The average is 3.1h, so basically double that.
I mean thats a start :D
dont worry about it tho. being somewhere doesnt mean youre stuck there forever.
Just seems it’s down to sample size, because in the past the sample group in RB was scoring lower unmodified, in the blue, and the modifiers would compensate it more.
bro… you used stats from a youtuber called (K2 KIt Krabiwe) and couldnt see the issue with the data set you used, ok fair enough.
But when you blatantly ignore his other stats such as this:
do you see the issue with USSR at 10.0 not only do that have a 45% winrate they also dont even achieve a 1 KD, and why do you think that might be? maybe because they have 3 premiums at 10.0 that have allowed lower rank players to jump the grind, USA is in the same boat because they also have multiple premiums within the same BR that lower rank players can buy into.
for you to even “claim” it would hardly make the problem worse is precisely WHY GAIJIN keep doing what they are doing.
the last thing USSR and tbh any nation at 10.0-10.3 needs is yet again lower ranks with lack of experience/skill getting an event vehicle super easy and jumping the queue to ruin matches further.
AND because there is a coupon attached to this event, they could get a monetary value super easy and trade that in for premiums that they might want which still causes the same problem.
This is why the events are designed the way they are designed, it limits how many get the event vehicle, it limits how many are sold on the market and also stops a huge influx of lower rank skilled players getting basically a free vehicle or trading it in for GE/Premium which gaijin loses on it ironically.
The issue already exists, if they wanted to stop that problem they could, they aren’t doing it, but instead are just making you treat Warthunder like a job.
Pretending it’s for the greater good is ridiculous when they’ve done the opposite for 10 years, they don’t care about gameplay or balance, they care about money.
and it comes full circle.
You are not forced into these events… lower rank players are given a harder time because not only are matches longer than top tier, if you remove the modifier from the score metric from OPs data then AB mode ironically ends up yielding on average a higher score per match but its only reversed when the modifier kicks in.
And ill come back to what I said about comparing the time for the event vehicle to a Rank 7 vehicle at 280k RP in a TT… its still easier than that. by 2-3x
If they made the event ANY easier for lower rank players and lower skilled players you create compounding issue of not only do you risk reducing lower BR player count/matches played because they all jumped to 10.0 thanks to a free vehicle event but you also run the risk of pushing them out of the game because they dont know how to play 10.0+ and get dumped on by the above average player.
Why do you think SBMM exists in FPS shooters… because if you let your top rank players gank the lower rank players it can create a situation where you drive players out of your game.
Even on that table you’ve shown it’s clear that the modified score in Ground RB was overcompensated, I think I remember seeing that table before, that is how long this unfair situation towards Ground AB players is going on.
You are not forced into these events…
It’s not an option to participate to begin with.
And ill come back to what I said about comparing the time for the event vehicle to a Rank 7 vehicle at 280k RP in a TT… its still easier than that. by 2-3x
What a completely absurd and pointless comparison, you don’t have to research a TT vehicle in 2 weeks, now do you?
If they made the event ANY easier for lower rank players and lower skilled players you create compounding issue of not only do you risk reducing lower BR player count/matches played because they all jumped to 10.0 thanks to a free vehicle event but you also run the risk of pushing them out of the game because they dont know how to play 10.0+ and get dumped on by the above average player.
THEN PUT THE SYSTEMS IN PLACE THAT PREVENT THIS FROM HAPPENING.
Don’t put this vehicle in the event, don’t allow everyone to partake and don’t allow people to play an event vehicle without a lineup, that is what would happen if they cared, but they don’t… they specifically even exclude one vehicle lineups from being crew locked.
And AB players get 3x crew XP for the last 10 years for no reason either and don’t have to deal with all the nonsense of RB balancing, CAS and everything.
That graph was actually from my own first attempt at this kind of sampling, a couple years ago now.
What it doesn’t control for is the variation in player skill, because it was only a count of raw score by mode for sample size n. The problem with that is it assumed equivalent distribution of skill for the sample of players across modes. The method here, which factors in average placement as well, is probably the more accurate estimation. Sample sizes are actually basically the same, just method is improved now.
What does that have to do with what we are discussing here? We’re discussing score based events and the fact that multipliers screw Ground AB players which are the majority of players in this game.
If you want to discuss balance and CAS I invite you to check the Arcade section, there are plenty of threads about it in this and in the old forum, it’s probably the main subject there.
You did a great work and I thank you for the time you spent. It just proved what I already knew since the first events like these, especially when I keep reading some saying how easy and fast the event was for them. Gaijin completely ruined events for the average Ground AB player.
The real question is, how the devs determined these multipliers? I’m sure they didn’t just set them randomly, there had to be data to back it up.
It’s very strange these multipliers never changed. Especially in the last 2 years we had many score changes that mainly affected Arcade battles.
We had an update that decreased the kill and assist score up to 90% depending from the BR difference between you and the enemy (this mainly affected Air Arcade, where many players use lower BR planes to complete lineups), base bombing score lowered, score for destroying pillboxes lowered, number of assists in Ground modes decreased. And surely more things I just don’t remember anymore.
But nothing changed with the multipliers. They set them once and never recalculated them. Maybe that’s the problem? Unfortunately, there is no way to contact the devs, so we will never know why the multipliers are set this way, we can only speculate.
Air Realistic is the weakest point of these calculations. Usually after 5 minutes half the team is already outside of the battle, because you have just 1 life in this game mode.
During the last WINTER event I actually started playing Air Realistic. As a complete newbie, who never played Air Realistic, I could still complete the event quicker in this game mode than in Air Arcade, which says a lot imo. I used strike aircraft with bombs, bomb bases, use missiles, force head-ons, die, change battle, repeat. It’s so effective score-wise (and especially RP-wise), I was seriously shocked.
Capturing points got their score reduced by a lot if you are not the one getting there first, and even if you are the first one you can get less than 300 score points. They also changed how assists work, not talking about the same you just did, but I remember that they changed which damaged modules would get you an assist if that tank got destroyed.
Agreed. Those stats were from length of game, so they’d always be the maximum in that sense. I think everyone agrees Air games on average are shorter than Ground. Naval, as you and I discussed I think the numbers we had for this two years ago from server replays were skewed by a lot of low-tier, very fast matches (the ones that are 90% bots with two real players), and we didn’t have any data for RB. If someone wants to try and come up with a better method I’d love to recalculate. Best estimate we have so far? Yes.
The fact the multipliers have not changed I think goes to proving a point I’ve made elsewhere. The BR multipliers could still have a factor of controlling for different score amounts (per hour or per game). I won’t say they’re entirely meant to be incentivization to get people to try new things. But I’ve come to believe the mode multipliers are ENTIRELY about incentivization, to get players to move out of the most popular modes into less popular ones, nothing more than that. There is no justification in any of the samples, like this one, to suggest otherwise. They WANT a tilted playing field, luring people to RB from AB; else they would have untilted it, or at least fine tuned it more than they have.
During one of those crafting events I tried to do a couple of matches it in Naval AB without playing it since we only had a single naval tree, so before having bluewater and coastal fleets. On my first match without having a clue of what I was doing I got 2 chests of materials due to the big multipliers, while in Ground AB I would have to play 2-3 matches to get the same while being in top of my team.
Yes, but you also have to remember, Naval Arcade battles are much longer than Air Arcade or Ground Arcade. In my experience, depending from the BR, Naval Arcade battles takes about 15-20 minutes at average. Air and Ground Arcade battles are much shorter (usually below 10 minutes).
But yeah, it’s much easier to gain the score in Naval battles. You rarely die from one mistake (unless you are unlucky with ammo explosion), and the game pace is much slower. You basically do less and gain more. That’s why I always preferred to play Naval than other game modes (eg. during the Crafting events). I honestly think the 1.9 multiplier in Naval Arcade actually makes sense. But of course I’m not denying that Naval is the easiest mode to grind events.
PS. I play Arcade game mode and I put my better battles on YouTube channel, so if someone wants, there is a possibility to check battle times and scores on my channel (at the end of the battle I include battle summary screens from the last 2 years):
I remember watching your Naval videos and I’m pretty sure you were the reason why I tried Naval AB in that event. I used to watch a couple of your videos but YT algorithm probably never suggested me another for a while now, I thought I got you subscribed on YT, I have now.
You got it the wrong way round.
In War Thunder any experienced player can jump into lower BR vehicles and play against newer players without any possibility for them to avoid it. An event vehicle of higher BR would only allow but not force a newer player to willingly play against expectedly more experienced players.
I don’t think they want to lure Arcade players into Realistic. They don’t really need to do that, especially the RP in Realistic is much better (your progress is quicker there). But they probably don’t want Realistic players to switch to Arcade during events, so slightly higher multipliers in Realistic game mode would definitely make sense.
But right now the difference is too big, so I understand where your theory comes from. I can’t explain this difference, but I don’t know which data they used to determine these multipliers. You surely remember in late 2021 the way score works was changed completely. I still have old battles, where I gained over 8k score in Air Arcade playing a bomber. Maybe data they used included such results as well, even if such results are impossible after the changes?
I’m just trying to say, there could be different reasons for the current situation. We just don’t know, it’s all speculation. I’m not saying you are wrong, but your guess is as good as mine.
Thank you, but I’m not trying to advertise my channel here. Just saying, there is an option to quickly check Arcade battle result screens if needed.