A weekly experience limit makes players stop playing at the exact moment they hit it
Limiting how fast one person can level in a week keeps a shared game balanced, but a hard wall teaches players to log off. A gentler rule lets the reward shrink in stages. Getting the stages wrong is easy: a reward crossing a boundary needs care, or the numbers jump.
Why this works
A cliff makes people feel punished for one more step, while a slope feels like a natural slowing down. Charging each portion at its own rate, as tax brackets do, means more play never pays less than less play.
When not to use it
Skip it when the goal is to let players reach everything at their own pace, with no worry about someone running ahead. Slowing the keenest players there only pushes them away; add more content for them to enjoy instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 17 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A weekly experience limit makes players stop playing at the exact moment they hit it" (read_entry reduce-weekly-experience-in-steps-instead-of-a-hard-wall) 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