Tbh Idk if this is the right category, hit me up if it’s wrong
So, I made a system where if you defeat a boss it will give you a reward… now I want to balance it out I figured some ideas, but I always think to myself if it will actually balance out the reward system, so I decided that I’ll let the forum decide this… if you want to know the ways I’ve come up with…
1:
Giving everyone the reward - I don’t like this since, a low lvl can get high rewards if a high level is fighting the boss too… I mean I don’t like too much luck based games like egg hatching ect so idk what I feel about this one
2:
Giving to most dmg players - idk same issue, I mean… you need luck for this and skill, then this way low lvl plrs/new plrs won’t get anything since high lvl plrs just take everything this way…
3:
Spawning the reward in a random spawn - well… it’s prob the best out of them, but then again it includes a lot of luck… I mean if a afk plr just sit there and the reward spawns on him he could just get it for free… idk what I feel about this too
Of course, you can suggest more stuff there but that’s all of what I thought of, they’re pretty bad and can cause major issues in my game but I’ll let the forum decide
Anyways thanks so much for taking the time of reading this thread!!
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A variation of the second option may be ideal as it could incentivize players to work together rather than having one player do all the work. Furthermore, this could lessen the effect that players with superior stats have when going to lower level areas and taking away from the loot that others may need more of.
Example
As an example, the revamped version of the Defend The Statue (round-based game) implemented a feature where the amount of damage dealt to the boss by each player was split up into different percentages to determine how much impact a player had.
For example, if there are 5 people in the game, here’s what the percentages could look like:
Boss Battle Damage Distribution
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Player 1 - 600 damage (60%) -50% reward value
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Player 2 - 250 damage (25%) Exceeding 20% damage
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Player 3 - 95 damage (9.5%)
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Player 4 - 30 damage (3%)
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Player 5 - 25 damage (2.5%)
If a player dealt too much damage, their rewards will be reduced/they won’t earn as much from the battle. This is demonstrated by Player 1, who inflicted a disproportionate amount of damage to the boss in comparison to everyone else.
On the other hand, although Player 2 dealt 25% of the total damage, their rewards were not reduced because it didn’t exceed a certain threshold. This indicator could be used to let the player know that they should distribute the work between the other players/try to support them through other methods (whether it be healing, defending the statue, etc.) until they’ve caught up.
Conclusion
Take note that this approach may not work in every game due to structural differences. As Defend The Statue requires everyone to work together in order to protect the same objective throughout every single round, using this exact same format in a game where players can work independently before teaming up for a boss battle may not achieve the intended effect as consistently.
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Ahh!!! I get it now!! Thanks so much!!
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