A simple SL-based spawn cost system to reduce One Death Leavers and CAS spam

Is it selfish yea

But this is warthunder not arma or ready or not
While its a Team game
Its not the play has a team Type of game
We dont even have voice chat(or i think we had but it was never used) nor is there any strategy talk like there is in like lol
Also Enemys in Blue is a saying for a reason

So i think hard anti odl leave measures would just feel out of place

Also speaking of people ruining matches there are a handfull of individuals which dont spawn at all if they dont like the map or br they are in to alter the win/kd rate

You cite marketing slogans…

You play a game optimized to cater shooter driven kids with the sole purpose to lure them into the eternal grind trap in order to earn money. Outside coordinated squad team play the game bundles just random strangers in random teams - and each player has his own reason why he plays the game - and how.

You describe an issue that not exists - at least from gaijin’s perspective. As long as gaijin’s business model is based on selling premium products and players lose little to zero money (SL) when they leave nothing will change.

Your idea is just tempting for veteran player - they have the necessary resources. Unfortunately these players are an absolute minority - and the game is optimized to please the gazillions of new/fresh players.

Adding entry barriers like SL fees to join a match is creating artificial entry barriers - whilst gaijn’s goal is exactly the opposite: That’s why you have more or less just CQC maps in Ground RB or this 16 vs 16 nonsense on way too small maps in Air RB.

Your CAS issue is discussed in hundreds of threads and thousands of posts - You need no degree in Quantum Physics to realize that the usage of air craft vs ground units is an integral part of gaijin’s shooter / game design - aircraft play the role of power-ups AND enforce tankers to invest time & resources to research them - which hampers the overall progress.

In other words:

You try to find a solution for a minority of veteran players (CAS & ODL) which is the cornerstone of gaijin’s income strategy…

With millions of user data collected in more than 10 years i would even claim that the game in its current state looks exactly how the main income / target group of players want it to be.

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wait what

EDIT: lmao, its true, median for last month on statshark is 0.741. thats sad.

More like most profitable
I cant Imagine the play premium and premium vehicle or go broke (in particular has below Avg Player)is fun for the majority

Sadly match making just Leeds to more problems
Given in addition to normal uptiers you will also get skill based uptiers which has already ruined alot of multiplayer games

So now without matchmaking a 3.0kd player will have very fun games but with match maker
He will only face 2.0kd/4.0kd players (and has we know how good the be system works he will constantly play against 4.0kd players) and those 4kd players will only see 5.0 and CLARA friends,

But there are people that say we already have match making which would explain why i am getting pretty good games in odd hours while Prime time 17:00-18:00ish Cambridge time is horrible

You forgot one important thing: you can artificially bring your stats down.
All you need to do is just bring your low tier stuff to top tier and just drive forward until you nuke your stats, and then you can now enjoy clubbing new and bad players.

Oh yea very good Point

Also i am an above avg Player with 1.2kd in rb
Doas that mean i do that every game no

There are countless of games were i just hold w and die like a rank 1 noob despite being level 100

But then there are others were i am really concentrad and watch every corner
(Speaking of concentration in warthunder i can really feel wen i havent eaten drunk enough my skill drops to less than 25% and even aiming is more shacky and less accurate)

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Making it per vehicle makes more sense.

Especially given “I’m OK with 109F4” but absolutely suck with spitfires. Why should one affect the other?

Ground is less extreme than ASB but still the same logic can be applied of “X does well with Kv-1 zis5 but sucks with churchills.”

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Is it though? After the win/loss reward votes we’ve ended up with an endless grindfest where nothing else but farming the hell out of the opponent is viable.

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But implementing based on each individual vehicle will require too much work. And honestly, I am torn between SBMM for War Thunder. On one hand, it will prevent a lot of the sweats who care about stats from seal clubbing too much. On the other, it just invites smurf accounts, stat padding (I mean, all you need to do is just pull out French or Italian reserves and just blindly get yourself blown up, and then go play Seal Club tiers for Germany), and would just kill any desire to play the game for new players.

Well if SBMM were to be implemented it seems clear to me that it’d be independent between ranks and modes, else it would just be broken
Not that I support it though

yea i remember that vote were most of the content creators recommended to vote for higher rewards for a win

which is amazing if you can team up with OddBawZ and spookston to turn nearly everything but if not, You are out of luck in particular if you play an auto loss nation braket like low tier us air or the sadness that is 6.7 japan ground. so i rater take almost equal rewards so i can grind decently even if i am on the losing team

and then there are the repair costs that need to be paid no matter how the game went

Imho you both miss the fact that we have already a SBMM - it is simply not working due to the complexity of the game itself (different modes using the same parameters).

And you have to distinguish between a SBMM to balance lobbies (we have that, but it is not working) and a SBMM for balancing players.

Balancing players is a dead end due to multiple reasons, but balancing lobbies (=each team gets the same amount of veterans & rookies) is actually not really easy. That’s why highly successful ground RB players got clapped by highly successful Air RB players when they grind in Air RB - same as a highly successful pilot will suck in Naval…

And even if you have a perfectly balanced lobby - the MM in combination with BR settings kills this balance almost instantly as the performance gaps are often too large.

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how the grind is balanced does not change the fact that it is team based game. If the grind was balanced, or removed entirely, we will still be playing team based game.

Spoiler

also team based game also implies the existence of team cringe game

And in games were they have sbmm everyone is saying its shit and made everything worse

Maybe besides ranked in csgo or lol which is a separate gamemode

I can see how people just spawn 3 rats and abuse this to the point of nobody cares to play…
bmd 4m , falcon etc etc etc
Every 1 vehicle lineup should be treated as crew lock. Just wait until the round ends. and same for 1 death leavers on full lineup. Complete nation lock until round ends. And even preferred +10mins on top of that

I liked the first bit of your msg

But something should be done to 1 death leavers/lineups and hitting economy is not the way, snail wont make own mm for just 1 lineup players, so crewlock is only valid option, and for it to work, it should hit everytime someone is using only 1 vehicle, unless least 70% of team is allready out of game

The SBMM to balance players makes sense in pure shooters - especially when players have (almost) the same weapons / weapon choices and abilities. Otherwise it makes no sense as these games are usually highly competitive.

Within wt just equally balanced lobbies make sense as there are way too many new players flooding the modes - and “good” veteran players would have to wait for ages to get a match.

Therefore the gaijin SBMM tries to distribute skilled players to both teams - but fails usually due to the reasons i described earlier.