Importing another game's rate
A sibling title's speed-per-second or Wins-per-pad value describes that game's build. Servers in this family differ; your measured comparison is the only rate that applies.
Farming without a baseline
Repeating an action for twenty minutes and then checking the total tells you nothing. Snapshot the display first, act, then compare — that is the whole method.
Chasing treadmill myths
Community clips mention treadmills and Max Speed panels across the family. A clip names one server's reality; verify the equivalent surface exists in yours before planning around it.
Grinding unsafe routes for Wins
The documented farming method uses pads in safe areas precisely because death or a reset wastes the run. If your route keeps failing, it is the wrong route for farming.
Treating one lucky jump as progress
A single fluke stage skip does not change your steady-state rate. Repeat it twice before writing it into your plan.
Ignoring the server clock
Concurrency in this family is small (the creator's live games ran 15-player servers). A quiet server means fewer distractions for pad loops — use it.