48421
Roll To Dodge / Re: You are the villain
« on: September 12, 2012, 03:31:09 pm »
...What are you doing?
May 9, 2024: The May '24 Report is up.
News: April 23, 2024: Dwarf Fortress 50.13 has been released.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
Forum Guidelines
What?...I meant leg. Darn tablet keyboard...
The mining one kinda makes sense, the blocking one definitely does (and should happen with otht crafting(, but fishers are hauling up tiny fish. Cavies are not small enough to be vermin; all fishable fish are. Being pulled in by such a fish would be, well...Deimos56: I like the idea of failures, but what would they be? Negative-quality goods make sense, but what about fishing, mining, or making blocks?
Fun/!!FUN!!
In other words, a miner might accidentally collapse some rock over himself, sutaining minor injuries, a fisherman might fall or get pulled into the water by the fish he's trying to haul up, general small accidents for any profession involving sharp/blunt tools resulting in minor cuts/bruising.
Frankly, the concept of negative XP has negative basis in reality. We don't forget from our mistakes, we learn from them. It's nothing more than an irritatingly gamey way to slow skill advancement randomly, and has the additional downside of sometimes leading to dwarves lowering their skills by sheer bad luck.Hmm...
So, the experience chart you made is kind of nice and all, original poster guy, but... I dunno about making dwarves forget what they've learned by screwing up, and I'd like to maybe adjust it a bit.
1) Perhaps a 'failure' should be two different things. First, a failure to gain experience (Losing experience seems... iffy), representing the dwarf's failure to learn something, which would be represented by the adjusted flavor of chart I'm going to throw out shortly, and secondly, an actual failure - botching the project, producing an object of inferior quality, and similarly affecting experience in some way - hard to say what way that should be though, as one is generally supposed to learn from their mistakes.
This second variant of failure should probably be based on skill level too - A dabbler with no master/teacher should fail to produce any particularly usable items at first if he has no idea what he's doing, whereas a grand master would rarely, if ever, screw up.
2) The 'failure to gain experience' chart. I'm thinking maybe it could be less of a straight line and more of a ... bell shape. So, dwarves would learn rather easily in the middle skill level range, but have trouble getting into a profession without teaching/books and similarly have difficulty improving their art past a certain point without drastic measures. I'm not sure where being mentored/reading about a skill would fall on this, though.
Thoughts?
As I see it, you are worried that a dorf would never get past grand master because there the statistical inability for a dorf to gain levels past grandmaster. He shouldn't lose his grandmaster status because of the negetive EXP, I agree, and yes, there should be a way to get to legendary that isn't, "be lucky." maybe traits could allow for the loss of EXP to be lessened.