At the tactics site chesstempo any move that keeps your position "winning" (I think the threshold is something like 2.00) you wont fail. If it's not the best move you get a message "That move was good, but not the computer's first choice" (or something like that) and you can keep trying until you get it (or fail it with a legitimately bad move).
Yeah, this is better, but sometimes it's frustrating! When your first 3 guesses are "try again" and you're thinking "I would have wont his game 3 times by now!!"
But in any case, the point is to learn some pattern or to push your calculation to see more. Better to treat it like a learning opportunity (but yeah, it's frustrating to fail one).
When considering, how the rating system works with tactical puzzles, I decided that I disagree with the approach.
If you play a tactical puzzle its very black and white (no pun intended) and narrow, either you are right or you are wrong. However, chess is not so simple.
Why would someone ever choose to be up an exchange and capture a rook opposed to taking a knight for free? Its a simple concept really.
Its a choice to give up the possibility to lose out on an extra pawn to take out a major piece. Why would someone ever head down that avenue?
Well, for one there might be plenty of open files and rooks are far easier to coordinate then minor pieces that don't travel long distances.
Another example of a problem a person would fail is this. Your opponent has a rook and a queen left and the pawn count is even, 3 pawns on both sides and they are locked up in the center. You have 2 rooks left and a queen. At this point you have there king in check and you are forking a rook and the king, the queen blocks the check but the rook is still hanging. You happen to also have an available move to check the king with a rook forcing them to give up the exchange.
I am pretty sure in a position like this, Most people would opt to win the exchange opposed to winning a piece. The extra pawn simply isn't worth a queen.
In tactics trainer, you play the move that wins the most material or leads to mate the quickest. If your move leads to mate in four but the problem has a possibility for mate in three. You fail.
I think that you shouldn't be punished for making good moves in 'tactics trainer' you should only be punished for making bad moves.
Interested in some feedback on this.