That is not at all what we’re talking about. His activity time was zero.
Score / Game Time ~ Activity%, Activity Time x Activity% ~ SL reward. So he got score, but zero activity time, for being killed. Since that was the only significant action, his activity time was zero, zero times x equals zero, so his SL was zero.
Repair/premium/etc. has nothing to do with this. I misunderstood the question too at first, but he’s highlighted something I’ve never seen noted before about activity time.
Works only if you die under a minute some activity time?
Well then it’s a bug,… cuz i always got shot and paid repairs
See above, the death was at 3:46.
Normally anything that gets you score also gets you a sliver of activity time. Although the formula is otherwise a secret, that was generally understood.
What could have changed here is as they play around with the air kill rewards, they’ve removed the activity time sliver you used to get for your own death. At least we can’t rule it out yet.
Activity time calculation should be transparent. I don’t think anyone would consider firing at your enemy and dodging enemy missiles as inactive, especially in top tier air battle
That’s not the Activity Time calculation though.
That’s a graph of how to get activity% from score and game time, the previous step, which I agree is better understood. That is then multiplied by Activity Time for the SL reward. In this case the player has an Activity Time of zero. How Activity Time is calculated has never been well-explained.
It seems that if you shot something, whether it is a teammate or not, you get some activity time, but if you hit nothing, you don’t get any activity time.
The most frustrating thing in air battle is that you tried your best but no hits, and you dodged many enemy attacks, you survived, but since you hit nothing and not died, the game considered you as inactive, no activity time, no scores. In the end, you get nothing. All your effort ends up in vain.
The solution is rather easy: As you have not died, you can do something. Create score, kill some ground or AI. Just create some score if you have already created “time alive”.
We know that takeoffs and landings don’t lead to an add to activity time already, because they don’t contribute to score, either. This is where we get the “any score event gives you a sliver of activity time” idea.
It has been noted by other players that right now if you base bomb and auger in immediately you’ll get more rewards than bombing and returning to rebomb (but not getting to a second target). This is because you’re extending game time in the denominator of the activity% calc relative to the same score. Unless you get back in the game and add more score to balance the additional play time, the lower activity% leads to a lower reward.
But yeah, other than observations like that, activity time is a bit of a black box and it would be great to either tease it apart more rigorously (by only doing one thing in a game and checking your activity time) or finally get a real explanation from the company of how it works now.
Hello hunter4574761,
I am not sure what you mean by “death compensation”, but “insurance” against negative silver lion earnings, as well as “free repair costs if you are killed by a teammate”, are only available if you have a premium account. Since it appears that you do not have an active premium account, neither will apply to your situation.
Regarding your second screenshot, which shows earnings of 1020 silver lions, you have a repair cost of 4295 silver lions. You will receive a total of negative 3275 silver lions after the deduction. Unfortunately, as you do not have an active premium account, you do not have “insurance” against negative earnings.
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Please read the thread? I struggled to get what he was driving at too, but your comment is not on point.
The original question, when you really sort it out, is why his activity time given as zero, when his only action in a game was a death in combat? In the current rewards formula, if getting killed does not also add an increment to activity time, that introduces a multiply-by-zero condition to any score they received for that death and a zero-SL result. If it has always been this way, it has never been noticed before this that I can recall.
This has nothing to do with insurance, premiums, or repair costs.
Well, the mission profile needed for investigation is extremely simple and easy to reproduce, isn’t it?
It should be no problem to recreate such missions and look at the outcomes regarding activity TIME.
If you actually look at those two screenshots, you will see in the first one there is no line for Activity Time, so Activity Time and SL earning was zero, even though he was killed and earned score for being killed.
In the second screenshot from a previous similar game, there is an Activity Time line, so he did have Activity Time > 0 and the score resulted in SL earning was 1000 SL. That is the difference he was asking about (“yesterday, when I get killed without killing anyone, I can get around 1000SL, but today, I get zero.”)
Maybe focus on the question that was asked a little more and the corollaries that result. Is getting killed supposed to produce Activity Time? If not, is it intentional that getting killed and doing nothing else will result in zeroed SL earnings for that death because Activity Time will be zero? Has this always been the case or has it changed recently?
If he wants to learn more about why he has that activity time reward, he only needs to click on the small question mark sign. Maybe he did something different? I am not sure what the difference is just by looking at those two screenshots.
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We actually have two examples already to work with. The other game by the same player from the 9th, with only 1 death (server replay link). Why was there activity time given in this game (Vietnam) and not the second one (Kamchatka , server replay link)? Was there another score-earning activity in the Vietnam game? That would tell us a lot if someone wanted to review it. and figure out what’s different between that and the Kamchatka one.
EDIT: Vietnam link was wrong before, corrected.
He was asking about a game where there was no activity time, so no question mark. Please look at the first screen shot again.
I just watched both replays. In the first one with no activity time, he takes off, and is shot down without doing anything. In the second one with activity time, he takes off, fires a missile (which does not hit the opponent), and is shot down. That is the difference you are looking for.
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In summary:
Taking Off: Activity Time = 0
Being Killed: Activity Time = 0
Firing a Weapon: Activity Time = Activity Time + X?
This would be good info, if it were true. That would mean that in air, if you don’t fire a weapon at least once, you could end up with zero SL for that game because (for SL calculation purposes) your kill score would effectively be reduced to zero by the math. That would answer the original question, finally.
Has it always been that way (since the score-for-a-death changes in 2021 anyway)? Is it intended, or maybe a new measure as part of the air killshare calculations, or an anti-botting thing? And is it the same for ground (for naval you actually have to do damage or score is already zeroed out, so an override condition applies there already)? Do all weapon releases accrue an activity time increment? What about using a countermeasure?
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