Fugue Advice and Tips
#1
Fugue is the ultimate four letter word in Thay. It is one of those things that sets Thay apart from others and has you think more carefully on how you adventure and such. It can be quite frustrating for anyone having have to lose xp and note.

As a long time player, I would like to give my insights on this. This is my opinion only so others feel free to add their thoughts.

When I first came, the fugue xp and note penalties were a lot harsher than now. Back then you could easily lose a level after two fugues. You could easily lose items you had if you were not quick enough. Rightfully so Thayan kept it but taking consideration players concerns, he reduced the amount of xp and note loss.
He could of stopped there but did not. He most recently made it so items in containers would stay rather than having your inventory all over.

Some suggestions into minimizing how many times you are in the fugue and how often you need to pick up items. Again these are my opinions.

Part of it is IC and part OOC. In role playing your character, are you the type that says screw dangers I need gold and gear and just rush in, if so then expect easily used up saves and fugues.

Sometimes technical errors with your computer can cause glitches. Try and find out why and see what can be done to prevent it. Granted some things cannot and what happens happens.

Some tips on saving saves and fugue trips:

1. Think carefully of where you are going and plan. If you encounter something which could lead to your death you need to decide is it better(based on character's rp) to stay and fight or leave, regroup and go back. Or try and see if you can get others to help you.

2. Solo vs group. This is a bit tricky and again could be tied to your character's rp. Are they a loner or are they willing to work with others. Until recently it was almost a chore in trying to get people to assist. The new raven portal stone system is nice as it can bring interested parties to you though sometimes no one may reply due to either level differences or in rp.

So no one responded the first time, do you wait and try again? Give up the quest or buy the item? Usually if I feel the place is too extreme and I only need to get one item and it is under one thousand gold I will buy it. Or depending on which character I might just say screw the quest or just wait until an opportune time.

It is kind of a "Catch 22" situation, you need gold to get gear and gear to get gold.

In regards to assassins, there are various warning systems in place to give you time. Again your actions depend on your rp. Do you stand and fight or seek cover and have more time to prepare?

There is no right or wrong way to approach this, you need to play it as you feel whether you play it ic or ooc. :)
Caramiriel:Retired
Garbage:Retired
Rimeth: Merchant of Bezantur
Marister (dead) -Ranger -Robin Hood of Thay (death marked for pissing off a Daeron.)
Vil'a'w'en Mel'for'm - Blighter of Moander
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#2
I've changed the title of this thread cause I think some good advice can come from this with a more fitting title. There's some good things here Ani and I think it will be beneficial to the newer players.

About the only thing I can think to add right now to newer players is do not put much stock into your first character. There is a learning curve here in Thay. So, if you really have a neat concept or character that you want to be your mainstay I would recommend making a character to get your feel of things before unveiling your 'permanent' character.
Pluto is still a planet.
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#3
Also, a character has a random number of times they can be saved when they are made without fugueing, so you never know when you maybe fugue. You may fugue after your first death, or after ten, you never know. ;)
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#4
(11-13-2015, 09:12 PM)Pleiade Wrote: I've changed the title of this thread cause I think some good advice can come from this with a more fitting title. There's some good things here Ani and I think it will be beneficial to the newer players.

About the only thing I can think to add right now to newer players is do not put much stock into your first character. There is a learning curve here in Thay. So, if you really have a neat concept or character that you want to be your mainstay I would recommend making a character to get your feel of things before unveiling your 'permanent' character.

Thanks Pleiade.

(11-13-2015, 09:16 PM)RinithMistake Wrote: Also, a character has a random number of times they can be saved when they are made without fugueing, so you never know when you maybe fugue. You may fugue after your first death, or after ten, you never know. ;)

Yes this is based on note. A side note to this, if you happen to be saved from slavers by the allies that counts as a save.
Caramiriel:Retired
Garbage:Retired
Rimeth: Merchant of Bezantur
Marister (dead) -Ranger -Robin Hood of Thay (death marked for pissing off a Daeron.)
Vil'a'w'en Mel'for'm - Blighter of Moander
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#5
Caravans and boats - The decision to go out an help defend or not again can be ic or ooc as in does your character have time to wait until resolved or not.

A recent addition to this has been if you died on a caravan or boat and you respawned, you would arrive at your destination naturally having lost note and xp.
I am not sure however if this counts against your ally saves or is separate.

Party deaths. Bad feelings can arise from dying in party. Prior to adventuring the party can decide how things will be handled. Like if there is danger use a stone, which can be determined either by the party leader shouting stone now or if individual. Also decide if someone dies and enemies have been vanquished if the body and items will be taken to be raised. It can be a habit for people to hit the respawn as soon as they die but staying dead until people can help has its own rp fun. I have experienced however sometimes due to the type of death experienced, you may respawn without selection faster than normal.
Caramiriel:Retired
Garbage:Retired
Rimeth: Merchant of Bezantur
Marister (dead) -Ranger -Robin Hood of Thay (death marked for pissing off a Daeron.)
Vil'a'w'en Mel'for'm - Blighter of Moander
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#6
I will ask this to T and the other DMs.

If you regain enough experience and/or notoriety, do you continue to fugue everytime after you fugue for the first time, or can you fugue and possibly be saved the next time you die without having to fugue?
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#7
(11-16-2015, 06:48 PM)RinithMistake Wrote: I will ask this to T and the other DMs.

If you regain enough experience and/or notoriety, do you continue to fugue everytime after you fugue for the first time, or can you fugue and possibly be saved the next time you die without having to fugue?

Yes you can eventually stop bleeding and be saved by allies even after having fugued. I have experienced this with Rimeth and Marister.
Caramiriel:Retired
Garbage:Retired
Rimeth: Merchant of Bezantur
Marister (dead) -Ranger -Robin Hood of Thay (death marked for pissing off a Daeron.)
Vil'a'w'en Mel'for'm - Blighter of Moander
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