Sometimes when you are looking for a guild name, you take whatever is in front of you at the moment.
Yes, I realize that the font in EverQuest probably isn’t true Helvetica, but it was clearly influenced by it in some way. While no fontophile, even to me the cuts in the letters C and T look more like Arial, but that traces its roots to an imitation of Helvetica.
But when Potshot and I were on and brainstorming guild names and he said “Helvetica,” I felt he was on to something. I responded “Helvetica Bold!” I liked both the connotation that the word bold brought with it plus the font does look more like the bold version than the regular version. Plus it seemed an absurd name, which is always a winner in our book.
And so a guild name was chosen.
Fortunately EverQuest has gone to the most simple guild creation scheme ever. You bring up the guild window, enter a name, click “create, and you have a guild. No charters, no fees, and no getting six people in the same room to swear a blood oath or any such nonsense. Cogito Ergo Guildium.
And as we learned before, there does not even appear to be a minimum number of accounts required. Our guild on the Fippy Darkpaw server, created a bit less than a year ago, still lives.
I just hope it complies with the Naming Privilege Policy, which I did not bother to read before entering the name. But given some of the other names I have seen, I am not too worried.
We needed a guild in part because Raptr seemed to stop tracking EverQuest after it went free to play. Potshot and I both use Raptr to see which of us is in what game on a week night, a handy thing to have given we do tend to flit about from game to game. But now, even when I launch EverQuest from Raptr, it does not show me playing EverQuest.
The guild solves that… sort of. While we cannot see if either of us is playing, at least when we get into EverQuest, we can see who is online. That can be tougher than you might think, as we are in the experimental stage with classes and so have a few alts each already, plus second account characters.
We have also been playing with the various starting zone options. The tutorial remains overcrowded. It is easy to find a group for the couple of group missions in the game, but there are often queues of people for the solo quests like the one requiring the key from the kobold locksmith. Only one person gets the item each time he is killed, he has a five minute spawn timer (like Spider Tamer Gugan), and a lot of people want him.
So I gave Crescent Reach a try with a shadowknight alt I rolled named Wegnar. The rewards for the quests on the Hero’s Journey path have certainly improved. Even if you are running through the tutorial, I would recommend jumping out to Crescent Reach to run the quick quest chain started by Disgruntled Boawb. You end up with a belt and a mask for the two quests in the series, plus doing the quest gives you the achievement Boawb’s Jealousy, which gives you a weapon and a shield as a reward as well.
However, the achievement reward window takes several seconds to load, so if you dismiss it quickly you may not see the choices being offered as rewards and end up with the default reward. Not that the default reward is bad, but it may not be appropriate to your class. Wegnar was too quick on the button and got the default 1h blunt weapon and shield when I would have preferred a sword. Ah well. Garfinkel, Potshot’s bard, wields a 1h blunt weapon for the same reason, though his ranger was canny enough to wait and got the bow.
The quest chain itself through Crescent Reach seems a bit shy on experience rewards to start out. My SK got to the Boawb’s Jealousy quest and finished it while still level 4, but the weapon and shield require level 5 to use. (Though you can equip them visually, they do not apply.)
The zone in and around Crescent Reach does appear to be a hot zone, or so I heard, which means that experience is increased for killing creatures.
So when I joined Potshot in the bear cave outside the city at level 8, Wegnar quickly leveled up to 11.
That meant no trip back to the tutorial for equipment. He had dipped into the tutorial a couple of times for armor pieces, but now he was locked out of that. On to the Plane of Knowledge armor quests I suppose.
Meanwhile, I also spent some time scouting with Wilhelm, my warrior, to see if there were some new zones (well, newer than the original launch zones in any case) that we could camp and explore. He headed out to Kunark and ran through The Overthere, Firiona Vie, and the Swamp of No Hope.
While I was occasionally in over my head in each of those zones (the PoK books in the first two seem to put you in unfriendly places) they each seemed to have some potential. I will continue to look at the chart of EverQuest zones by level to see where else we might go. You just have to watch those zones that show huge level ranges, like the ones that go from 15 to 90 or the like.
There are, frankly, so many places I have never been in old Norrath that it is embarrassing. There is more to the world than what was around in 1999.