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#11 |
Apprentice
Join Date: Jan 2020
Posts: 52
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every time you die, you have to write a YASD post!
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#12 | |
Adept
Join Date: Feb 2018
Location: London
Posts: 158
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Quote:
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#13 |
Adept
Join Date: Nov 2019
Location: Pasadena CA
Posts: 129
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#14 | |
Rookie
Join Date: Jan 2021
Location: UK
Posts: 6
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Quote:
Also if you've recently killed the same monster type you'd also skip the question, so as not to make meeting a mob too tedious. I agree that the length of Angband may be an obstacle, but if the questions can be varied by changing the user's question/answer array then that could allow you to do all kinds of learning. The questions should be such that they promote a quick recall of knowledge so that the learner think it's beneficial to learn things by heart rather than for example typing the problem into a calculator. One could even make the save file in the same format as the original so that the player could jump to vanilla if they want. At the moment my boys are sitting with Prodigy Math where they sometimes have to do long division and similar between each attack, there is only 150 or so different monsters to meet and the different gear they can find/use is almost nil. |
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#15 |
Rookie
Join Date: Jan 2021
Location: UK
Posts: 6
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#16 |
Adept
Join Date: Nov 2019
Location: Pasadena CA
Posts: 129
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I'd suggest the following kinds of things, to make players look forward to questions, and to keep them from interrupting the flow of play:
- Periodically (once every 10 minutes or so, when character is not in combat) ask a easy-to-moderate question. Correct answer grants a buff (like resist or bless). - Upon descending to a new level, ask a moderate-to-hard question. Success grants an effect similar to !Enlightenment (map level and its treasure). - Put a "boss" on each level (a unique, or an OOD monster). When it comes into sight, it asks a hard question. Success allows you to engage it; failure teleports @ away. - Add a "Divine Aid" spell-like ability for all classes. If they get into trouble, they can invoke it to remove a debuff, heal, or remove hunger, etc. Give it a cooldown. To keep from discouraging players "still learning," I recommend using positive reinforcement only. Never punish @ for players' failure to answer correctly. Last edited by bughunter; January 30, 2021 at 21:17. |
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#17 | |
Adept
Join Date: Jan 2019
Location: Alberta
Posts: 125
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Quote:
I really liked the lightning bolt penalty concept.
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It Breathes. You die. |
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#18 |
Adept
Join Date: Apr 2016
Age: 52
Posts: 144
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Thinking aloud here, but how about asking a question when there's something to be learned?
Two specific instances come to mind 1. Learning a new rune 2. Learning a new spell If you get the question right it gets learned, if you get it wrong you just don't It would keep the questions to a minimum and also mean you get more questions earlier on and not keep interrupting the game once you are further advanced (no idea if that's a good or bad thing, mind)
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education, school, teaching |
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