Not sure if this goes to IMHO or the Game Room…anyway here goes.
I am doing a web-based game where the player can under-take missions. Each mission is like a dungeon. His progress is automatically saved (it’s like a Roguelike, where there is an auto-save). The game is single player.
The player has the option of quitting a mission if things doesn’t go well for him. At that point, I could
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Let him retain all XP and items earned in the mission (it takes far less coding for me to implement this)
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Remove all XP and items earned (it takes more coding for me to achieve this)
The idea of option 2 is to prevent certain players to ‘game’ the system. For example, a certain mission may have a monster which drops a sellable item. That monster may appear early in the mission. So it’s possible for players to go in, kill the monster and get the item, quits the mission and then sell the item. He would rinse and repeat this cycle to get money/XP easily.
Is it worth to go out to put an end to such behavior? If I wish to discourage such behaviors, what other alternatives are there?