The daily reward in my games runs on a seven-day streak. Day one gives 5 gems. Then 10, 15, 20, 30 and 40 on the following days, and day seven pays 100 gems. In the games that have pets, days three and seven also hand out a pet. Miss a day and the streak goes back to one. I wanted the last day to feel like a prize without making the first six feel like a chore, which is why the jump from day six to day seven is so big.
Alongside that there's a free gift every ten minutes while you're playing, worth 10 gems. It keeps a session moving and costs the player nothing.
Quests are where I had to be careful. Every quest pays some gems, and when a finished quest is replaced by a new one automatically, a player can in theory chain quests all day. During a review of the economy I noticed exactly that: an endless chain of quests would be an endless supply of gems. Now quests stop paying gems after 100 per day. The cap is stored per player and resets when the day changes, and the cash part of the reward keeps working, so a player who keeps going still progresses.
I put the cap in the engine, not in each game, so all ten games got it at the same time.
The reasoning behind all of it is about the people who never spend Robux. If gems are unlimited, whoever buys the most gems wins and everyone else watches. The idea behind a fixed ceiling per day is that a free player who shows up regularly keeps up with the economy and doesn't fall off a cliff. Buying still saves time. It just shouldn't open a gap that nobody else can close.
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