This would be the result of your proposal . . . good intentions or not
I’m not suggesting doubling the grind. The suggestion is offset the reward. Almost nothing for losing but significantly higher for winning. So in the long run, it balances out.
Because the payout for the ones you win would be significantly higher so in the long run, it balances out.
Also kind of funny here by pointing out the overall win rate when at the end of the day, no one really focuses on when so how is that relevant? That’s kind of the entire point that I’m trying to make here is most people focus on just getting kills. If you manage to be against one or even worse two squads of four who are focused on winning the objective, it’s game over man.
Those stats ultimately are meaningless to your argument because the entire thing should look different if the entire focus of the player base is not on just getting kills over winning.
Given that you are purely at the mercy of the MM. Imagine spending an hour or 2 trying to play the game, but through sheer bad luck, getting nothing but uptiers, unbalanced teams or just bad teammates and walking away with nothing at the end of the night. if you could actually gurantee that 50% of the matches you played you would get a decent reward, the same amount as you would get right now for both wins and losses, then it might be an idea. But as it currently stands, no, it would maybe more than double the grind.
Also it would just encourage worse gameplay, as people used every broken tactic or mechanic to ensure wins and when the game was looking lost, people would just quit, 1DL would increase massively.
That’s only if you lose your life, not the war. The surviving losers get their paycheck and their medals…
Yes, but your solution is to not pay the players on the losing team using your analogy. How many players are going to stay?
You know what’s wrong with your idea? It’s even more unfair for those who help the team. Sometimes you’re just unlucky and end up with unskilled players… and you’re telling me, even if you beat enemies in 1v3s and carry your whole team during the game, if you don’t make it you get nothing? That’s the most toxic, unrewarding way inaginable. You may as well quit a game as soon as you start losing.
This is one of the stupidest things I’ve read on the forum. yea just screw over the two guys carrying a team why not
This is called collective punishment and it’s illegal under the geneva convention.
The idea is flawed, it even seems to have been conceived on ground battles alone.
In air modes, there would only be one class to be used in each mode, as everything else would be detrimental to a win. How boring would that be?
In arcade, bomber armadas pve to conclude the match in record time. In realistic, only fighters matter.
In naval, only coastal boats will matter much.
As to the idea: Yes, I can pretty well force a win in some modes. But boy, is that stressful and boring after a while. Because you play the same script again and again.
TLDNR: No thanks.
History: The game has been more win oriented before. People wanted a change to the way it is now. There was even a large poll on it.
I think it would do more harm than good. I feel like it would encourage more camping and exploiting since there is more urgency to win for a reward. We’d see even more spawn camping. More meta play. More aggression among teammates. Kind of like it is today but worse.
Teams already give up easy as it is, I feel it would be worse knowing your not going to get a reward, whats the point of respawning into a losing match.
Many will just be going the way they always do to secure the top lane. Whilst mindlessly driving into habit, it’s still workable.
If there’s someone in that pack that are doing that, starts pulling them back down into the silos on that right hand side they can then flank and stem the enemy pushing on the point.
There does need to be more focus put on working together, and hopefully if they bring in something like laser designation, or multiple user/unit radar it may bring some of that in.
A real solution though is to actively call on people to squad and lead them.
What Gaijin have said:
“As War Thunder is primarily a PvP focused game and getting kills is the ultimate goal to win battles…”
Someone have just found out that people play to have fun.
Imho it makes no sense trying to defend your “the winner takes it all” approach.
Even if you would modify your proposal that just the extra bonus for winning or losing a match would be affected, the current structure of the player base and the set-up of the game itself prevents any changes.
If you analyze the feedback in this thread you find 3 kinds of player types:
- Rationale driven players experienced enough to deal with the cards they have and able to play the game successfully (regarding kills and grind) despite its limitations.
- Emotionally driven players experienced enough to see the benefits of the current situation, but way less successful than group #1 and rather unable to influence the outcome of battles.
- Relaxed players enjoying the game as it is without SL or RP problems rather open for discussions.
So the resistance you saw came mainly from the first 2 groups.
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Besides the fact the humans tend to keep things they got used to (“Change Management”) the underlying issue is that Group 1 players benefit the most as the have arranged themselves with the current state of wt and are able to score constantly way above average either by farming rookies or by using their large experience advantage with maximum effect.
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The guys from Group 2 have to rely on additional rewards even for losing as they are not able or willing (it costs energy) to influence game results like Group 1.
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If you then consider that the overwhelming majority of players never heard of or have visited this forum you might see that you are fighting an uphill battle.
As a summary:
Players are extremely sensitive regarding any economy changes if they have to fear longer grinds or less rewards - mainly as gaijin itself has cut SL/RP income multiple times, either direct or hidden in some game mechanics.
Even if you would wait 6 months and try to get support for an increase of victory SL/RP rewards whilst keeping the already existing SL/RP rewards for defeats - the outcome would be the same.
You will face almost zero resistance within the player base but gaijin will answer: There is no free lunch - what do you want to reduce in order to compensate higher victory rewards?
And you would be back at square 1…
Not to mention that the playerbase voted for the current difference in rewards between winers/losers.
Yeah but if you remember the question gaijin asked it was more or less a choice between pest or cholera…or like: Do you want to go every month to the dentist or just 12 times a year?
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These deals they’re trying to make - disaster! A total disaster! I fixed them all, made them better, much better. Because I’m the best negotiator. Everyone knows it. Everyone except the fake news guys, of course. The fake news guys - what do they know? They only know how to lie and lie!
We had, you know, such bad, such, I don’t know… sad deals. They gave away everything, everything! They didn’t even think about what they were doing, okay? They let other players, like, well, for example, d_dante, you look at d_dante, he was taking everything right out of our hands! And we were getting nothing. NO-THI-NG.
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But still, they think they’re smart. They think they can outsmart us. They keep trying, all the time. But they’re not getting anything. They’re not getting anything from me, from us, from this country! They’ll keep trying. They’ll call, they’ll beg, they’ll send letters, but I tell you what: they try all the time, they try so much. But in the end, they… they get nothing, zero.
Donald T. Fleks
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Tbh the options for that vote were literally awful it was either get less when you win and the losses give a little more or get more when you win and losing makes less
They should’ve just increased RP and SL by a flat 10% for both winning and losing