Make low-level enemies drop fewer crafting materials without rounding them to zero
A strong player returns to the first stage and farms rats for rare ore. Cutting the drops by half is fair, but when a rat drops one ore, half of one rounds to nothing and the stage feels dead. This entry scales the amount and keeps the average honest with a single roll.
Why this works
Fair on average is not the same as fair each time. Giving the whole part for certain and the fractional part as a chance keeps the long-run amount exactly right and makes small drops feel alive instead of rounding to nothing. A small floor keeps the old stage worth a visit.
When not to use it
Do not shrink drops in a game that wants players to go back and help friends, or where grinding is the main activity. There, the cut feels like a punishment. Use it only where farming the easiest place would skip the intended path.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 19 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Make low-level enemies drop fewer crafting materials without rounding them to zero" (read_entry farming-weak-enemies-drops-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