mission payouts span a range from the thousands to millions.
There's no real way to identify ability other thasn "rankings" and net worth etc. which are not appropriate iderntification of capability - therefore challenge level is arbitrary resulting in a highly sensitive algorithmic approach to determining a risk/reward system for missions.
Naivermy trying a one-size fits all, but geared towasrds statistical expectation might sound like a reasonasble best approach on paper, but the extremes are too radicallyvaffected asnd terndency is toward higher end ( player rank or nertworth etc. alwasys improve over time)
The result is an obsession with continually trying to tweak the system which introduces unnecessary complexities and obfuscates potential blow-ups as in this case.
Just choose a more appropriate basis for determining player ability when calculating risk/reward and factor the mission type (time ) accordingly.
There will always be those who find payouts too low or too high - you don't need to adjust things to suit every time.
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UK secondary educatio suffers every year as when too few students pass good grasdes, or university applications drop, the kneejerk is to make a levels easier. When numbers exceed expectations, ther reasoning blames too easy exams.-- This flipflop is clearly neverending and a big waste of time. If more effort was made in teachbing practice and principles of learning for example, ort uni were less restri tive or exclusive - fixing the surrounding infrastructure properly will mean that constant band aid reactionary measures arent continuously seen as a requirement.