How would you like to see rewards for Wins/Defeats? (+ Earnings in general)

people voting for less on wins are trolls… wins already don’t give enough and losses cut too much, why would you want wins to be less?!

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losing gives more then winning in that option lol

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Yes, which would cause a very obvious problem…

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True lol

The biggest change I’d like to see isn’t higher rewards for wins or defeats, it’s rewarding players for so called “courageous resistance” in the face of inevitable defeat. People will just leave after one or two spawns nowadays, but there should be a reward for say, spawning a whole ground lineup (minimum 3 vehicles, according to the Premium packs) and getting at least one kill with each life. If they made it lucrative to keep fighting, then we’d have a proper reduction in one-death-leavers.

The skill bonus is a nice step in the right direction, but it didn’t attack the problem causing one-death-leavers directly enough.

Aside from that, we do need some reductions in overall RP/SL cost or RP/SL reward increases. Especially for Naval and Ground battles.

Naval battle grind is very long and due to the current state of the mechanics, you can sometimes play excellently but have basically no reward for all that effort due to killstealing robots. Imagine basically taking out 8 ships, all by yourself but ending up with 8 assists because some bot in a destroyer with really fast firing guns tickled the last 1% of crew HP from everyone you shot at. It’s happened to a friend of mine before.

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170/30 or higher.

Here’s a game mode proposal. Many players complain about 1 death leaving and other griefing. Gaijin already has a built-in SL economy for this. They should use it.

It’d be interesting to have a game mode where:

  1. You must wager a decent percentage of your total SL to play. Win and you keep it, lose and its gone.
  2. Win rewards are VERY high with a chance for unique drops.
  3. Loss rewards are extremely low or zero.

Players with an insufficient balance can be influenced with time. Something like they must wait 20 minutes to waive the minimum wager requirement and play the game mode again. I think this might be more interesting to experiment with than SBMM or a ranked mode.

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Low tier grinding should be made easier with higher reward in general now that we have Rank 8 for years and Rank 9 on the horizon.

I’ve always thought giving the top 3 players on the losing team the same reward multipliers as the winning team would be good.

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Totally agree, wins need to have a higher incentive among the players.
After the change to 120/80 team play and purpose of matches has gone WAY down.

As similar question would be:
Would cows appreciate when all humans would become vegetarians?

Joke aside:

  1. This whole thread / poll works with the assumption that the average player would have the possibility to influence the outcome of a match - and gaijin would have any benefits in case they would consider altering their overall strategy.

  2. From my pov the MM and BR setting policy by gaijin have a way more decisive impact than individual player performance - and if you look close enough you might agree that the majority of players is focused on grinding and not on playing the game.

  3. The referenced gaijin poll in 2022 nerfed the SL/RP income for every player with an above average win rate (WR) - whilst gaijin itself does everything in their power to reduce the outcome of matches to a random event.

Not long ago there was a thread with a rather radical proposal:
No additional SL/RP bonus in case of a defeat. The fellow player argued that wt would be a war game - and the ultimate goal of a war is victory.

My reply to this proposal:

Have a good one!

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Straight 30% increase for air RP and 100% increase for ground RP. Idk about SL since I am swimming in it.

that’s all I needed to hear. we don’t need another SBMM to ruin the already broken matchmaker.

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First of all: Who is “we”?

Your post has a severe logical flaw.

Usually everybody has his own understanding of what a SBMM means - and how he should work. A SBMM with the goal to balance lobbies is totally different from a SBMM balancing players.

So if the goal is to give players the ability to increase their income by winning a match it is essential that both teams have the same amount of experienced players on top of the average players - otherwise the goal makes no sense.

So if you assess the MM as broken (i agree) you need to fix the already existing SBMM. That means that if 6 good players are in the queue (together with 26 average players) each team gets 3 of them.

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RP in naval gonna need a huge buff… getting 50k SL just to get 3k RP.

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This would be absolutely atrocious, especially in modes like GRB where you’re playing with up to 15 total strangers that had to meet little to no expectations set by the game itself before they queue for the match.

Obviously, this means that teams can be heavily mismatched (to no fault of your own), which is why the bonus should be set to 50% - 50% until Gaijin figures out the way to balance teams by not just the highest BRs of people’s vehicles.

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For air sim battles, I’d prefer win/loss to remain the same - minor boost to SL for the winning team, but no penalty for losing otherwise.

The reasoning for this is the lobby system - over and over I’d join the only lobbies available (ignoring Denmark lobbies because screw prop tier denmark) that are already 45 or even 60 minutes into the match. While it’s not impossible to affect the ticket lead even so late, it’s often the requirement of a sudden spike in team cohesion and cooperation that can flip such circumstances.

As a solo player, win/loss in ASB with 90-120 minute matches where you can leave/join whenever is very much out of your individual control.

As such, I’d much rather the Useful Actions system be reworked to reward going Above & Beyond average expectations and doing your absolute best to impact the match regardless of who wins. Destroying convoys, ground pushes, boats and killing players with high score/minute should give increased rewards over farming newbies who havnt managed a single kill or only manage 1 tank kill per flyout.

Imagine that - someone who does amazing and is a terror of the skies becomes public enemy number 1 for the enemy team, and whoever manages to down this guy gets not just the customary 450 points but maybe a whole 900 points. Or maybe even they’re given direct SL reward for half their Useful Actions cycle potential.

Maybe this reward could become available once someone earns “Professional x5” in a life and starts at 25% of Useful Action max potential with each additional Professional tick adding 5% for someone with 10 kills and 0 deaths being the fifty% bonus in SL and RP.

Think of it like Dota 2’s “Shutdown” reward.

For objective-driven aircraft (multirole, strike, fighter-bomber with ordnance, bomber), I’d give a bonus to the top 3 players on both teams in terms of Tickets Drained (NOT SCORE, Tickets drained) / Minute played, provided minute played qualifies for at least 1/3 of the total match length to prevent people from cheesing it.

Maybe Top 3 can be instead defined as “Top (Max concurrent players/3) maxed at 3”, so you need 9 players per team to have existed concurrently to have 3 pedestals, to avoid people cheesing 4 vs 4 lobbies.

This bonus could be 3 X Useful Actions Max Potential.

Sorry, that part of my reply was meant to go along with the game mode proposal. Still though, an incentive to win makes games more fun.

I think adding in a wager mechanic might justify something like this, and serve as an alternative to SBMM. Gaijin can utilize the existing SL economy to more directly influence gameplay behavior and actions. With something at stake, players are obligated to play differently, even though the outcome may still be random.

I know the SL economy influences my gameplay behavior when the gamble crates come around.

Higher rewards for staying in losing matches would be nice, something like a rp/sl multiplier for every missing player on your tram compared to the other one starting at 2. Might see better match qaulity if
players are encouraged to stick around in GRB.

I dont think winning will ever feel as good as it does in other games as long as matches are this short and mixed mm etc. As it stands now it just feels like a solo game were the objective is to farm sl/rp and winning is just a bonus 0.2x mutliplier on rewards which is lame.

GRB in general could do with a 50% reward multiplier to bring the pace up to ARB. Grind in ground is just abysmal and after finishing 2 trees I just cant do another its too much work even for a paypiggy like me that has premium + high rank premium lineups.

Not sure if you really got my point.

Especially as you write about “an alternative to SBMM” without understanding the difference between a SBMM putting exclusively equally skilled players together (player balancing) and a SBMM which ensures that both lobbies have the same amount of veteran and rookie players at the same time (lobby balancing).

The chaos i see more or less daily is that the SBMM gaijin uses (lobby balancing) is not really functioning and is creating (together with the MM) highly imbalanced lobbies on top of not properly balanced vehicles.

So the whole idea of increasing rewards for winning a match just make sense if the players have actually a realistic chance to alter the outcome.

If you need an incentive to win a match - there went something wrong.
A victory bonus is a nice add-on, not more or less - and fun is not connected to mission score or SL/RP gain.

After reading the other thread I agree I may have missed your point.

https://forum.warthunder.com/t/if-teams-stop-receiving-rewards-for-losing-i-think-this-would-fix-a-lot-of-war-thunders-issues-hear-me-out/205672

And sorry, I thought SBMM conventionally meant player balancing. I think lobby balancing is fine and probably a quicker MM. I don’t think individual players influencing the outcome of the match is something to actually worry about or strive towards.

My goal is to more effectively trick players into thinking they can (or should attempt to) individually influence a match so that they put more effort towards winning, leading to longer and more exciting games. Ideally you’d want to especially focus on influencing the lobby balanced rookie players.

Reading the other thread I was surprised to see how many replies claimed that, with zero loss rewards, players would leave matches early in an effort to avoid wasting time. This doesn’t make sense to me – it makes me question why they play at all? I guess I’m more addicted to playing and not grinding.

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