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”

It kinda makes me wish we had a community who wouldn’t vandalize stuff, otherwise we could come together on one mutually edited google sheet and keep adding ARB/GRB/etc data going

“In a single vehicle I lived for X seconds and earn Y score and post-battle itemized vehicle breakdown said I had Activity%”

Would make it much, much easier to get quantitative & predictive functions for modes other than sim. In sim it’s a bit easier due to the maxcap of 15 minutes removing a variable, so all we needed was one very angry person to collect hundreds of examples to complain to gaijin that activity maxes out at 92% per cycle no matter how much score you earn (gaijin said “working as intended.”)

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I was with you until you started saying “good and skillful” players are the ones purely doing PvE (who coincidentally also have penta-negative levels of K/D)

You seem to think that being “good” at the game is manipulating the systems to give you the most RP/SL, but that simply isn’t the case.

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Going to the next round and not being subjected to mind numbing gameplay of flying around pointlessly waiting for your team to catch the last guy who is playing passive presumably

The win becomes less certain when you start making the numbers more fair for the enemy… leaving matches also immediately cuts off your RP/SL gain as you are very much aware.

It depends what exact tactics you are referring to.

Only if they are able to quickly manipulate situation to be in their favor regarding grinding, such as bombing or hitting ground targets. This is something that a lot of aircraft simply can not do.

SL repair costs are not a valid enough reason to intentionally drag out games.

So your strategy here is to break game ToS by playing 100% passively, avoiding all conflict OR trying to land on airfield to J out if you think there is a chance you will die doing so, just because you might have to pay 6000SL? With all this math you are throwing around, have you ever considered that wasting 10-15 minutes of time running from losing 6000SL removes your ability (and therefore creates an opportunity cost) to go to ANOTHER GAME and earn many magnitudes of SL above that 6k figure? Even if you end up dying in both games?

MANY planes cannot do this and are effectively useless/pointless once the enemy opposition runs out.

Again, and what you clearly do not get, 1. this does not matter if said user does not care about maximizing RP/SL reward in exchange for them having less fun and 2. This doesn’t matter if said users are not CAPABLE of doing the actions you presented.

Yes.

I agree.

Here’s an example of what you say here being true. The system USED to reward you for “passive participation” meaning things like flying near enemy planes would trickle activity time/rp/sl to you invisibly because the game assumed you were baiting, defensive flying, etc and therefore participating and therefore would reward you. Nowadays you can go 15 minutes doing the craziest defensive flying of your life and earn literally and exactly 0 RP because you never got to get your own guns on something. It’s ridiculous.

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I think being fired at, or within the vicinity of other planes should count as activity.
However, as to the rest of this thread, landing timer is great, it stops camping (most of the time) and the slashed RP rewards of playing giga passively can hurt strike aircraft, but prevents people being dicks all game who sideclimb to space.

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