Reward everyone who really helped with a world boss, and nobody who only stood nearby
In an open world dozens of strangers can attack the same monster. Rewarding only the one who lands the last blow feels random, rewarding everybody in range invites people to stand idle. This entry shows how to count contribution fairly, including when it is tied or nobody did anything.
Why this works
People accept an uneven prize when it follows effort they can see, and resent it when it follows luck or position. Counting what each player really did, with a clear line for who earns a share, rewards helping and ignores free riding.
When not to use it
Skip it in a friendly co-op game where everyone shares one pot, or where roles such as scouts and builders do not show up as damage. Then share equally, or let the group decide who gets what.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 22 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 "Reward everyone who really helped with a world boss, and nobody who only stood nearby" (read_entry world-boss-reward-needs-real-contribution) 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