Spielerando

Choose how many hours of offline earnings to give, from how long players are really away

A cap that is too short punishes the people who come back the next morning, and one that is too long makes checking in pointless. This entry shows which share of returns to cover and which short absences to leave out of the sample.

Why this works

The promise to keep earning while away should cover the absences that really happen, not the freak ones. Looking at how long your own players stay away lets you pay most returns in full while the longest absences, which no one planned around, stay limited.

When not to use it

Do not set it from data before you have a real crowd, because early players are not your later audience. And a cap is no fix for a game people only return to for the payout. Then work on what they come back to do.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 24 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 "Choose how many hours of offline earnings to give, from how long players are really away" (read_entry idle-offline-cap-from-away-times) 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