It is relevant to the discussion, stop trying to get out of it because you are losing. I have never diverted from the original context about the reward scaling, you just wrote some bad reply about afk comment that needed fixing.
No it’s not. Please get back on topic. I’m just ignoring you from now on unless you say something more on topic.
Speaking of which, in summary: I fully agree that AB should not get 3x more crew skill points per hour than RB or SB, that is bonkers and makes no sense. However, SB and RB should also not get any more than AB should, because all 3 modes are equally difficult to do well in. So they should all have exactly equal crew skill gain rates.
And meanwhile, crew skill rates should all be greatly increased, to make it less P2W. So like, instead of AB/RB/SB being 3/1/1, it should probably be more like 10/10/10 and it would mostly solve this whole issue fairly.
well this is no pay wall, only thing that could be considered a pay wall is hardly one, but they could make aceing a crew attainable with SL, but crew skill is a great feature, it adds more depth and buffs to people who have played longer
Not a bad idea, but I prefer mine: just cap the effect of crew skills at 10% of the maximum x the BR (or 20% for naval). So BR 1, you only get the effect of your the first block on the crew bar (if you’ve assigned them), BR 2 the second block kicks in, and so on. If you have more crew skills than the soft cap permits, they’re not used in that game. At a certain point, say BR 10 for air/ground or 5 for naval, you’re getting the full effect of the bar. Alternatively, you could make it progressive by rank instead… this is basically the way the repair crew skill works now, so we know it’s probably implementable fairly easily.
You can still buy or earn higher crew skills but they don’t take effect until you’re playing at BRs high enough for them to be counted.
This would have the additional effect of encouraging people who’ve put a lot into crew skills to play at higher BRs to maximize their effect, and remove the possibility of people with fully maxed crews playing newbs (you’d still have ace and expert bonuses normally at all BRs though, so it wouldn’t be a massive effect). Everyone’s happy. Well, happier.
Fake news.
A guy who has a 2% LOWER win rate in arcade than he does in realistic, is here to tell us all how arcade is easier, everyone. Lol.
The OP is Crew skills need to be removed. How did you get on to Arcade vs Realistic ?
Because of the fact that crew skills are gained 3x faster in arcade than realistic. People were arguing whether that’s justified or not, and whether it should be reversed, based on different modes being “easier” or “harder”
DUE to the fact that arcade is equally as hard as realistic, the crew skill gain multiplier should be equal in both. Since crew skills are generally nonsense, they should both go up to the current 3x number (or higher), though, not both go down to 1x.
Presumably you are basing that statement upon this: (from WT wiki)
The general consensus in various forums is that AB and RB give pretty much the same skill RP per time period - the exact formula doesn’t seem to be known
“Presumably you are basing that on [provides a source that says exactly what I just said]”
Uhhh, yeah? And?
The general consensus in various forums is that AB and RB give pretty much the same skill RP per time period
I agree RP per minute is about the same. And since arcade gives 3x more crew points per RP (see: your own source), crew skill is therefore 3x faster in arcade, then, like I said.
It clearly states that AB gets 3x the crew XP.
Careful. The expression " 3 times faster" implies a “3 times more crew XP per minute” basis. But since RP multipliers of vehicles come into play here, and these are higher in realistic modes than in arcade, the relation is further complicated.
Regarding to earning RP, realistic seems to be easier than arcade. As an experiment, take a single plane and get killed on first enemy contact in both modes. A mediocre game in air RB nets more RP than a good one in arcade. So in any case, crew skill in air RB is fine as it is.
The 1x vs 3x split should happen between single and multi spawn modes.
I said CREW SKILL is 3x faster in arcade. Not RP.
And it is. RP per minute is the same. But Crew skill per RP is 3x higher. So crew skill gain is 3x faster per minute in arcade.
But since RP multipliers of vehicles come into play here, and these are higher in realistic modes than in arcade, the relation is further complicated.
Ignore all that detail and just measure the end results. You get that RP per minute is the same in both arcade and realistic. Which game mode gives more RESEARCH points and SILVER LIONS? 📘 (tips,averages, points per minute) - YouTube With the exception of large boosters which are slightly better in RB due to longer time of effect in longer matches.
This guy measured within a few % the same SL and RP per minute in both modes, well within the slight difference in his personal skill in modes. It’s pretty clearly designed to be the same on average for the whole populations per minute.
I should have said (crew) XP, I edited my post.
And why would that be? The realistic mode has a higher RP modifier.
Hmmm. That is not my past experience in air. Your video link also seems somewhat dated and many economy reforms ago. Nevertheless, our impressions seem to be both fitting to my last suggestion. Namely to split not arcade and realistic but single and multi spawn modes.
Because the things you get rewards for (at the higher multiplier) happen significantly less often, canceling that multiplier out.
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Everything is literally just moving significantly slower in realistic, so it takes longer for everything to happen. Turret traverse, top speeds, even getting to the battle, etc.
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People not being able to spot one another means far more cases of people passing by each other unawares without any kills happening, whereas in arcade, they’d auto spot each other and one of them would have killed the other already.
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In air mode, having infinite magically reloading ammo and bombs = more kills and way less time wasted going back to base with no reward events happening during that time.
These are the reason WHY the multiplier is higher in RB: to (exactly) cancel out the fact that the events happen less frequently, in order to make the gain the same per minute, instead of what would otherwise be faster resource gain in arcade.
The best fighter slowly got outperformed. US crews were trained to not dogfight a Zero, but rather bait them into a phony one and strafe them from the sides, rear, belly, or above. This is due to the lack of many things that the Zeros didn’t have as well as the engine not being able to perform fast enough to stick with certain fighters for a reasonable amount of time. Another thing that was the Imperial Japanese Navy Air Service. Not the Imperial Japanese Army Air force which was the Ki-43.
I realize that they are trying to balance it. But your initial statement was rather firm 3x, due to higher multi. You now provide the rest of your assumptions. And yes, the incomes in ground seem to be somewhat similar. Again though, when it comes to air, the picture is different. I initially moved to air RB, because it is so much easier to gain RP there, especially stock and even if you play poorly.
That is why I would maintain 1x in single spawn modes and switch to 3x in (all ) multi spawn modes.
Edit: You write “In air mode, having infinite magically reloading ammo and bombs = more kills and way less time wasted going back to base with no reward events happening during that time.”
It is the going back and forth with no event, which increases your RP income significantly, due to the way RP is calculated. That is part of the reason why realistic air beats arcade: There are extended times when you just can’t die easily.