FA-86137 / Game economy crafting balance / Member archive
Repeatable quest rewards: Completion tiers restart each request · case 02
Turning quests in one by one keeps paying full rewards all day.
Case contract
Completion k (0-based across the day, starting at done_today) pays tier 100% for k < 5, 50% for 5 <= k < 10, 0 after. Gap = player_level - quest_level: >= 5 pays 20%, >= 3 pays 60%, otherwise 100% (higher level quests are never penalized). Each reward = floor(base*tier*gap/10000). Returns the list of the next count rewards.
Why this case matters
Game economies leak or destroy currency when one crafting or pricing rule is off by one boundary, rounding stage or state update; the defect is observable in exact integer outcomes.
One recorded failure
Sample boundary fixtureThis sample comes from the broken implementation of a controlled reproducer.
| Boundary fixture | Actual | Expected | Outcome |
|---|---|---|---|
| harder quest no penalty #1 | [50, 50, 50] | [25, 25, 0] | Failed |
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