A strong friend carries a new player to high levels in a single fight
When a veteran kills a tough monster with a beginner in the group, the beginner can jump many levels for doing nothing. Banning groups is unfriendly, so here is a gentler way to let friends play together while the reward for the far-behind player fades out smoothly.
Why this works
A reward is a payment for facing a danger. A player far below the strongest one in the group is not really facing it, so the payment should fade the further behind they are. Fading slowly instead of cutting off keeps friends playing together.
When not to use it
Skip it in a cooperative game where the point is to help a friend catch up, or where levels hardly change what a player can do. There the fade punishes the very help you want, and a fixed small share for everyone works better.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 20 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 strong friend carries a new player to high levels in a single fight" (read_entry stop-high-level-friends-from-power-leveling-a-newcomer) 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