Competitive games do not exist because of quitters

You’re twisting my point. Some maps incentivize spawn camping as it becomes almost impossible as the spawned player to get out of spawn. I’m not asking for maps that are the same layout, purely symmetrical and perfect in every way. I’m asking for maps that don’t have the option for one team to force an objectively negative experience on the other with little to no choice. Maps should also be able to accommodate a range of playstyles, not just speedy CQB. One of my favourite maps happens to be Sinai. You can snipe the enemy from across the map in multiple positions (and not straight into their spawn), you can play CQB on the right, left and middle. I also love Sands of Sinai since you can also play CQB or Snipe. These are fun maps and you will NEVER catch me leaving unless the SP counter hits zero.

I’m not asking for everything to be the same, Vehicles have different roles, players have different playstyles and sometimes a vehicle is a tad better than other vehicles at the same BR but aren’t good enough to just blow them out of the water. That’s fine and healthy. What isn’t healthy is punishing players because they don’t want to play through an objectively negative experience that is being spawned camped by multiple enemies, where they not only have cover but don’t get spotted on the map.

I also don’t leave matches that regularly. I like playing as the underdog because there’s a chance, I don’t like playing against something that was decided from the moment the map is chosen.

He has to have the lineup in the first place. He doesn’t have to spawn three times.

So bassicly, you want people to be forced to bring more vehicule than they plan on using just to load the game, has a sort of ritual or something?

“or something” in this case.

The fundamental issue is the reward system. There is little to no reason to stay when your team is getting crumped. And usually the easy and quick kills are done and the game gets bogged down. There’s really no reason for many players to “tough it out”. As rather than being rewarded they’re being punished for doing so with higher repair costs and less SL/SP gain compared to one death leavers who wrapped up one or two additional games by the point the first one ends.

Hell, crew lockout likely makes it worse rather than help.

Or the “grind only” mentality of some players then.

No, not really. You need SL/SP to get the cool shiny toys, and to spade tanks which start out subpar. On that of that a game where your team is getting stomped is far less enjoyable than one where you’re winning.

So by design the people who stick around tend to get rewarded less, have less fun, and get a higher bill to boot. Hell once KH38MT and LMURs start flying folks have little reason to respawn.All they do is contribute free kills.

And aren’t you mainly playing air anyway?

Hmm…

Spoiler

Yes, but I likely have more ground games than you have games. So where are we now?

Ah nvm, you’re not interested in any actual debate. Just strawmen and being angry. Have a nice day!

Don’t project.

Not encouraged by game mechanics, maps and economy. End of statement.

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Too bad that to reach “enjoy game” stage you have to “grind only” for long periods of time or “invest money” to ease pain or remove it completely. I doubt there is something besides “grind only” in playing stock t80u for example.
Devs could shift focus from grinding to entertainment by at least removing module grind completely but thats harm to potential incomes so never happening unless game starts dying.

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You notice that this is a “you” statement? I enjoyed the game from the first mission I played. For “me”, there was no “grind only”.

But the debate is about quitters. If I play a game repeatedly and don’t enjoy it or feel pain, I don’t quit matches, I quit the game.

As I also enjoy role playing games, I am not even sure if I kinda like the module grind in a way, at least in air RB. You are expanding your abilities.

Didnt mean you specifically. Just player.

And you dont get your spaded t80u then.

The difference is that in rpg (like diablo 1) enemies are expanding their abilities like player, from lvl1 crook to lvl80 mafia boss. In war thunder case, you get thrown into cage filled with mafia bosses with spaded machines. And you cant just click “play vs stock only”.

We are drifting OT to a degree.

But I am a player.

In role playing games with an open world, you have to pick your opponents carefully. You don’t attack the palace guard as level 1. Same here. I didn’t buy a T80 and started there. Where I started, most players around me had about equal capabilities. And the modules came fast.

But back to the reason why people quit. The reason why people quit is the same for almost all quits:
Because they can! It has no consequence for them. So if I want less quitters (never mind why they would like to quit), I need to introduce consequences for quits.

No…i am not. II am generalizing and sorry if it sounded unfair…LOTS of other players actually admitted to what i said…perhaps not you, but it is rather common for players to admit to ODL and then present “reasons”. Bad map, bad team, bad uptier are usually the top three (not necessarily in this order).

We can discuss margins and numbers…but lots (not necessarily you) players will quit way too easily and then blame it on some game “issue”. I even had a discussion once with a player that said he left because his team had lots of players leaving after one death…and he didn’t see the irony!!!

This is a “team” game…even if the team is “random”, you should NOT leave the team so easily if you want the game to work. Play to the end and THEN you can complain! I complained lots of times…but i play losing games, bad maps and whatever…and have fun doing it!

Again, war thunder does not give you opportunity to not attack palace guards. Entirety of team is palace guards. You spawn with stock heat, no rangefinder, no thermals, no smoke, no repairs and play versus leopard 2 which not only is superior to your t80u in every way but also has all those modules unlocked. You just get seal clubbed by dart thrown from 1-2 km without any chance to strike back.
There is no dungeon level with weaker enemies where you can fight vs equal enemies like in rpg. You fight vs strongest enemies all the time.

Not only because players can but also because this way they achieve their target faster - reach certain vehicle or module. Even new free vehicles that were added to counter this are useless. Not only they are painful to play and inefficient because of stock state but also they dont have premium state and wont grind you a needed module on certain vehicle.
And outside of grind there are other reasons. Map design where you spawn on a dish and enemies spawnkill you like on big ardennes. Air domination where there is no reason to spawn because enemy air has decent position and strikes your team like hammer strikes nails. And other situations where there is no point to spawn.

I understand, but putting me as an example of that group is not a fair comparison. My entire point hinges on the bad design of the game, not necessarily just my feelings. I don’t think anyone enjoys being spawncamped, nevermind being spawncamped on a map that makes it near-impossible to fight back.

I agree with you! I play vehicles a lower BR in my lineup simply because I enjoy it, I play most maps until my SP runs out even if I don’t enjoy it. In fact the only maps I don’t like are maps that are more asymmetrical than other maps. Of course I understand some maps have asymmetry, but there’s a difference between a little disadvantage and making it easy for one team to snowball out of control.

The more posts I see the more I realize people take this game wayyyyyyyyyyy too seriously lol.

LOL, nope. Reason is simple, if I as a quitter I cannot quit then I will just try to rush and get killed until I can quit without penalty; or I just bring 1 vehicle instead of whole lineup, what it cause is the matches will become more worst to those who still in the game because the enemy will get enough point to spawn a plane or even a nuke.

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