Quick answer: Record the exact point cost paid for each owned node, and on respec sum those recorded costs to refund, so the player ends with precisely what they spent.
When a respec gives back fewer points than the player invested, or more, your refund is guessing instead of reading the ledger. Refunding the exact recorded cost per node fixes the accounting. Here is how.
How to fix it
1. Record cost at purchase
When a node is bought, store the point cost actually paid (after any discount or scaling) on the owned-node record, not just the node id.
2. Refund the sum of recorded costs
On respec, sum the stored costs of all owned nodes and credit exactly that total back, then clear the owned set.
3. Avoid recomputing from current prices
Do not recompute refund from today's node costs; a balance patch that changed a price would otherwise make refunds gain or lose points.
4. Reconcile after refund
Assert that total spendable points after respec equals total points ever earned, catching any drift before it compounds across multiple respecs.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.