Current early game meta is crafting the cheapest Mind Desire and skipping all customers until you get one who wants it
You dev don't want players to mass-skip clients, make sure player will get enough money to cover expenses even on zero patience
Don't start the customer timer before customer has finished making request, that makes no sense
Patience should have a "green" zone where it barely decreases the price (around the fastest time you may craft a potion and give it to customer) so precrafting potion and skipping customers it not three times more efficient then crafting a potion fast
minPrice = sum(ingredientPrice)
maxPrice = minPrice * 1.5 + 10
minTime = ingredientCount * 0.5 + /*minigame*/5 + /*give*/1
patienceLoss = !finishedSpeaking ? 0 : t < minTime ? 0.1 : 1