I came to the conclusion that the game’s automated systems which handle “inactivity” of players - punish quite many good players for what the system mindlessly considers “inactivity”

Do you know anyone who got a ban for inactivity in air RB?

As mentioned by one of commenters, they had automated messages about being reported by other players more than 10 times. I also had such message myself, at least once (that i can definitely remember). This alone is insult enough, because i know i did good (as 1st post desribed), and yet the game tells me i was “reported” as if i did something wrong.

Some other comments mentioned specific bans’ causes not always published, and how information for all causes of bants can not be revealed in here public topic for privacy concerns.

These messages are a statement of fact. You were reported. But that is not a ban.

So you never got a ban for inactivity nor do you know any person who did get a ban for inactivity. You heard of a few people who heard that not all ban reasons are disclosed.

Do us all a favor: Come back when you actually have a ban for inactivity in air RB. Bring a screenshot of the ban. Because we currently all waste our time on something that doesn’t seem to exist.

I still remember to this day when a T-54 on Sun City took out both my gun barrels in the Maus, and an insane Jagdtiger team mate who was still reloading rammed the guy so as to stop him from flanking me and killing me. He kept him busy long enough for me to finish the repair and kill the T-54.

Yes, it’s a beautiful thing.

2 Likes

Not true.

See the quoted parts right after “War Thunder administration” line in this game master’s post in this very topic: I came to the conclusion that the game’s automated systems which handle “inactivity” of players - punish quite many good players for what the system mindlessly considers “inactivity” - #35 by Necronomica .

Sapienti sat.

Then provide evidence for one (1) single occurence of a ban for inactivity in air RB.

I saw no ban there.

1 Like

Pay no mind to such messages. People can report you simply because you annoy them. Here is what happened to me after I annoyed a whole squad in naval rb last year:

Do you know what came from it? Absolutely nothing.

1 Like

If we talk specifically about consequences now, then maybe you’re right and those messages never, ever, lead to anything “bad”. Or, maybe sometimes they do, and you just got lucky. Personally, i don’t know for sure.

But whichever it is, is not really important, even. The fact is, there are rules - specifically, the parts quoted and specifically highlighted in blue color in the post linked in my previous message, here. Those rules mean, “combat avoidance” is punishable by up to deletion of player account, at WT administration’s discretion - it’s right there, in the rules, in writing.

How often does it happen, or whether it ever happened at least once - is also not really important. Especially since some kinds of bans are private information, not to be revealed in public, as mentioned in this topic. The really important part - there is legal grounds for “banned for avoiding combat” in WT.

But please, also note how 1st post of this topic also speaks about majority of players seeing “inactivity” as a bad thing. Lots of players dislike when someone “runs away”, and their feeling is reinforced by mere presense of “inactivity” reason being present in the list of reportable offenses.

It’d be much better if instead of “inactivity”, that list would have “being AFK”. Simple change, which would perhaps create significant shift of whole player base’ view about what is, and what is not, reportable offense in the game.

And/or, maybe there is something else, possibly similarly simple, which could be done to improve most players’ understanding of what is, and is not, respectable in-game tactic and behaviour.

P.S. Heck, even game masters are not rock-solid clear about it, as discussion in this topic clearly demonstrated.

And they aim at well known problems in naval, where botting is an issue. But so far, botting in RB is not the issue.

Permabans are listed every ban wave.

They won’t all love you, no matter what you do.

That is your own oppinion, just like theirs. But since it is not possible to discern between “AFK” or “not AFK but not doing anything on purpose”, it isn’t practical.

For now, there are no inactivity bans in air RB. Not one so far. If you are not using bot scripts and play the game, I see no problem. No one here ever had any. What more certainty can you get?

You got some things right - others are wild guesses.

My pov:

  1. Bases and airfields are the in-game equivalent of tactical & strategic targets in aerial warfare. The skill floor to kill a base was always low, the challenge was always to make it through the fighter / interceptor screen (often multiple times) through the enemy airfield. Killing the enemy airfield ended the matches until May 2020. The sole exception was the old Ruhr map with 3 respawning bases which could be bombed in 1 hour long matches.

  2. Gaijin had always problems to balance bombers - either they were too strong for their BR and could not be intercepted and ended matches in their initial run, or their rewards were too high for their taste so they increased the repair cost. In addition: The average fighter pilot is, was and will be not patient enough to set up a correct attack plan. So they died like flies because they used always the most dangerous approch - tail sniffing from lower alt with way too low excess speed.

  3. The introduction of Mach 2 jets (F-4E in March 2020) ended matches even faster - the player increase during covid made it necessary to implement a tool which allowed absolute rookies (CoD & Fortnite playing kids) without any clue about aerial warfare to play the game and spend money to progress.

  4. The ticket bleed from killing previously 3 non-respawning bases was significant, killing the airfield was decisive - so classic bombers had their place in the battles like still today in low BR matches.

  5. The rather high RP output of a base destruction reflected a compensation for the rather high risk to get shot down often before they could drop. Today the inflated RP for killing a base is technically just supporting the sales of premium multi-role Mach 2 jets, at prop BRs above BR 3.7 bomber game play was killed by the flood of strike aircraft getting much earlier to bases.

  6. They only fair solution (up to BRs when “real” bombers end) would be an increase of RP for designated bombers and a decrease of RP for all other classes - just to reflect the risk flying out a bomber.

  7. And the ticket impact should also reflect the involved plane classes - a base kill by a bomber should be higher than by a fighter or strike aircraft.

As a summary:

It looks like that you actually belive what you wrote so i keep it rather short:

  • Your assessment why the current reward structure and ticket relevance / impact is like it is looks rather naive.

  • High RP for killing a base are just a tool to allow toddlers / kids (caught in the hamster wheel called grind) to participate and to progress.

2 Likes

100% agree!

The best examples for what GJN created over the years are the Ju 88 A-1 and the F-117. The first one is able to win a battle on his own (by introducing incendiary bombs) while staying untouchable for the whole enemy team. The second is totally useless in ARB.

1 Like

Isn’t this getting OT?

Again, they are not involved in stuff that is not related to the in-game chat. So they use the forum to post their private opinion as they are regular players which play the game (at least most of them) and can share their thoughts like everybody else.

Just look up the threads when the first “Fair Play” report mentioned thousands of temp game bans for team killing. They openly admitted that they don’t have details and just keep an eye on the chat.

A shift of view on things requires a neutral and sober view on things - which requires the willingness and the cognitive ability to change their perspective. That is not possible for most of the players.

I mean in theory you need to be banned from using the reporting function if you report a chat banned player for foul language.

The whole concept of in-game reporting is a placebo. Otherwise there would be no row “team killing”. Why? Quite simple:

  1. Team killing reports are not manually processed - that’s why they have an auto-ban system implemented. GMs stated multiple times that they don’t interfere with this process.
  2. For guys able to create creative ways to avoid the auto-ban system (like ramming or disabling the prop) players have to use the report function on the server replay site - also stated multiple times by GMs.
  3. The only reason for the in-game reporting button looks like a kind of false hope for reporting players - meaning that they assume that their report would result in a punisment.
  4. To be fair: At least in theory there is the possibility that reporting team kills would be used to lower the threshold for their auto-ban system.

The whole concept of player reports needs the same overhaul like the Air RB economy.

Technically not, the OP refers to (optimizing) the reward structure in general and reporting in certain scenarios.

The RPs for base bombing are a main driver for non-pilot players to join Air RB lobbies…

Whilst i agree in general regarding the Ju 88 A-1: Untouchable in full downtier to a certain degree. At BR 2.7 u need to be a good pilot to make it work.

Winning became easier with the increase of the bomb load from 1.900 to 2.400 kg. But even before you could win a match if you put the right mix of SC 250 and SC 50 on bases and kill all 4 non respawning bases - in case one or 2 bases were killed by team mates the payload was good enough to kill the airfield too…incendiaries makes things just way easier 👍

1 Like

The title (goal posts) is:
I came to the conclusion that the game’s automated systems which handle “inactivity” of players - punish quite many good players for what the system mindlessly considers “inactivity”.
What you debate is interesting, but doesn’t really belong here imho.

As far as I remember, Gaijin modified those algorithms so that the people space climbing or hugging the map border don’t get that extra activity time, therefore those avoiding actually intently participating in the match don’t get anything extra.

I’m not spreading misconceptions I’m running off of memory here, so unless I’m misremembering - Which isn’t some crime, btw - I’m actually on point provided I’m not misremembering.

This whole response from you is a nonresponse and doesn’t anything I’ve said prior.

You are very much insisting on trying to control the behavior of other players which just isn’t going to happen, nor will Gaijin implement any extra controls just so you can get your way of gameplay which frankly speaking is completely antithetical to how most people want to play matches out.

If ground targets and bases were worth more for destroying, then people would be more willing to hit them when people like you are trying to find a corner to hide in, but Gaijin still sits on their hands about that so nobody is getting their way in such regards.

Therefore, once again I will reiterate what you can do if you don’t want to fight the match out as the surviving player on the losing team;

  1. Crash and let the match be over with.

  2. Let the enemy shoot you down.

  3. Return to airfield, land and then J out.

There is no fourth option. " Outrun and dodging other players " is a non-applicable option functionally and if you want to be asinine about it - Well, Necronomica already broke that down for you.

1 Like

You can play a match of ARB to confirm. Get score, hide and compare against the graph.

I’ve recently played a horrible GSB match where I literally drove to A point, capped, died and respawned with backup.

I got 85% activity despite only doing anything for like 30 seconds because with my deaths I earned 480 score and lived for 5:47 minutes.

Okay, hold on, I think you’re losing the plot here.

Your GSB match doesn’t have anything to do with this thread being about air battles, so where’s the relevancy in mentioning it?

All game modes, INCLUDING air sim, have the same logic for how activity is calculated.

It takes input Score and Time Alive and outputs Activity%.

Air sim is special because that match FIXES time alive at maximum 15 minutes before restarting from zero (instead of letting you accumulate 30, 45, 60 minutes’ of time alive).

Ground sim, unlike air sim, functions perfectly identical to ground RB and thus air realistic. All that’s different is that the function is compressed to give higher activity for less score as compensation for higher difficulty of the game mode.

Air realistic’s function is shaped like so (Data & conceptually):

image

image

Air sim’s function, assuming you survive the full 15 minutes, is shaped like so:

image

All that matters for these 15 minutes is how much score you have earned.

Same is true for ARB.

I have saved screenshots across multiple ARB games’ reward screen but didnt save the exact score so calculation is a bit difficult. Furthermore, the conceptual diagram only goes to 2200 and in a few of them I go above 2200 score so that again makes it somewhat harder to approximate.

It is possible to back-calculate score earned from itemization at end of match so I can do that if you insist.

Edit: oh, and GRB/GAB/NAB/NRB/GSB have the caveat that to acquire accurate figures, you must only consider respawning with the SAME vehicle or ODLing. Stuff gets weird if you use multiple vehicles.

1 Like

Hmm, no I won’t ask that much from you. I’m just not convinced to take these graphs at face-value so I will review them at a later time and compare/contrast when I’m ready to.

I will thank you for sharing this information, though. I’m sure others are also grateful for it to compare to their own data, if nothing else.