#Island missions (again)

1 messages · Page 1 of 1 (latest)

spring bay
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Is there a reason that on prison, gang upgrades and boss targets scale depending on the amount of members on the gang. While on gens, mission targets and island upgrade booster costs are the same for solo as they are teams

I think team play should definitely be encouraged but is there a reason missions went from only 1 person being able to contribute from that team in s19, to all players from that team contributing but with the same target as solo?

I think the gap and advantage is especially noticeable now that the team size is at 4. It's pretty much impossible to keep up in that regard and I think some system similar to prison needs to be implemented. Whether it be scaling upgrade costs dependant on team size, only the person who started the mission can contribute. Or make it so all players can contribute but the mission target scales dependant on team size

arctic fox
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Their difficulties do not arise from circumstance or chance, but from a fundamental mismatch between ambition and ability. What presents itself as bad luck or external interference is, in truth, a quiet deficit in mastery—a gap where practice, understanding, and refinement should reside. Until that gap is acknowledged and addressed, no amount of explanation will transform the outcome, for the obstacle is not the task itself, but the skill required to meet it. In short I believe this to be what is called a "skill issue"

arctic fox
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Also I agree lol. We tried the scaling and it was impossible for teams to compete against solos because not every team member is on and the time frames were too small.

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The way it was where 1 person activates it and completes it was the most fair approach for both solos and teams. No clue why this was changed