Gambling minigame - avoiding an obvious exploit

Scribblestick

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In my poject, I've created a simple gambling minigame between the player and an NPC. The game can be replayed indefinitely until the player lacks the funds to make a minimum bet. However, clever players can save between bets and just always bet the maximum, then reload the game if they lose. Repeat for infinite money. I'm wondering how I can prevent this. My first thought was to trigger an autosave after each bet, but clever players can circumvent that with multiple save files.
 

??????

Diabolical Codemaster
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smarter players can open the game console and type $gameParty.gainGold(999999999999999999999999) and hit enter. I wouldnt worry about it too much tbh. Hackers gonna hack, just concentrate on making your game as fun as possible to give the 'regular' players a better time. :)
 

Wavelength

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A few ways you can get around Save Scumming with quick, random events are to:
  • Actually determine the RNG results far in advance (for example, right after the start of your game) and store them in an array for whenever they get used - this means that when you reload a save and try an event again, you'll get the same results each time, not new results
  • Autosave the game as soon as the player hits enter to play the event, or (like Evolution: Worlds) force the player to save after choosing to play the event but before revealing the result - I don't recommend this, it's a very unfun approach
  • Detect save scum behavior (for example with a global file stored on a Notepad somewhere that detects how often the game is loaded shortly after an RNG event), lets the player know in some cute way that it knows you're save scumming, and punishes the player (for example removing access to the minigame for a few hours) - be careful with this technique; it can be pretty awesome to know the game is that aware, but it can feel horrible if you had a legitimate reason to be loading a lot and you get punished for it
  • Make the rewards for save scumming moderate enough that it's not worth the player's time; for example, if the max bet for a slot machine is 50 gold, then even if you can win 50000 gold with a really lucky pull, the max a player will lose is 50 gold - in a string of mostly losses, it's not really worth the player's time to shut the game off, turn it back on, and reload, when they could more quickly recover their losses by heading into the field and winning a battle
 

trouble time

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A simple way qpuld be to give the casino a finite amount of cash and have it refresh at certain story points or over time.
 

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