Broken system in air sim

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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This only highlights the fact that you can’t actually get 100% of the reward, but the bigger issue is that the whole system doesn’t really work. Or rather, it works in a way that punishes players rather than rewards them. It needs to be reworked.

No, how can the game tell the difference between someone ripping their wings trying to defend against a missile without CMs and deliberately overspeeding to skip an RTB. Which is what your original post reads like.

Or maybe someone who doesnt want to see the gamemode abused the rewards nerfed even further. The only reason we have low rewards is because of people exploiting the gamemode.

You could make it so that on suicide, the game checks proximity to enemy missiles or enemy planes. I literally thought of the message above while typing, maybe the idea isn’t perfect, but they could definitely come up with a good system if they tried.

People are always going to try to exploit things. Why do you think there are cheaters in every game? Do you really think that with the amount of time and money it takes to grind a specific tree, people would continue exploiting in Sim if Gaijin actually started banning those accounts? Of course they wouldn’t.

I’ve got almost 3,000 hours in the game, around 2,500 to 2,700 hours played, and I’ve researched maybe 30 to 40 percent of the vehicles. I’ve been playing for about 4 to 5 years. Yet so many of you talk as if someone exploiting and getting 200 to 500k SL in a single game, or 100k RP, is going to bankrupt Gaijin. Be realistic, please.

The reason this became such an issue isn’t the farming itself. It’s that Gaijin never actually punished the behavior. Instead, they tried “damage control,” nerfing everything over and over until now Sim has become nearly unplayable unless you’re okay with killing your time and your SL in the process.

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And the proximity system should have already been in the game if the community actually pushed for things that we need, as a way of rewarding maneuver kills and to counter salty kids that hit the ground before the missile hits them.

I forgot to mention that majority of time this was with a premium account and vehicles.


look at this game my firstgame with the mig25 and and i died 8 times from over speed but still i got good rewards, the think that need to change is the reward system that when you are not moving for 4-5 min you stop getting time for usefull actions i have lost so many games because evrytime a teammate gets 700 points get to the airfield and stays there for 15min and sametimes costing the game, it should just get your score in the end of the game multiply it with the active time and then chop a little for how many times you have died