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<H1>Learning through failure</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Learning through failure</LI>
<LI><em>From</em>: "Jon A. Lambert" <<A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A>></LI>
<LI><em>Date</em>: Thu, 9 Oct 1997 12:50:39 -4</LI>
<LI><em>Comments</em>: Authenticated sender is <jlsysinc#popd,ix.netcom.com></LI>
<LI><em>Reply-to</em>: <A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A></LI>
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<PRE>
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.
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00086" HREF="msg00086.html">Re: [MUD-Dev] Riddles for games</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Fri 10 Oct 1997, 06:01 GMT
<UL>
<LI><strong><A NAME="00105" HREF="msg00105.html">Re: [MUD-Dev] Riddles for games</A></strong>,
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Tue 14 Oct 1997, 18:36 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00085" HREF="msg00085.html">The Trap Collection - Volume II</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 09 Oct 1997, 22:42 GMT
<LI><strong><A NAME="00084" HREF="msg00084.html">The Trap Collection</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 09 Oct 1997, 19:46 GMT
<LI><strong><A NAME="00082" HREF="msg00082.html">Learning through failure</A></strong>,
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Thu 09 Oct 1997, 16:49 GMT
<LI><strong><A NAME="00073" HREF="msg00073.html">Riddles for games</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 08 Oct 1997, 21:19 GMT
<LI><strong><A NAME="00069" HREF="msg00069.html">Re: [MUD-Dev] Turn-based Combat</A></strong>,
Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Wed 08 Oct 1997, 17:26 GMT
<UL>
<li><Possible follow-up(s)><br>
<LI><strong><A NAME="00075" HREF="msg00075.html">Re: [MUD-Dev] Turn-based Combat</A></strong>,
John G. <a href="mailto:ashen#pixi,com">ashen#pixi,com</a>, Thu 09 Oct 1997, 02:42 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00067" HREF="msg00067.html">Re: (fwd) New mud release</A></strong>,
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Wed 08 Oct 1997, 05:15 GMT
</UL></BLOCKQUOTE>
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