When does farming weak monsters stop being worth it, and how many kills is too many?
If monsters pay less the weaker they are compared to you, then some level is where the climb turns into a treadmill. This entry shows how to compute the number of kills needed per level, find the level where it passes what players accept, and set the floor.
Why this works
What players feel is the number of battles between one level and the next, not the percentage a monster gives. Counting those battles shows the quiet moment when a zone has been outgrown, so the next one can be offered in time.
When not to use it
Skip it in a game where leveling is not the main reward, or where weak monsters should give nothing on purpose so that nobody farms them. Then give no experience at all from far weaker enemies and point to better content.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 34 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "When does farming weak monsters stop being worth it, and how many kills is too many?" (read_entry rpg-grind-falloff-kills-to-next-level) 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