Timeline for Mitigate exploit where players maximize score multiplier before starting race
Current License: CC BY-SA 4.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| May 15, 2022 at 17:21 | comment | added | Mrmooijman | thanks, I will try balancing first! the spawning on specific checkpoint kind of ruins the fun in finding out the best detours to take. | |
| May 15, 2022 at 5:52 | comment | added | Nikaas | You could spawn a pickup only after the player passes specific checkpoint, i.e. gradually spawn pickups at their intended "time". | |
| May 14, 2022 at 17:05 | comment | added | DMGregory♦ | The behaviour you describe is only profitable if the score gained by collecting all the pickups early is greater than the score lost to time by scouring the whole map twice: once to get all the pickups, then again to complete the race. So it looks like this is something you can mitigate by tuning the multiplier bar increment value of each pickup/checkpoint, the size of the bar for each multiplier, and the formula that converts your time into a score. Want to edit your question to show the numbers and formulas you're using currently? | |
| May 14, 2022 at 17:01 | history | edited | DMGregory♦ | CC BY-SA 4.0 | Cleanup |
| S May 14, 2022 at 16:31 | review | First questions | |||
| May 14, 2022 at 17:21 | |||||
| S May 14, 2022 at 16:31 | history | asked | Mrmooijman | CC BY-SA 4.0 |