Gaijin, Stop blanket nerfing an entire game mode - This is just a lazy approach and does not address the cause of the nerf

Although I often join dogfights, I’d say current SIM economy system doesn’t reward “helping team” at all. In a pure grinder’s mindset (I know you hate grinders but most of the playerbase still need to grind tech tree), there are two kinds of gameplay:

  1. Get a base, return to AF, live for 15min, go for next base. He earns 15k RP every 15 min.
  2. Help his team by fighting. When he win the fight he earn 15k RP every 15 min. But if in one flyout he lose the fight without gaining any score, he get very little RP. Finally he win the game which only add a (approximately i think) 10% bonus to RP.

It’s obvious which one is more rewarding. So when you complain about your teammates only do base bombing, it’s the economy system which encourage them to do the most safe thing. Who will not try to kill enemies if the RP earned by killing is 3 times than bombing a base?

There’s no need to concern about bots. In my memory Gaijin ALWAYS ban the bot players if there’s a massive wave of abusing mechanics to grind (If the action is against TOS they get banned, if not the reward for such action will get nerfed). Why should most players get punished because of the small amount of bots?

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I agree, though also Sim is the only gamemode where base bombing is actually kinda fun/possible.

I’ve got nearly everything unlocked in the British tree (except F-111C) but still base bomb all the time because Aircraft like the Tornado and Jaguar can only be played one way

its easier to just flat nerf the economy than it is to monitor every match. Also, figuring out a bot and a player just being a zombie is not always clear.

Tell me how to exploit PvP reward :)

Do you mean players finding lobbies to farm low-skill PvE players? That’s not exploit. I’d say in air RB, clicking on enemy names and go for low LVL/low KD players is exploit in the same mindset :)

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You have a friend or a second account join the enemy team and then you kill it over and over.

Or you have a bunch of accounts that spawn at the same runway at the same time and you just fly near them…put a little damage on them and then they jump out so that you get kill credit.

This already happens by the way.

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I don’t like the idea that takes away about a half of my prize because a few people have found an easier way. So somewhere between the QR code every spawn and the no 15mins useful actions tick there is nothing that could be more effective for this mode and we have to suffer because our 2nd/3rd world colleagues have their shift at work while we play?

Rewards are normal. With premium I can open and buy new high tier aircraft in 6-8 1.5 hour battles if I need it. But I play not for reward, but for interest and…

…and shooting down straight-flying RB-tourists on premium attackers ISN’T INTERESTING.

I want players to interact with teammates and mission objectives, I want some roleplay at last!

Because we have different approaches to the game, probably. I see War thunder as a game about airсraft with an atmosphere to match. An additional challenge only adds interest to being better than others. If everything is easy, then what is the point of even trying to learn to be better?
You probably see the game as an MMO grinder, where the goal is to reach the end and delete the game after a year or two.
If this is not the case, I’d love to hear your opinion.

New test flight of course doesn’t offer any variety when it comes to opponents and scenarios, but it’s much better to try out stuff thanks to the immediately respawning bots…

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The play ends where the struggle for income, even virtual, begins.

I would like some credit (SL/RP) for my efforts, I’ve offered a verity of suggestions to “keep it interesting”

Rewards are not “Normal” - not on par with RB or GRB or even Arcade. and speaking of arcade and nerfing an entire game mode, why no 13.0 in Air Assault Arcade?

“Useful Actions” is horror

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I absolutely don’t care what’s in the arcade and realistic, I don’t play there and therefore I look to what I have in the sim only. The rewards in the sim EC are more than enough to get a new plane after some battles.
Once again, I’ll ask you to imagine what the rewards would be in Realistic EC if it existed. And I think you can guess why such mode is not introduced for RB.

and once again, put a daily cap in…
I also only play in sim and no longer care about the grind but since easy grind attracts all players (eventually) - I’m for an incentive to play sim.

I’d also be in favor of removing any ability to use a mouse and kb to play in sim mode but I’m a purist.

howcruel

Let players have opportunity to be introduced to sim 🙃

Which quickly turns into an incentive to abuse the rewards system. And this spoils the game for honest players.

bruh…

what’s more cruel,

making sim more like a sim for everyone or not granting any sort of reward (or basically, changing everything they know about getting rewards) when a player tries sim for the first time (and actually accomplishes something).

That shit is never going to fly with Gaijn, because it gatekeeps anyone without specialized equipment. One of the best things about WT is that it can basically run on a potato with no extra stuff- you only need a mouse, which are cheap as hell, and you can technically play even without it.

I geniunely doubt that last one, rewards in AB w/o premium are utter dogshit. ~3k rp for a 9 kill game that I won? Quite horrible.

Ideally each gamemode should make the same overall rp/hr, making it so that choosing your mode is a preference based on what you enjoy, not a requirement.

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But how long was that 9 kill match? 15 minutes?

The issue with sim, is that if you got 9 kills within 15 minutes. You would be rewarded for 2 of them and only if you survived for the full 15 minutes. If you got those 9 kills and then died, you would get nothing.

I can’t recall the exact RP you’d gain in a 15 minute segment but probably not all that much more than 3k

That’s Sims economy great pitfull. It’s based around surviving.

When I’m grinding the Gr4 in the Gr1. I will likely be better off dropping bombs on 1 base and maximisng my survival by then RTB’ing and avoiding any risk as much as possible, than running enough bombs for 2 bases and maybe even making use of my 2x Aim-9Ls on occasion, all the while taking greater risks.

Greater risk should equal greater rewards.

Is very stupid imo, as it is just a flat nerf to anyone who does well/takes those risks. Doing better should equal more RP, and the fact that sim doesnt have that is quite stupid. I do agree that greater risk should mean greater rewards, but overall RP rewards just need to go up significantly.

I do still however maintain that rp/hr should be about the same across all three modes, however.

About eight, and it was actually only around 2.3k rp.

Spoiler

With 10 or more kills its slightly better-

Spoiler

But if you lose your rewards get gutted to high hell and back.

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or at least closer than they are now. There is the argument that

Arcade is the “easy” mode
Realistic is the “medium” mode
Sim is the “hard” mode

But it shouldnt be too dramatic of a difference.

I want a Hybrid system, half the reward from immediate rewards on certain actions (killing a base or player) and half the reward from activity time, but for activity time to also gain a buff in that you can go over max activity time but with ever increasing diminishing returns (2 kills = 100%, 3 = 120%, 4 = 130%, 5 =135%, etc etc)

But doing really well doesnt go unrewarded via activity time

Eh… lower minimum, higher maximum, with top tier being extremely high min and max. RB is mid through and through, but I will cede that sim is fine with having slightly higher rewards. (Simply due to the perspective and controls being significantly harder.)

This seems fair tbh.

I am on mobile so will edit with screencap

4 kills in 15 minutes. Sl was 15*780 minus 5000 spawn cost (i didnt even die. You flat out pay that). Rp i cannot remember.

Get 2 more kills without dying over a 55 minute match in a rank 3 plane. Total sl was like 25000 after spawn costs and like 7k RP thanks to useful actions wasting a bunch of that into nothingness.

What i personally proposed to avoid rigged lobby abuse in another thread was the death bank.

Rewards have a macimum due to the logarithmic reward function at around 1050 score for 92% of stat card maximum.

This is understandable with all the zombers and lobby shopping unfortunately. You get 75% of your payout at just 600 score and barely get more for higher score due to legitimate players in a competetive 16v16 lobby will struggle more to get 1000 score than zombers in a fixed lobby getting like 3k+/cycle.

So.

What do?

Deathbank!

You get the current 2 kill cap at 1050 score for your REWARD.

But you still accumulate sl income over 1050 score as a deathbank or insurance using flat ARB reward values. You will never be given this sl but it will be used to pay for your spawn costs.

So 1050 score hit in an f2h2? You see a follow me and engage the enemy. You get 1 kill. Your nextrespawn now has a 5.5k sl discount. You capture an a point. Now it is like 11k discount. You bomb a base. Your next respawn is free.

This insurance stacks indefinitely for excess actions in a 15 minute cycle. It also works retroactively for pewvious spawns.

Why i think this is an elegant solution for a more civilized age?

  1. Current ua system encourages hiding in the corner and waiting out 2 entire ua cycles to offset your current and next spawn cost. This isndenying gameplay to your opponent and it is frankly unengaging for you as well.

This way while you wont get a better reward (other than not having to pay spawn cost retroactively increasing take home sl), you do not feel your excess actions wasted as they insure you to actually engage in pvp.

  1. Current ua system encourages lobby shopping. If you die too often (just 2 times is enough to set you back for 3 full useful actions cycles just to offset your 15k spawn cost plus initial spawn in a 1400/min plane), you are better off going to an easier lobby.

This is self evidently unhealthy for a competetive game.

Since deathbank is on a lobby basis and works retroactively, you are encouraged to stick it out through thick and thin as doing so gives you the opportunity to offset your spawn costs in full in one good ua cycle.

  1. It does not give excess rewards they dont already have to zomber lobbies and lobby shoppers and match fixers.

Honesrly we could start the deathbank at 0 score and make it work completely in parallel. So by 1050 score you have offset 2/3 of your spawn cost in an f2h2.

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That may be true, multiply 3K for 9 Kills over 45 Minutes… if they’re worse, then you agree with me… (that AB/RB get you more RP./hr).

BTW I don’t think you could get 3K RP over 45 minutes with 11 kills, but you might - you’d be at the cap for sure if you did (without a booster)