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Human Error In Skill Checks

Started by July 18, 2003 06:21 PM
16 comments, last by Nefar 21 years, 5 months ago
If a player has the exact amount of skill needed to complete a challange, what percentage of human error should cause failure? Attribute only human error, no condition modifiers. 05% Failure 1/20 10% Failure 2/20 15% Failure 3/20 20% Failure 4/20 25% Failure 5/20 I do not want to frustrate the player, but I don''t want it to be a cake walk. Opinions? Thanks
I''m not sure what you mean...

It depends on the situation, I guess?
------------------"Kaka e gott" - Me
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How do you quantify human error?
quote: Original post by Nefar
If a player has the exact amount of skill needed to complete a challange, what percentage of human error should cause failure?
Attribute only human error, no condition modifiers.

05% Failure 1/20
10% Failure 2/20
15% Failure 3/20
20% Failure 4/20
25% Failure 5/20

I do not want to frustrate the player, but I don''t want it to be a cake walk.

Opinions? Thanks


It sounds like you''re more concerned with the game play aspects of human error rather than adding human error for realism''s sake. Thus, I''d recommend you try different values and find what works in your game. If I''m mistaken, and you are going for realism, I have nothing to offer, except to recommend that you run tests and see how often you fail at something that you have "the exact amount of skill needed to complete".
If you wanna take an MMORPG example Asheron''s call made it 50/50 when you met the skill check on the dot. And there was a curve which evaluated over/under that. Can''t remember it exactly but you can prolly find it on some fansites.
quote: Original post by Nefar
If a player has the exact amount of skill needed to complete a challange , what percentage of human error should cause failure?


0%.

James Walkoski
Lead Programmer, JEI

[edited by - J1M on July 20, 2003 6:30:55 PM]
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you could make the "human error" factor a separate stat/skill (maybe "precision").
--- krez ([email="krez_AT_optonline_DOT_net"]krez_AT_optonline_DOT_net[/email])
You don''t really need to include human error, just set the game up so that the players can make mistakes that sure more then make up for any human error in your game
Human Error could be a stat that a character is assigned. So, when you create the character (roll it up) you would roll a score for human error – this score could be applied to any roll operation in which the character could make a mistake.

Dave "Dak Lozar" Loeser
Dave Dak Lozar Loeser
"Software Engineering is a race between the programmers, trying to make bigger and better fool-proof software, and the universe trying to make bigger fools. So far the Universe in winning."--anonymous
A simple stat wouldn''t offer that much gameplay. I think it would be more fun if you modified the error based on sleep deprivation, fatigue, ambient distractions, etc. Then instead of error being some random annoyance, it is a puzzle that the player can solve.

If they are getting too much failure, they can try performing the task in a quiet place or after doing other tasks that don''t cause fatigue.

-solo (my site)
-solo (my site)

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