tried to see if it would be possible to find any of the magic that I keep hearing people say they had in EverQuest. What I learned is that, no, it’s completely gone. EverQuest is like Woodstock. It’s more of a cultural event-a time and place in history-than a game. If you missed it, you’re probably never going to understand what it was like.
Archived Comments
Gnomenecro 2018-03-19T17:25:10Z
EQ is based on DikuMUD and it looks just like it if you strip out the 3D bits. TLP servers are really for vets, but you can get by on one as a newbie if you have a helpful veteran willing to hold your hand a bit. It doesn’t take long to learn the basics if you are willing to learn and have somebody showing you the ropes. Also, I recommend Almar’s Guides. I know you are done but if anybody is reading this I’d suggest doing a web search on “almar Classic Everquest TLP Guides” and checking out his suggestions.
But your overall premise that EQ is archaic and not solo-friendly (on TLP anyway) is right. Live servers have the tutorial you mentioned and mercenary NPCs you can hire and more quests implemented and a task tracker and various other modern improvements. But even Live will look crude compared to something like FFXIV or GW2 or WoW.
EQ really shines in group play, assuming you get a group with nice people and no jerks. Check Keen and Graev’s blog for Keen’s posts on it. If you had a group like they have you’d probably be able to appreciate EQ more for what makes people keep coming back 19 years later.
Make your chat font bigger with /chatfontsize . Example, I use /chatf 4 and that makes it a nice size to read on my 27-inch monitor. You can plug in different numbers from 1-9 and see which is best for you. And yeah, after seeing how nicely WoW scales just from resizing the window this is horrible but it is what it is.
calthaer 2018-03-19T17:41:04Z EverQuest was at its best when you have a group of 4-6 people and you made your way through the dungeons. The quest system was definitely not its’ strong suit, and I am sure the solo experience pales in comparison to WOW. When it was brand new and the place was filled with other newbies, you could have a good time. Nowadays…
bhagpuss 2018-03-19T17:51:15Z
Heheh. I’m not going to go into a lot of detail because what would be the point, but a large number of the statements in your piece are technically incorrect. I would point out, though, that EQ has one of the most flexible UIs in MMOs - you can set it up pretty much exactly as you like. It doesn’t have to look like those screenshots. Also there are extensive and detailed maps available (Keen recommends Brewalls, which has clear instructions on how to install. That might have too much detail, though).
Also, contrary to your experience, I find that EQ has the best chat interface and function of any MMO I have ever played - not only can you set multiple chat windows and specify exactly what you want them to show, you can make custom chat channels to talk not only to any sub-group you care to form on your own server but you can join chat channels on any other server and on any other Daybreak MMO (not sure if they ever added H1Z1).
As for the screen resolution, I play in the same as I use for everything - 1920x1080. I can read that perfectly well but you can change the size of the font in game if you’re having problems.
Leaving all that aside, it’s amazing how close your experience is to that of someone playing for the first time back at the turn of the century, though. I suppose that says something for the authenticity of the “retro” aspect of Coirnav. They added the tutorial you remember (The Mines of Gloomingdeep) not that long after launch - I was playing when it appeared. I think it was probably around 2002? The original game came with a technical tutorial on CD which you could play offline. Indeed, you still can, I guess. That covered movement and probably hailing people etc but not much more. Other than that you were on your own, which is, I guess, the expreience C oirnav is attempting to replicate.
Human druid is a terrible choice for a new player in my opinion. Druid is a great class but not until at least level 30. Lots of EQ classes don’t even begin to take shape until what would have been the mid levels in the original game, when the cap was 50. Surefall glade is a peculiar starting area, too. Necromancer would have been a lot faster to start but necros have severe problems of their own for a new player, namely that half the NPCs in the game want to kil them and the rest won’t buy or sell with them. A gnome necromancer is a good option because gnomes tend to get a pass from most races even if they follow the dark arts.
I think I’d advise a totally new player on Coirnav to go for either gnome necro or magician or possibly human magician. Dark elf necro if you don’t mind being kill on sight outside of your home area. Their newbie zone is good and conveniently placed. maybe. Definitely a pet class, though. The motto always used to be “level a caster, twink a melee” and for good reason. Pet classes are as close as EQ comes to an easy mode - and that’s not very close.
As for questing - just forget it. Seriously, never was a game more ironically named. The last thing you ever want to do in EQ is take random quests and start trying to do them. Modern EQ has kind of retro-fitted a bit of a quest hub mentality in places but the concept is wholly foreign to the original game. Quests generally don’t even give experience in any meaningful way, not at low levels. Mostly they give items or faction.
If you want to level up, what you do is find a nice spot with things weaker than you (or at level 1 the same strength as you) and then commence killing everything that can’t kill you. The huge advantage of playing a pet class is that pretty soon you get pets that are stronger than you are - and higher level. Using those, a necro or mage can solo yellow cons early on and that’s where the xp is. Enjoy that while it lasts, although it lasts a good while. This is assuming you want to solo, of course. If you want to group, that druid will work a lot better. Trouble is, no-one really wants to group before about level 8 or 9 so you’ll probbaly have to get at least that far on your own and the first 9 levels as a druid are not entertaining.
I wonder whether it’s actually harder to come to grips with EQ now, with all the baggage from other games? I came to EQ from offline games like Might and Magic 7 and Return to Krondor and there were more similiarities than differences. It felt fairly familiar even then. Anyway, I guess the gist is that EQ is a game that takes some thought. Research is good but trial and error is probably necessary too. When I started back in 1999 I think it took me about two or three sessions to pick up the basics. Nineteen years later I’m still working on the detail.
UltrViolet 2018-03-19T18:55:28Z I realize now that I completely forgot to put in an introductory paragraph about my EverQuest background and why I even tried to play on Coirnav. My game trajectory went through various CRPGs, then Doom, then online to Quake and its ilk, then Ultima Online, then Asheron’s Call. I bought a copy of EverQuest after I had played Asheron’s Call because one of my friends was talking about it, but I don’t remember playing it more than a single night. The next time I played EQ was in 2013 when I made a dwarf paladin and played the tutorial for about 2 hours on the Vox server. (Did it go free-to-play in 2013? I don’t know). Last Friday on opening day of the Coirnav progression server was the next time I played the game. I was inspired by RIFT Prime’s Vigil server and all the folks saying they were enjoying RIFT for the first time, so I wondered if I could have that same sort of “launch day rush” experience in EverQuest.
Wilhelm Arcturus 2018-03-19T19:09:03Z
Hah, clicking on yourself because the character hit box is so big is one of those things that drives me nuts every time I go back to play. And the inventory system takes me a while to get used to. But at least the UI now has hot bars that act mostly like you expect them to act and WASD is the keyboard default and not arrow keys for movement!
As noted above, EQ is a copy of TorilMUD into a 3D environment and, as such, adheres to most of the DikuMUD conventions. Quests are rare and generally deliver gear or coin but not exp, you interact with NPCs via key words (which EQ nicely marks for you so you know what to respond to), levels are gained via grinding mobs, and grouping is pretty much essential unless you want to try one of the rare solo paths, like rolling a necromancer and using pets.
Unlike Bhag, I think druid is an excellent choice. You get Spirit of the Wolf, a run fast spell, earlier than the Shaman, along with some good utility spells plus healing, which makes getting a group easier in my experience. Everybody wants SoW. If you hand it out generously you will make a lot of friends.
The path from where you are is essentially grind out a few levels in front of Qeynos by killing snakes and beetles and what not, graduate to Qeynos hills and Blackburrow while looking for a group, then move to West Karana where you’ll camp spawns and avoid wandering giants and that werewolf. At some point you’ll either have a group you enjoy hanging out with or you’ll be sick of the whole thing and quit. But if you’ve not advanced beyond level 1 I don’t think you’ve given it a fair shake.
UltrViolet 2018-03-20T14:03:50Z UPDATE: I made it to level 2! I ran around the field in North Qeynos with a handful of others plunking away at skeletons, snakes, and rats. The first mob I fought at level 2 (a skeleton, which was white to me) turned into an epic duel that eventually led to my death after a long back and forth. I think it was my second death so far. I thought there was supposed to be a harsh death penalty in EQ but as far as I could tell, nothing happened to me except teleporting back to my last bind point.
UltrViolet 2018-03-20T15:47:18Z When I say “with a handful of others” I don’t mean in a group with them, I mean in the same zone with them. Figured I should clarify because, you know, it’s EQ and everyone would probably assume I meant I was in a group.
Gnomenecro 2018-03-20T18:06:41Z
I have been reading the official EQ forums and following news of Coirnav, and I actually logged in and created a monk over in Qeynos to check things out on Saturday. Coirnav’s experience rate is set low for some reason, I am guessing to make it more classic feeling, slow down the non-hardcore, and make it last longer. I am playing on Agnarr, which is the Planes of Power locked TLP they opened last year, and the experience rate there is what I would consider about right which is to say much better than Coirnav. Now what I have been reading on the forums is that group experience with a full group on Coirnav is very good, which means that DBG is doing a bit of social engineering in trying to encourage grouping. Apparently on the Phinny TLP there was a cap on the xp-per-mob that killing yellows and reds would yield your group so that it didn’t really pay off as well to go for these harder mobs. Take that last statement with a grain of salt, I didn’t play on Phinny until much later and only then to get my EQ legs back in shape about a month before Agnarr opened. So I am basically reporting what I have read on that, not what I experienced. But what I am reading on the forums for Coirnav is that there are no artificial caps on the xp a yellow or red yields. So full groups can kill yellows and reds and they get a group bonus and they get the full xp amount for these harder mobs. So full groups are leveling fine, especially with the 50% xp bonus that runs until the end of March, but soloers will be suffering long and taking a year to level.
What I saw in the Qeynos newbie yard was a lot of guys like me just running around soloing stuff and then a group of people who had a guild tag banded together and leveling. That group left in fairly short order for greener pastures and I finally dinged 2 and got close to 3 after about an hour and 15 minutes of pretty much non-stop trash-killing with trips back to town to sell my loot. Pro-tip: don’t sell loot to that first jerk vendor just inside the gates. He pays low prices. Go inside Qeynos, preferably to an NPC who is amiable, and sell. You will get a lot better price for your trash.
At any rate, I doubt I do much more on Coirnav as I am happy on Agnarr and I have a great guild on Agnarr that is a nice casual guild that raids 2 days a week.
UltrViolet 2018-03-26T10:39:28Z UPDATE: After this morning’s exploits (ie. roaming North Qeynos killing skeletons), I am up to 6 hours of /played time and am 40% of the way to level 3!
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