Originally Posted by
kattzkitti
Instead of a linear scaling amount of rewards, just flat remove gil/tomestones and reduce exp payout by 50% if the floor is less than 50% explored. If the floor is at least 50% explored, and at least 50% of the base population is killed, then give full base reward for that floor. If players complete 100% exploration and clear 100% of base population, then triple the base reward for that floor, as well as increase the chances for positive floor effects and reduce the chances of negative floor effects on the next floor.