EverQuest Starting Points – Finding Qeynos
I spent some time fiddling with settings for this post because I wanted to see if there was a way I could get the fog, the middle-distance mist that was used to hide the fact that back in 1999 the 3dfx Voodoo2 card 3D rendering card I was running in parallel to my actual video card had a draw distance that was comically small even relative to soon to be dominant nVidia TNT2 based cards.
This probably seems like trivia… something like draw distance and the atmospheric technique that SOE used to try and hide the fact that hardware wasn’t up to the task of drawing a lot of polygons out to much distance. But I cannot emphasize enough both how effective this technique was and the moody, menacing effect it could have on play.
Rather than being like, say, MODERN DAY WOW CLASSIC, where it just doesn’t draw stuff like bosses who can murder you to death if it doesn’t feel like it, causing them to pop into existance against a background of terrain you could already see from a miles away, early EQ managed to make that limitation feel like a part of the game. I’ve been over that before if you want more about that.
I did manage to get the fog to return to Surefall Glade by reigning in the LOD slider. The trees now don’t obviously end in a ceiling.
Now they look a bit more organic.
However, out in the wider world I could not get that similar fog effect to show up. A bit of a bummer, that.
Why am I on about the fog thing yet again? Because it explains some of my behavior back in 1999. I mentioned previously that when I arrive at the road that led south from Qeynos Hills, that I was given pause and avoided going that way in part because the road led across an open plain that disappeared into the mist. It seemed ominous.
Without that atmospheric fog however, it just seems to lead into… well… nothing? Infinity? Some undefined state? You tell me.
The other reason I did head south was… nothing indicated that I should. When you get to that last crossroad there is a large stone marker giving directions.
When you look at one side it has an arrow pointing back north to Surefall Glade, from whence I had come. That was easy.
On another side was an arrow pointing eastward declaring “To the Karanas.”
But nowhere on the stone was any indication of what lay to the south. So not only did the plain to the south seem somewhat dubious, with higher level mobs wandering about, but as a destination from Qeynos Hills it did not even seem worth mention.
Later it would become clear that the stone was to guide people coming from the south, which was an important location in Norrath. It was just that half elves weren’t allowed to be from Qeynos, but had to start off in Surefall Glade.
Eventually though, as I ranged further and further south in search of mobs to fight as the game became more and more busy each evening, I managed to stumble across the zone line.
There were two types of zone lines in old EverQuest. There were the ones with a narrow path that often zig-zagged to keep you from expecting to see through to the other side, like the line to Surefall Glade or West Karana on the map above, along with the connections between different parts of a city.
And then there were the unmarked, invisible lines across a wide swathes of terrain that you could only discover by running into them. That was how I managed to step through into North Qeynos, I hit that invisible line and everything froze. I cannot recall if it put up a message about loading the next zone, the way it does now, or if it just left you hanging there with a static screen. Either way, I landed on the other side and there was stuff to see.
I suspect back in the day the mist kept you from seeing Qeynos from this distance, but the road led south and to the front gates of the city.
I had discovered my first actual major city. Granted, in this era half elves were not the only ones to start in their own little small town and then have to travel to Qeynos or Freeport. Surefall Glade was just one of the more meager starting points. Halflings and dwarves and elves, both high and wood, had much more substantial starting towns. And I suspect I will get to them at some point here as I follow my initial path through Norrath.
But not yet. First I have to explore Qeynos before moving further afield.
Having arrived at the gates of Qeynos, I went AFK for a few minutes standing there, the logout counter running, only to come back and find myself in one of those very Qeynos situations.
It was night, I had been standing there, and Fippy Darkpaw ran down the road, past the guard, through the front gate, and started beating on me.
Being level 90, he couldn’t touch me, but I had to laugh at the absurdity of this. I turned on auto-attack and one-shotted him, my reputation with many of the locals improve by the effort.
I had forgotten the faction standings aspect of the early game. I cannot remember if it had any effect at all on what happened to me as a player in those days.
The story so far: