Greybear Posted July 24, 2019 Share Posted July 24, 2019 So I noticed that failing at a mechanics job gives no skill experience. Not only does that make leveling skills harder, but it also feels counter-intuitive. I would love to see a system that gave you experience for failing. Link to comment Share on other sites More sharing options...
PintLasher Posted July 29, 2019 Share Posted July 29, 2019 Getting some small amount of XP back on a failure would be nice but getting extra from a failure?? That would need some kind of perk to go with it Link to comment Share on other sites More sharing options...
Greybear Posted July 30, 2019 Author Share Posted July 30, 2019 16 hours ago, PintLasher said: Getting some small amount of XP back on a failure would be nice but getting extra from a failure?? That would need some kind of perk to go with it Like all things game design, it's a matter of taste. I think failures teach you more than success does, and I like the balance of a system that grants you another advantage from failing random rolls. Link to comment Share on other sites More sharing options...
BoogieMan Posted July 31, 2019 Share Posted July 31, 2019 On 7/24/2019 at 12:43 PM, Greybear said: So I noticed that failing at a mechanics job gives no skill experience. Not only does that make leveling skills needlessly harder, but it also feels counter-intuitive and unrealistic. Often in real life, you learn a lot more from failures than you do from successes. This should definitely be changed in my eyes. I would even prefer a system where failure would give you more skill XP than success. I agree you should always get XP for performing skills, even failures. I don't think awarding more for failures than successes would be a good idea game wise, but always at least something. Link to comment Share on other sites More sharing options...
Trojan_Turps Posted July 31, 2019 Share Posted July 31, 2019 Getting experience from failures makes sense. This could be balanced out with multiple failures causing stress or sadness. This would help to stop you from farming XP from difficult tasks. You would need to take breaks and / or cheer yourself up. Link to comment Share on other sites More sharing options...
Greybear Posted August 4, 2019 Author Share Posted August 4, 2019 I agree that with the current system, where failures can be repeated many times, the xp gain should be small. And even then the system might need some further balancing like Trojan_Turps suggestion. Link to comment Share on other sites More sharing options...
grammarsalad Posted August 7, 2019 Share Posted August 7, 2019 I definitely agree that failure should still give xp. When you fail, you learn that something doesn't work. But, that doesn't necessarily mean that you automatically understand why that thing doesn't work or what Will work in the future. What it does (described abstractly) is tell you what you Shouldn't try the next time. That is informative, but compare a failure with success. Generally speaking, there is one (or a few, or only so many) way(s) to succeed and countless ways to fail. If you fail (and learn from that failure) then, on your next try you are less likely to fail in the same way as your last try, but you can still fail in one of the countless other ways. But, a success has the potential to actually inform you of the 'inner workings', so to speak, of the activity that you are performing. A success doesn't just give you information about what doesn't work, it gives you information about what does work. Now, of course, things change when you have active and competent instruction. A teacher can help you understand your failures in ways that trial and error can't. One way a teacher can be helpful is not only can they illuminate gaps in knowledge, but they can illuminate gaps in metaknowledge. That is, not only do they know what you don't know about x, they know what you need to know about x in order to perform x competently. They can evaluate your failures in light of this metaknowledge and actually help you understand why you failed (thus allowing you to maximize your failures, so to speak). But, unfortunately, this is not (yet?) a thing in single player zomboid... Link to comment Share on other sites More sharing options...
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