Reward a boss kill fully the first time, then less when it is farmed
Players who kill the same boss fifty times in an hour break the economy, but a flat cooldown feels like punishment. A sliding scale that recovers by itself keeps casual players rewarded and makes grinding unattractive. This entry builds it from timestamps.
Why this works
Rewards steer what players do. A reward that shrinks with each recent kill makes grinding one boss less attractive than moving on, while a sliding window lets it recover quietly, so taking a break is never punished.
When not to use it
Skip it when the boss is meant to be repeated, for practice or to help friends: shrinking rewards punish the helpers. In games where repeating fights is the core loop, limit it with tickets or costs instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 30 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 "Reward a boss kill fully the first time, then less when it is farmed" (read_entry farming-the-same-boss-gets-less) 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