Many systems that pay hourly for task-based work like this deal with this problem by instituting a minimum number of hours of pay per-instance, which is usually higher than the expected time it takes to complete a typical quick task.
That way, by taking longer on any but the hardest issues, you are instead removing your ability to make more money on other, faster issues.
If you call out a master electrician to flip a circuit breaker, they are going to charge you a lot more money than for the half second it took to flip the switch.
Also, if the reason they have to come flip that switch is that they screwed up the job they did earlier that week, you don't get charged at all.
This thread is full of people acting like highly experienced trade workers are idiots who have never thought of how hourly work might be gamed for more money. All of this has been long since solved by the industries that actually operate this way.
> Many systems that pay hourly for task-based work like this deal with this problem by instituting a minimum number of hours of pay per-instance, which is usually higher than the expected time it takes to complete a typical quick task.
That's how it works for the occasional on-the-side server/printer tech jobs I occasionally take (long story short: I took a temp IT job years ago, resigned to go somewhere else, but the company never took me off their payroll so I get the occasional call to go install some number of printers or some number of servers/switches/etc. for some customer of HP or Dell, respectively). The usual rates are pretty abysmal for someone of my experience and skill level, but the 4-hour minimum means that if I can bang out one of these jobs in an hour or less I'm making more per-hour than at my day job. Nice bit of occasional money to blow on craps or penny stocks or shitcoins or whatever, and it keeps my fingers on various industry pulses.