Offline rewards pay out too much because some players change their phone clock
A game that pays for time away trusts the phone's clock, and a clock can be pushed forward or back by hand. This entry shows how to compare two clocks to tell a real absence from a trick, what to pay in each case and why a restart blinds the check.
Why this works
A clock the player can change is a claim. A second clock that only counts forward cannot be told a different time, so comparing the two shows whether time really passed, and you pay by the one you can trust.
When not to use it
Do not bother when the reward is small or the game is purely for fun, where cheating hurts nobody. And never punish: after a device restart the check is blind, and an honest player who moved the time by mistake loses almost nothing.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 23 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Offline rewards pay out too much because some players change their phone clock" (read_entry players-set-the-clock-forward-to-skip-waits) 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