Spielerando

Cap the experience from repeatable quests per day and per week

Players who grind one easy quest all day outrun everyone, but a cap that resets at the wrong moment either blocks honest players or lets a night owl collect twice. Here is a two-level cap, with the week counted from a fixed starting day.

Why this works

A limit only feels fair when everybody's limit resets at the same moment, which is why it keys off shared calendar days and not time since your last payout. Two nested limits stop both the single-day binge and the slow grind.

When not to use it

Skip it in a game where grinding is the fun and nobody races, or where progress is not compared at all. A cap there just punishes the keenest players. Make repeats pay less instead of stopping them.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • A diagram of every state
  • 20 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 "Cap the experience from repeatable quests per day and per week" (read_entry repeatable-quest-xp-day-and-week-caps) 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