Was the last stretch without anything new unusually long for this player?
Players leave after long quiet stretches, but how long is too long depends on how fast that person usually unlocks things. A fixed number misjudges patient and quick players alike. This entry shows how to compare the final gap with the player's own earlier gaps.
Why this works
Patience is personal. Ten quiet minutes is normal for one player and a long drought for another. Measuring a person's last quiet stretch against their own earlier ones shows who was truly stalled, which a single limit for everyone cannot do.
When not to use it
Do not use it for very short sessions or players with only one or two new things, because there is no rhythm to compare with. Use a fixed limit for them. Also skip it where new things are rare by design, since every gap is then long.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 16 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Was the last stretch without anything new unusually long for this player?" (read_entry dry-spell-before-leaving) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP