When you play a RPG game probably someone steals kills, helps, etc. And that makes the game unfair, no?
So, what do you think that is the best way to make a kill condition fair?
When you play a RPG game probably someone steals kills, helps, etc. And that makes the game unfair, no?
So, what do you think that is the best way to make a kill condition fair?
the first player who attack could get all loot and exp, and if someone else hits, if not in a ‘‘Party’’ or group, then he will get no exp or loot, - “But what about campers that will try to steal all your mobs?”
simple, the dev could just create some sort of rule that stealing others mobs may result in a temporary ban (for toxic reasons), whatever, this is different from people that is just farming normally ( alot of people in the same area farming the same mobs is a thing)
some high level player ( that makes no sense at all, except if he explains why he is here, must have a good reason )
i think this may fix this issue, the kill will be awarded to the first player that attacked the Monster or npc
Make a table of players that hit the enemy since it was at full health. At the end, split the rewards between all the attackers. This is especially useful for boss fights, where many people contribute and only rewarding one player isnt fair.
percentage rewards based on damage delt
Distribute the rewards to all the players who attacked the enemy based on percentage. If an enemy drops 1k coins, Player 1 dealt 60% and Player2 40% of the damage, then split it into 600 / 400 coins for each player.
If its an special item/currency that has a chance to drop, lets say 50%, Player1 will get 30% chance of getting it, and Player2 20%
If the game is meant for young kids, then you split it depending on damage.
If the game is meant for good players, the winner gets all exp, the loot are dropped and can be picked up by anyone, just like in Ark.
Compétitivité is sometimes the key to entertainment
Oh nice one! I’ll take note, thank you.