Spielerando

Make a "send them away for four hours" quest safe against clock changes

Players set the phone clock forward to finish a waiting quest at once, or back and forth by accident while travelling. Here is a timer that counts only believable time, marks suspicious jumps, and asks the server before it pays out.

Why this works

The phone clock belongs to the player, so it can only be trusted for how much time passed between two looks, never for what time it is. Counting forward steps and giving the last word to the game's own server keeps honest travellers safe and makes cheating pointless.

When not to use it

Skip it in a game that never goes online or has no real prize at stake. There the wait is only pacing, and letting players move the clock harms nobody. Also skip it when the wait is short enough that nobody would bother to cheat.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 22 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 "Make a "send them away for four hours" quest safe against clock changes" (read_entry timed-trip-quest-survives-clock-changes) 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