Health pickups should show up when the player is hurting, but not as a flood
A flat chance for health drops means the player is flooded when healthy and starved when almost dead. Scaling by how hurt they are fixes that, but it opens a new exploit that lets players farm their way back to full health. A rest period closes it.
Why this works
Help matters most when someone needs it, so the chance should follow the need. But help that can be earned by fighting on becomes a loop: the more hurt, the more hearts, the easier the fight. A pause after each drop breaks that loop, so need alone cannot be farmed.
When not to use it
Skip it in games where care with health is the challenge, such as survival or horror, where scarcity is what creates fear. Rescue drops there remove the dread. Place supplies by hand and make the player decide when to use them.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 18 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 "Health pickups should show up when the player is hurting, but not as a flood" (read_entry health-pickup-chance-by-missing-health-with-cooldown) 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