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Simplified profit/earning system in EC missions


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Thank you for all your feedback! Your suggestions and ideas were passed to the development team. They will continue to work on it and when ready, we will again share any news with you.

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1 hour ago, Exophobia said:

Imaging I sit back relaxed, earning 2 kills in the entire battle. While you, struggle with the enemy team, get 10+ kills, rushing between caps to carry me (and the rest of the team) to victory. In the end, we all get the same RP and SL. Trust me, you will ends up playing passively in battles sooner or later as well.

 

1 hour ago, creature259 said:

rewards by time spend in game not by kill rewards..
Aight  ill hop in my bomber add 3 hours of fuel. climb to space...cruise controll.....watch TV.
 

You are saying like this is what is going to come but this is how the game system already is. RP rewards are completely unrelated to kills and other useful stuff you do in match. All you need is decently high score, secure a win and spend a lot of time in game to get max RP reward for a game. So yes the way I play bombers in air RB is drop a bomb to get my 1k-2k score and watch anime or read forums for the rest half an hour of game. In sim you can do that for about 2 hours once you earn about 5k score.

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3 hours ago, AdelWolf said:

Yes removing Mozlok made a huge hit on the grinders. They had to look for alternative ways to abuse. Coincidence all the alternative abusing ways are happening in Player Created Room? 

 

No it didn't they just abused the broken mechanics on other maps. With mozdok you atleast knew it was an abuse room. I rather have them get rewards for nothing, then them ruining the regular games. 

 

3 hours ago, AdelWolf said:

 

Now all Gaijin has to do is to remove the problem from its root. 

 

The root is bad AAA, and arcade mechanic for bombers, not the creation of player rooms. 

 

3 hours ago, AdelWolf said:

Gaijin can make official rooms you don't need to cry.

 

True but they will be historical odlr semi historical so I vlcan not create what if scenarios or stuff like the soccer war. 

 

3 hours ago, AdelWolf said:

Removing 50 France vs all room is not being unable to find a good battle, it is being unable to find good room to abuse to grind...

 

True, but only allowing historical rooms is not having France Germany and China vs UdSSR USA Japan. 

 

That would be a fair room wouldn't it?

 

Also at least you know the France v all rooms are the rooms with abusers... Just avoid them. Mixing in the abusers with the regular players will decrease the normal rooms quality

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It's not the reward system that needs fixing. Air EC needs to be rebuilt from the ground up. It's built around farming points, so of course people are going to farm like crazy.
Why have Ground convoys that go nowhere and don't contribute to anything?
So people can use them to farm points.
Why have Bombing targets that can't defend themselves and don't contribute to anything?
So people can use them to farm points.
Why have Airfields that only exist so they can be farmed for points?
Why have air cap points at all? It has no effect on the ensuing ground battle. They're just there so people can farm points.
Unless the ground battle is taking place at a location with an airfield, there's no reason to help unless you want to farm points.
Why spawn bombers that can be taken out by a jet on a single pass?
Why spawn attackers that can't hit anything on the ground and don't effect the ground battle at all?
Why have a "front" that can move? It's inconsequential, unless an airfield is threatened.
There's just so much game design that makes no sense whatsoever. Changing the reward system isn't going to fix this.

It's frustrating. Gaijin is like "we want people to focus on the objectives". That's a problem when most of your objectives are boring and meaningless!
Edited by AstroHelo
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Wouldn't perma-banning accounts with multiple strikes be the simplest solution?

 

But mainly the problems are

  • Broken maps, Tunisia, Smolensk (Broken AAA etc.)
  • Never ending player created rooms (sometimes over 40 times of the same map)
  • Non SB bomber game play (over simplified mouse aim, dead accurate bombs, rather fishy turret projectile physics etc)
  • Inequality of Bombing/Win conditions and Fighter/Win conditions
  • Allowed vehicles 1.0-10+ nonsense (keep it 2-3 BR tops please)
  • Long (far too long) allowed double tonnage
  • OP premium bombers etc. etc.

all of these things and many other are creating this toxic environment for the regular players. I'm not against your solution, but the list of things has to be addressed. SB was ignored far too long and it started to stink long ago. But I'm glad to see some changes are being considered.

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I will preface my comments by stating that I only play EC planes Tier 3 or 4 with a Tier 1 on occasion.  So I have a narrow playing focus.  I believe individual reward should be based on the individual's contribution to obtaining objectives that help the team win the battle, including destroying enemy aircraft.  A simple statement that would likely be difficult to implement in the game.

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The simple truth is Gaijin, you encouraged the Arsepansies and made the mode accessible to them because everybody who knew how to play sim was a bully and all these little darlings needed to be included.

So it was ok for them to fly in 3rd person view with laser guns and mash the space bar and bomb static targets in empty rooms

While the rest of us struggled to play a proper game and play well

Every one who told you was shut up and banned and blocked and sent away

Every step of the way, rather than fix the game and make it SIM across the board with the same rules for all players

You kept dumbing it down and laughed happily while the Arsepansies destroyed every single game mode available to SIM. 

You kept messing with the AAA, the damage models. the rewards, all the time ensuring that rewards went to the players with least skill and the most abusive game play

And players who played properly and honorably got the least rewards.

Your darling Arsepansies bombed their way through entire tech trees and got the best fighters and then used them base camp and starfe and rocket bases, because that was all they were capable of and then started to make custom games so they would even have no opposition to that.

When we told you that ABusers from other modes were coming to SIM and farm RP and SP and unlock entire tech trees, "Oh . .everybody has a right to play"

When we told you that the economy is being abused, "Oh there are not enough players to merit our attention"

 

You want to fix the game . . . make SIM players play by SIM rules, so these low life ill mannered players can't invade SIM mode unless they have the skill to compete and play by the same rules.

 

You want to try and fix another symptom by fiddling around with rewards . . .

 

I promise you this . . you leave room for Abuse because you think its funny that real players struggle and Arsepansies get all the rewards and win matches,

 

I will abuse the living S.h.i.t out of it.

Edited by Twisted
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8 hours ago, Ouiche said:

To solve this issue, we are considering options to simplify the economy system in EC missions by adding a fixed amount of SL and RP per time period when reaching a specific event in the mission (not taking into account time on the airfield - a more detailed description will be published separately) instead of a reward for each individual action. However, the bonus reward for winning a mission and the half reward for returning to an airfield would remain unchanged. The average level of reward over time in switching to the new system would remain unchanged and will correspond to reward received by players in other game modes.

 

This is absolutely not the solution to the current problem we are facing - I cannot stress this enough. 

If you implement something like this it will punish players that do well in sim games, often earning more than 10 kills per game in a fighter or attacker etc.

 

The economy in Sim has been DRIVEN INTO THE GROUND over countless updates where you have tried to "fix" the abuse problems by simply lowering the reward of Zombers, grinders and match-riggers, and all that has done is drive many players away. I remember there being a mass exodus of players in 2018 for this very reason. Instead of looking at the problem, analysing options, and asking for feedback to proposed solutions (Like you are doing here, and thank you very much for doing so!!!) you simply took the easy option and reduced the rewards for everyone.

 

The most successful players in sim should not be punished because the game mode has not been cared for, or moderated nearly as closely as it should be.

 

We have been giving feedback for  years  on this, and for the past 18 months I have barely seen any official responses on our concerns in the Forums. If Gaijin got a bit more involved and took some more interest like they do with the AB/RB community, Sim has the opportunity to grow into a very fun and very profitable game mode (Profitable for Gaijin I mean). But no. Usually we just have to wait for a random update and hold our breath to see what sort of new reduction has been introduced into sim.

 

 

For the love of all that is holy, do not reduce or "simplify" sim rewards any further. I make a LOT more money playing RB compared to Sim now, which is laughable. Sim is the hardest game mode to play, it should have the highest rewards. I'm not saying it should be massively more profitable than RB, but It should at least  EQUAL  it. Right now the reward for fighter vs fighter engagements is pathetic. I can get 20 kills in a game and not even earn 100k SL for it. How does that seem reasonable??

 

One way to improve sim is to limit the amount of player created rooms (I.E no duplicates), and INCREASE the amount of rooms the game generates - particularly for some nations that don't currently get a lot of Official rooms (Sweeden & China specifically).

 

Again, do not reduce or "simplify" sim rewards any further.

 

 

That is my feedback.

Edited by The_Tea_Rex
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1 hour ago, AstroHelo said:
It's not the reward system that needs fixing. Air EC needs to be rebuilt from the ground up. It's built around farming points, so of course people are going to farm like crazy.
Why have Ground convoys that go nowhere and don't contribute to anything?
So people can use them to farm points.
Why have Bombing targets that can't defend themselves and don't contribute to anything?
So people can use them to farm points.
Why have Airfields that only exist so they can be farmed for points?
Why have air cap points at all? It has no effect on the ensuing ground battle. They're just there so people can farm points.
Unless the ground battle is taking place at a location with an airfield, there's no reason to help unless you want to farm points.
Why spawn bombers that can be taken out by a jet on a single pass?
Why spawn attackers that can't hit anything on the ground and don't effect the ground battle at all?
Why have a "front" that can move? It's inconsequential, unless an airfield is threatened.
There's just so much game design that makes no sense whatsoever. Changing the reward system isn't going to fix this.

It's frustrating. Gaijin is like "we want people to focus on the objectives". That's a problem when most of your objectives are boring and meaningless!

 

This is overly reductionist to the point of basically saying video game objectives in any form are pointless. You're kinda being borderline nihilistic.

Edited by [email protected]
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BruceLeeroy Today at 12:42 PM

Howdy Gaijin Devs! Just want to first say, I love your game and I love Sim and EC, but I do believe those modes could use some love. I have a few ideas and Solutions/Band-Aids to this problem. Not saying all of these combined are a good idea, but pick and choose from the list.
 

1. This one is complicated and sounds counter intuitive, but completely redesign the game's economy by removing repair costs. This will fix more problems than just players rigging games in EC.

  • Rigged games exist and are prevalent because they eliminate the #1 cost. Repairs.
  • Remove all repair costs for all vehicles, and lower the SL rewards so that instead of players being punished for dying, they only get rewarded for playing, albeit not as much since repair costs are no longer accounted for.
  • People will still be willing to buy SL. In fact, they might be more inclined to do so since now that there isn't as high of an SL reward, and they don't have to worry about their SL being wasted on Vehicle repairs. This will allow players who are not good at the game to continue enjoy playing too.
  • The reason there is a high desire to rig games like this is because SL is required just to play the game. Not just to progress.
  • Think about it. Why are so many players using bombers and having a truce? Because they are too expensive to repair. Nobody will dare take out a B57-A or B-29 without knowing they can bomb safely.
  • Players know if they don't attack the enemy, the enemy won't attack them because rep costs are so high. If rep costs were eliminated, more people wouldn't resort to these tactics where they rig games.
  • This isn't the only thing that should be done, as the problem will continue to exist to an extent, but this HAS to be done along with other fixes.
  • This will also make the economy easier to control, as you have less factors in the equation to worry about. Manually adjusting Repair Costs, Rewards, BR, SP, and many more things makes it hard to balance the game. Repair costs are not necessary to keep the economy and profits where they are and are the #1 reason that players are deterred from playing the game.
  • I would love some feedback on how possible this idea is, specifically, because I think the majority of the player base would like it, it would retain new players, and if done right, could lead to a higher player base, and more profits since SL purchases would feel more valuable to the players who bought them.

 

2. Make Sim easier for new players to get into. The more players that populate sim, the less people will use empty servers to play unhindered.

  • Joystick, 1st person, and no autotrim, make it hard enough for new players.
  • I had no idea what I was doing my first couple of EC games. Add an in-game information page or video that explains EC and all the things that a player can do.

3. Change how Long Range/Strategic Bombers and Hydroplanes work in EC. 

  • Instead of letting players individually spawn in heavy bombers whenever they want, Allow players to replace or spawn with the the AI bombers in the AI bombing runs and spawn out the same way by flying to the end of the map.
  • Or, just do the same thing, but make a player only bombing run that is separate from the AI that players have to que up for. Give them an airfield to bomb, set a notification that there is a bombing run for the other team, and only allow this as an option if there is a certain amount of players in the game.
  • Either way, find a place for long range bombers and hydroplanes so that they fit into sim better. The lack of information of knowing where the long range bombers are and are going is important, and if the bombers are grouped up, and the other team knows where they are, players will engage each other more frequently.

4. Give all Airfields a limit to the amount of bombs they can supply (like 500 tons of bombs or something), and have them replenish with supply convoys that are slow, and fighters/attackers can easily dispatch of. 

  • Remember, these are frontline airfields. They shouldn't have much supplies, and therefore, shouldn't be designed to fuel heavy bombers for the entire session.
  • This will add more objectives for players who use fighters and attackers, and limit how much bombing a team can do.
  • The more of the convoy that is dispatched of, the less bombs that will replenish a base.

5. Add more things for fighters to do other than shoot down players.

  • One of the biggest problems with EC is empty servers make playing a fighter boring and not worth it. Which causes players to leave and encourages passive bomber spam.
  • Increase the reward for killing players and specifically, bombers and attackers.
  • Add more objectives that a fighter with only 7mm guns could take care of.
  • Add scouting mechanics that ping enemy AI positions or player positions on the map. This will also help interceptors find enemy bombers.
  • The reason why there is so much bomber spam is because the only objectives that are always prevalent are bombing objectives.
6. I'm not sure if this is implemented, but add rewards for defending objectives and escorting. 
  • Like defending a base from a bomber
  • Escorting and defending AI bombers and attackers from fighters.
  • Defending ground forces from enemy planes.
  • Defending and escorting convoys.
  • This gives more things for fighters to do which will populate servers more and encourage people to use fighters.

7. Add some Pacific Theatre maps where it is mostly ocean or small islands and where there is an emphasis on naval aircraft.

  • This isn't going to fix the problem of players bomber spamming with a truce on other maps, but it will add maps that make it impossible to do that.
  • It will allow players to actually use some of their naval aircraft in Sim too since most naval aircraft lacks in the other maps compared to other fighters and attackers.

8. Fix EC ranks with Jets and top props. Some of the jets and top props can carry huge bomb loads and travel extremely fast which makes them ideal for spamming bombs.

  • The EC maps are too small for aircraft this fast, and the objectives and AI defenses too inadequate. There will need to be an overhaul of Sim EC for those tanks.

9. Punish suicide bombings. I.E. Punish people who spawn-bomb-die-respawn as quickly as possible in order to farm RP and SL.

  • This is difficult to implement. How does one know when someone suicide bombs?
  • Add a respawn timer on that vehicle for bombers and attackers only whenever someone crashes, leaves the vehicles, or dies by airfield defenses.
  • Give a limited amount of respawns for certain vehicles or types of vehicles that someone can use for the entire match. For example, you can only spawn in an A2-D 5 times before it locks that option and you have to use something else for the rest of the match. This is only if the aircraft crashes or dies. Not if someone lands at an airfield and switches planes.

10. Separate Sim EC and Sim Operations with different Ques.

  • I love Sim EC, but one of the things that deters new players is that they can't try out a familiar game mode with difficult mechanics.
  • The best way to get more players into Sim is to add a separate que for Sim Operations so that once new players get familiar with the handling of sim, they can jump into the more complicated game mode.

These are all the Ideas I have for this problem. I'm going to list ideas for other problems in hopes those might be a good solution.

 

1. Helicopter EC Needs to be broken up into different 3 ranks/eras. Earlier era helis can be used in later ones.

Spoiler
  • Rank 1: Early helicopters with just rockets, machine guns, and early ATGMs
  • Rank 2: Mid era Helis with early AA missiles, thermals, guns, and Mid ATGMs
  • Rank 3: Modern Helis with Hellfires, Vihkrs, Ataka, and advance AA missiles.
  • Here are some examples:
  • US:     Rank 1: AH-1G, UH-1B,, H-34UH-1C      Rank 2 : AH-1F                                                   Rank 3: AH-64s, AH-1Z
  • japan:   Rank 1: UH-1B                                         Rank 2: AH-1S Early, AH-1S, AH-1S Kisarazu  Rank 3: AH-64J
  • RUS:  Rank 1: Mi-4AV, Mi-24A/D                        Rank 2: Mi-24V/P, Ka-29                                    Rank 3: Ka-50, Ka-52, Mi-35M, Mi-28N
  • GER:  Rank 1: Alouette 2, UH-1D                       Rank 2: BO 105s, Mi24Ps                                  Rank 3: EC-665 Tiger
  • BRIT:  Rank 1: Scout, Wasp                                Rank 2: (Possibly Lynx)                                      Rank 3: Lynx, G-Lynx, AH Mk.1
  • ITALY: Rank 1: AB 205, and A.109                      Rank 2: (Maybe A-129 International)                  Rank 3: A129
  • FRAN: Rank1: H-34, Alouette 2                           Rank 2:  Gazelles                                               Rank 3:  EC-665 Tigers

 

 

 

2. VR needs many bug fixes and quality of life mechanics.

Spoiler
  • There needs to be a button that lets the camera switch between rotating with the turret, and rotating with the hull. It is almost impossible to shoot backwards in VR, and SPAA can be sickening sometimes. because the camera is always rotating. Not to mention that the Crosshair disappears most of the time when aiming behind.
  • There is a weird mirage/mirror effect for almost all 3d models that are not cockpits. This is hard to describe, so I will link to a video here: 
  • The gunner cockpit of the Attack Helicopters improperly displays where the gun will shoot, and the HUD on the AH-1Z, Ka-50 and other similar rocket sights don't display correctly either. Video Here:
  • The "Aiming with VR HUD" option only works in ATGM view, and not in gunner view or pilot view. This doesn't make sense, and it is almost impossible to use. Video Here showing why. 
  •  

3. Cold War Ground Sim needs a 5th Rotation to split up the tanks and planes in most modern rotation

Spoiler

 

  • There needs to be another rotation doesn't have the top tier helis and tanks, but has the tanks and helis just before hellfires, atakas, and vihkrs.
  • This probably isn't a top priority, but I know it would only do good to add.

 

 

That's about it for me. There are more things, but I can't be bothered to type in this post anymore. If you want me to share more bugs that need fixing, or specific ideas, I can come up with more later. Thanks for taking the time to read this and I hope all turns out well! 

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3 minutes ago, _Thrash_ said:

Since others are voicing their opinion about unfair mouse aim turret control I'm also gonna drop this here

 

 

That's a fantastic suggestion, I'd love to see this implemented. And on a related note to the camera-fixed-to-reticle option, we really need a "Realistic Controls" option for tanks; as things are, everyone is forced to use Pointer Aim in tanks.

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Another step... in the wrong direction.

Ec is dying, the economy was already broken and with all your nice moves it has to get even worst I'm afraid. 

Repair costs and rewards are completely unbalanced, In game with 6 tiers (maybe one day we'll reach 7) finding extremely expensive planes at tier 3/4 is kinda ridiculous.

 

CAS should be more rewarding.  Battle zones are part of the game. destroying tanks and pillboxes it's quite a waste of time, and with an attacker you're just food for greedy and bored fighters. Actually matches are decided by bombers and their suicide runs towards enemy airfields. And that's so sad. 

At high tiers airfield defenses are a bit out of date and this encourage strafing. well, not against the rules, it was done irl too, and I did it too 'cause tired of losing top tier (and expensive) aircraft just spawned (hello timer, bye bye sp) It could be a nice idea implementing an "emergency landing" whils in friendly territory, and with a small cost repair and take off from closest af.

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32 minutes ago, BruceLee94 said:

Rigged games exist and are prevalent because they eliminate the #1 cost. Repairs.

 

 

Rigged games, 90% of them, are made by the Chinese  who are either using stolen account or paid boosting accounts, they don't care about SL at all. 

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42 minutes ago, [email protected] said:

 

This is overly reductionist to the point of basically saying video game objectives in any form are pointless. You're kinda being borderline nihilistic.

I'm saying most of the EC objectives don't contribute in any meaningful way to the confrontation.

There's a lot less "doing this objective will position my team better for a win" and a lot more "doing this objective will increase my score." If your team is far behind in points it becomes impossible to win. So you either try to farm as many points as cheaply and quickly as possible since you know you're not going to win, or you quit the match. Farming becomes more important than victory. This is the system created by the current EC game.

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I think this topic really needed to be split up into two (at least?) initially: discussion of air sim EC and discussion of helicopter EC. While some issues are similar, the game modes (and major problems/issues) are probably not. I, for one, am glad that *something* is being done because at least that means that someone at Gaijin is actively looking at this.

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9 hours ago, Ouiche said:

The average level of reward over time in switching to the new system would remain unchanged and will correspond to reward received by players in other game modes.

@Stona this sentence contradict itself. If rewards over time (as I understand it as SL/RP per hour) are to be more or less like other modes then they can't remain the same and vice versa, if they remain as they are, they won't be as in other modes (air AB, air RB or mixed SB)

After giving it a bit more though:
If (and that's huge IF given GJ's hstory of mistaking "economy rebalance" with "reward reduction") rewards will get shifted from "per action" more into "per time" while remaining at the same level then I guess it would be better for less experienced players who get constantly slapped by people like @creature259 but would mean that reward for people like said creature259.

Is it good? depends who you ask but I think it might bring more players into SB who now just get bankrupt because couple of people with high skill and 10 years of sim experience don't even allow them to learn anything.

if any particular action won't give significantly more reward than others (*cough* zombering *cough*) then people might more openly explore different tasks.

problem I see here is that we do not know what will drive the reward. It can't be just staying in game because then people will just avoid combat and fly in space and we will get even more truce rooms where people will coordinate to not shoot each other.

Maybe reward should be based on how good your team does on average? This would meant that whatever task you do (even if it's annoy and distract enemy) that works toward certain goal - that's fine.
Question is: how do we define "goal".
Is it winning objectives? In that case bigger team will always get all the cash
Is it doing objectives regardless of success? Then I guess it might work. You get cash for actions even if you don't win the battle or destroy all bombers and completing task will just allow better side to get additional bonus for victory but would not affect base earnings
Is it personal score that matters? in that case zombers would get even more reward then they do and we will get even more of them.

What about teams with bigger numerical disproportion? fighting alone vs 10 enemy is not easy - it should yield higher reward IMO.
How will reward be affected by survival (or death)?

questions-questions-everywhere-z0krn7.jp

 

I see more risks than chances for something good coming out of it but I am happy that at least we know that you know that there is problem of certain mechanics being abused.

Again: hard to speculate w/o knowing details - looking forward to them.


EDIT:
One more thing about rewards corresponding to other modes. I think lot of problems come form the discrepancy between SL and RP reward in sim. Given that we pay for spawn (regardless if we die and even if game ends 10s later) and given how much lower avg SL rewards per same action (like kill, activity, etc) and or per minute of gameplay are compared to say RB (and give now much higher RP rewards are) then somehow balancing this within SB might be not a bad idea regardless of all the fuzz with new economy system.

Just give us more SL and you can even take  bit of RP - for people playing only SB you get all the RP to unlock anything. People managed to get Draken within 2 days with premium jet and premium account but avg player w/o piles of SL can't afford often to buy even cheapest early jet or late prop.


And then we have zombers who do not care about SL but come here for RP and just destroys any fun for everyone else. Killing same man in same spot 20x per battle gets boring really quickly. I've talked to those guys in game and they all say, they do what maximizes RP gain

Just saying...

P.S. module RP should remain high but I know it's now tied to general RP - maybe it can be split?

Edited by przybysz86
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1 hour ago, The_Tea_Rex said:

 

This is absolutely not the solution to the current problem we are facing - I cannot stress this enough. 

If you implement something like this it will punish players that do well in sim games, often earning more than 10 kills per game in a fighter or attacker etc.

 

The economy in Sim has been DRIVEN INTO THE GROUND over countless updates where you have tried to "fix" the abuse problems by simply lowering the reward of Zombers, grinders and match-riggers, and all that has done is drive many players away. I remember there being a mass exodus of players in 2018 for this very reason. Instead of looking at the problem, analysing options, and asking for feedback to proposed solutions (Like you are doing here, and thank you very much for doing so!!!) you simply took the easy option and reduced the rewards for everyone.

 

The most successful players in sim should not be punished because the game mode has not been cared for, or moderated nearly as closely as it should be.

 

We have been giving feedback for  years  on this, and for the past 18 months I have barely seen any official responses on our concerns in the Forums. If Gaijin got a bit more involved and took some more interest like they do with the AB/RB community, Sim has the opportunity to grow into a very fun and very profitable game mode (Profitable for Gaijin I mean). But no. Usually we just have to wait for a random update and hold our breath to see what sort of new reduction has been introduced into sim.

 

 

For the love of all that is holy, do not reduce or "simplify" sim rewards any further. I make a LOT more money playing RB compared to Sim now, which is laughable. Sim is the hardest game mode to play, it should have the highest rewards. I'm not saying it should be massively more profitable than RB, but It should at least  EQUAL  it. Right now the reward for fighter vs fighter engagements is pathetic. I can get 20 kills in a game and not even earn 100k SL for it. How does that seem reasonable??

 

One way to improve sim is to limit the amount of player created rooms (I.E no duplicates), and INCREASE the amount of rooms the game generates - particularly for some nations that don't currently get a lot of Official rooms (Sweeden & China specifically).

 

Again, do not reduce or "simplify" sim rewards any further.

 

 

That is my feedback.

 

Every simmer on Twitch/Youtube needs to be talking about how bad an idea this is. Thanks TeaRex.

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It's all been said before and I've upvoted the more cogent posts, but to clarify my two cents.

 

All SIM related:

 

Remove/limit/moderate/add cost/nerf rewards for player created rooms. (biggest abuse outside of official rooms)

 

Remove/limit/modify mouse aim gunning with third person view. (biggest abuse inside official rooms)

 

Improve airfield AA, allow enough of a vertical cone to climb out. Only way to approach an enemy AF should be high altitude.

 

Revisit BR so that heavy load bombers are not the entry level plane of choice. 

 

 

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Just now, AWACS_Thunderhea said:

NoOoOoOoOoOo!! :crying:

why? right now i you play only SB and are at rank IV+, you unlock planes 2x? 3x? 5x? faster than you can buy them?

And i do not mean buying all of them. I mean buying the required minimum to unlock next rank or research

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3 minutes ago, przybysz86 said:

why? right now i you play only SB and are at rank IV+, you unlock planes 2x? 3x? 5x? faster than you can buy them?

And i do not mean buying all of them. I mean buying the required minimum to unlock next rank or research

 

That's true, my research is light years ahead of my purchases. More proof of imbalance?

 

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I remember a post posted by player who tried to playing his new entry-level helicopter in EC missions. He found bigger problem is majority of players are playing using Russian shark helicopters that can be hard to avoid getting shot down so faster soon as he spawn in. That' is why main reason I lost interesting in trying playing entry level helicopter. Are you going to resolve that problem? 

 

  Also AF need boost air defensive even with SAM in higher BP as 8.0-ish on missions. 

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