Why are you rewarding a player for dying? Couldn’t the player just keep resetting each round and abuse the system? I feel like you should reward the player for the survival time during each round to have the player actually engage in the game rather than dying
I think you should give currency to losers based on how much time they were alive, and not just a set amount when they lose. This encourages staying alive more, and it’s fair for everyone.
I have the reset-function disabled. The only option they have is to leave, which would not reward them. But, nice idea! I’m going to look further into In-Match-Time rewards.
Generally what helps is looking at other games for reference. How much soft currency respectively hard currency can you earn under a certain period of time.
Now imagine the most expensive item they could buy in your game for soft/hard currency. How long do you want them to play minimumly to get it?
Exploiters are able to kill their own characters regardless if the reset option is enabled or disabled. If you haven’t already, I’d recommend adding checks if the player is in a round and dies before rewarding them with currency.
Alternatively, rewarding the player by survival time is a sufficient workaround and would likely be more engaging for players like other posts highlighted.
Trough tick(), it will check for how long a player has survived, every second they survived, is worth 1 cash. If you have Premium, this is 2. If you have the Double Cash Gamepass, this is 2. And if you have the pass + premium, it would be 4.
So, the first player to die will earn atleast 20 cash. Every 20 seconds a player will die.
How a bought make it so that they must survive at lease a minute and 30 seconds before they’re rewarded. Maybe also make it that they need to wait a minute before the cash is added to their data to prevent money farmers. Or make it every 5 minutes a GUI pops up that asks are you AFK to also prevent money farmers although it might be annoying.