A player's connection drops mid-dungeon and their share of the reward is lost
Wi-Fi fails for twenty seconds and the player comes back to find they earned nothing from the fights they were part of, or the group has already kicked them. Here is how to treat a short drop as an absence rather than a quit, and what to do when they never come back.
Why this works
A lost connection is usually a hiccup, not a decision to leave, so it should be treated as a pause with a clear end. Paying a reduced share into a waiting pot means a dropout is never better than playing, yet an honest player loses almost nothing.
When not to use it
Skip it in fast, short matches where a missing player cannot be waited for, such as a quick race or a duel. There the match should carry on or end, and a dropped player simply gets the normal result for the time they were present.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 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 "A player's connection drops mid-dungeon and their share of the reward is lost" (read_entry keep-party-experience-for-a-dropped-player-until-they-return) 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