Broken system in air sim

And it comes from over a decade+ of observing Gaijin actions. This company has long pedigree of eventually fixing issues they deem as one. Gameplay loop, economy clearly aren’t deemed as such, otherwise they would have been addressed at some point. Unless “player feedback” really threatens their bottom line ie famous reviewbomb few years ago, don’t expect forum yapping to be more than social interaction with other yappers.

Most perfect example - CAS. If decade of yapping didn’t changed it in any meaningful way, nothing will. Worse than that, Gaijin doubled, tripled and quadrupled on it by adding helicopters and increasingly modern air to ground ordnance.

In other words, judge game for what it is, not what it could have been.

I am well aware of Gaijin’s moves and motives, and I’m also aware of the type of community this game has. The point of this post was not to point fingers or assign blame, but to open a discussion and explore a path toward resolving a broken system.

What I said in my previous comment, which you either didn’t understand or ignored, is that if people stopped focusing on “Gaijin/community is this or that” and actually started a proper discussion about the problems and potential solutions, those solutions would be pushed into the game, because no matter how big or greedy a company is, it has to come to agreement with its community that is united.

And you think how many times someone came up with exactly the same revolutionary idea of “proper discussion” as yours in the past, and how many times it led to Gaijin actually doing something? You’re not the first not the last Neo here. Lets be real.

Whole “playerbase is united” is extremely unlikely to happen for simple reason - only common ground is grind/progression. Tankies couldn’t care less about Air or Naval struggles, not only that, they would love to see Air progression to be slowed down to Ground pace, with wishful thinking they will be bombed just a little less in GRB. AAB players don’t care about ASB economy, nor those three Naval players can be bothered caring about Heli PvE or Ground Assault economy.

So why didn’t you just like the post, say you agree, and leave it at that? But instead, you tried to challenge my idea.

Could Air Sim economy use and overhaul? Yes.

Is Gaijin willing to rework Useful Actions? No.

Will what-if economy rework be beneficial to the players? No, as Gaijin will want return of their dev time investment. They also have no incentive to make Sim more popular, those who are interested in it, already play it.

We havent had a new map in over 3 years. Them improving the economy has 0 chance

But my solution for this:

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Then can I suggestion learning how to notch and chaff instead of relying on MP?

We would never do such a thing… never.
I did this exactly once to see what the rewards were like, this was prior to the useful action system that partially makes this impossible now. Stuff like this caused the 50:50 system for rewards on landing.

Right now you can get better rewards in RB in much less time, I would’ve needed 2 useful actions (30 minutes) in order to get even less than what I got in 5-10 minutes of RB gameplay as seen in the below RB matches:

I’ve got matches like these for days in RB. I play SB for fun but even if they doubled the rewards it would still be a waste of time when it comes to grinding with how much time it takes for anything to happen. You can pretty much reach the useful action cap in 2 kills, in which case the game encourages you to go back to the airfield and sit there because unless you J out, the bonus doesn’t reset on landing, which is mind boggling.

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I think we should all reach a consensus: every single change made to the game modes and rewards in War Thunder is designed to lock players into spending more time in the game and increase the time cost of research.Take these for example: the new economic system, the playtime-based activity mechanics, the scaled-down ground battle maps, and the free reserve vehicles.

In fact, considering the massive bot presence in the Simulator Battles back in the day, I hold out no hope at all. There’s simply no reason for the developers to do anything extra to compensate us after cutting our earnings. To this day, Realistic Battles still remain the best way to maximize air combat rewards—not Simulator Battles.

Might as well treat the Enduring Confrontation as a standalone game.

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I am well aware of how notching works. What happens when you are out of chaff?

You RTB when you are running low so that you don’t run out

As I said above, this post is not meant for analyzing my gameplay or telling me what I should do better or differently. I consider myself an above-average player, and I know how to engage enemies and defeat missiles.

This post is strictly about the reward system in Sim. The pictures I posted are only meant as illustrations, so that people who may not play Sim can better understand how bad the situation is.

In that case, I dont necessarily think the reward system actually failed massively. Sure it needs refinement, but you made major mistakes and died. Air Sim is about survival, you died 6 times, 3 times you made careless mistakes and another you hit a tree. Im not sure why you expect to get rewarded for that.

I dont like the idea of gameplay where zerg rushing the enemy’s spawn, spamming MICA EMs, getting a laod of kills and then J-out to save having to RTB should be rewarded.

I don’t rush enemy spawns. I only play full lobbies and only on big maps for exactly this reason. So do you really think that me flying straight after the enemy, getting shot by a missile, and dying should reward me more than trying to defend and dying in the process due to my own mistake? That’s crazy thinking, in my opinion.

Whats the difference?

and how could the game tell the difference?

How would you prevent massive exploitation or the above toxic gameplay loop if you just gave full rewards all the time?

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This is suitable for a bug report. At least it’s worth trying. Last year I reported a bug related to score calculation (being undervalued) when using bonus cards. Although the report was accepted, the issue has still not been resolved to this day :(

The difference is that if I die to an enemy, I get a higher percentage of useful actions than if I die to suicide.

“How can the game even tell the difference?” You really think the game can’t tell player kills apart from suicides or dying to bots? Brother, please…

It’s actually very easy to prevent abuse. Just create a system that automatically flags accounts with excessive suicide deaths or deaths to bots, and then decide what to do with them.

First offense: reduce overall rewards and give a warning that clearly explains what they did wrong.

Multiple offenses: crew lock them for a day, a week, or a month. Let’s see how they keep exploiting after that.

People act like farmers are some massive unsolvable problem, when in reality it’s incredibly simple to counter. Simply state that any kind of economy exploitation is against the Terms of Service, including things like suicide bomb runs. Continuous abuse should result in escalating punishments, up to and including account termination. Voilà, problem solved.

Anyone who thinks the current system is fine either doesn’t play the mode, doesn’t play the game at all, or is a Gaijin bot. I honestly don’t see any other explanation.

Yes, it is. But how do you expect a problem to get fixed when you have people like this, who argue over every little thing and make it seem like it’s the player’s fault instead of a flaw in the game mechanics?

https://community.gaijin.net/issues/p/warthunder/i/BCFdF5ngLqtR

It was reported.

The bug report manager has no idea how sims works nor actually read the report.

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