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FA-86148 / Game economy crafting balance / Member archive

Repeatable quest rewards: Half tier spans ten completions · case 03

Players farm five extra half-reward completions.

Member previewVariant 3 · 3 implementations · 8 checks per implementation

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 fixture

This sample comes from the broken implementation of a controlled reproducer.

Boundary fixtureActualExpectedOutcome
harder quest no penalty #1[25, 25, 25][25, 25, 0]Failed

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