Spielerando

Scale a boss reward with the number of fighters so a crowd is not punished

When more players join a fight, the monster gets tougher, but if the prize stays the same, each person gets less and nobody invites friends. If the prize grows in step, the crowd farms faster than a lone player. The right growth sits between the two, and it needs a ceiling.

Why this works

Each extra fighter adds less than a whole person, because they get in each other's way, so both the fight and the prize should grow slower than the head count. Keeping the prize growth just above the fight growth makes teaming worthwhile without forcing it.

When not to use it

Skip it when the boss is a fixed, designed encounter for exactly one team size, or when players cannot choose their group. Tune that fight by hand for its size instead of stretching it by a formula.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 21 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Scale a boss reward with the number of fighters so a crowd is not punished" (read_entry boss-loot-scales-with-party-size) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP