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Learning through failure
forwarded from rec.games.mud.admin
In article <34394304.3B5D#netusa,net>, rscott#netusa,net says...
>
>One of my theories is that skills should go up via success (ala
>runequest), but rather via failure. Every 10 failures gives you a
>small increase in skill. Once you are at the higher proficiency
>levels, failures come few and far inbetween, thus making it harder to
>advance.
>
>---ralph
I found this idea rather interesting. If failure is used as the
basis for calculating a possible skill increase, one should be able
to implement a fixed scale for all skills, say 1% - 99% for
instance. This allows a fairly rapid early development becoming
progressively more difficult as one's skills approach the 100%
mark. Couple this with a skill decay system and you have something
nice and simple. Well maybe too simple... Repeated mindless
execution may pose a problem. I like the idea of skills approaching
a maximum threshold that they cannot attain.
--
Jon A. Lambert
If I'd known it was harmless, I would have killed it myself.
- Thread context:
- Re: [MUD-Dev] Riddles for games,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Fri 10 Oct 1997, 06:01 GMT
- The Trap Collection - Volume II,
clawrenc clawrenc#cup,hp.com, Thu 09 Oct 1997, 22:42 GMT
- The Trap Collection,
clawrenc clawrenc#cup,hp.com, Thu 09 Oct 1997, 19:46 GMT
- Learning through failure,
Jon A. Lambert jlsysinc#ix,netcom.com, Thu 09 Oct 1997, 16:49 GMT
- Riddles for games,
clawrenc clawrenc#cup,hp.com, Wed 08 Oct 1997, 21:19 GMT
- Re: [MUD-Dev] Turn-based Combat,
Travis Casey efindel#polaris,net, Wed 08 Oct 1997, 17:26 GMT
- Re: (fwd) New mud release,
coder coder#ibm,net, Wed 08 Oct 1997, 05:15 GMT
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