Quick answer: Age waiting jobs so their effective priority rises over time, or reserve a fraction of agent capacity for lower tiers, so every category eventually gets worked.

If garbage piles up forever because haulers are always doing something more important, your strict priority is starving the low tier. A purely greedy queue never reaches the bottom. Add aging or a capacity reservation so neglected work still gets done. Here is how.

How to fix it

1. Age waiting jobs

Raise a job's effective priority the longer it waits, so a long-ignored cleaning task eventually outranks routine high-priority work and gets picked up.

2. Reserve capacity per tier

Dedicate a share of agents (or a share of each agent's time) to lower-priority categories, guaranteeing those tasks progress even while high-priority work is plentiful.

3. Cap backlog growth

Alert the player or auto-raise priority when a category's backlog exceeds a threshold, turning silent starvation into a visible, correctable condition.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

A crash you can name from its stack trace is a crash you can usually fix in minutes.