Naval awards are horrible right now you can get 7 to 8 kills and only get 9k RP on 400k RP vehicle the grind is so inefficient for naval and the new update with even more costly boats makes it worse.
I fully Agree with this to be honest Naval is not famous like other games mods and players won’t spend as much time in naval because it gets boring so fast giving 50+ plus or 2x RP for 2 days every week would be a nice change !
Funny how Bonuses such as Skill bonus and Daily Research bonus applies to only base RP, but when it comes to penalty’s it applies to final RP deviously licking all of your RP income.
Also I’d like to state how negligible Daily Research bonus is at lower ranks, even though the whole purpose of it was to make players try out new nations. But somehow it’s most effective at higher end of the ranks.
It’s not a very popular mode at the moment, fell to 1% of all games played last month.
On the principle of “you’ve got to give a little to get a little,” I’d be in favour of dropping naval SL multipliers a bit in trade for higher RP multipliers. SL gains in naval since the March SL buff have been crazy-good. Average RP/game went up in March too, but not enough for anyone really to appreciate or notice.
All these gains came basically from the one change of equalizing the amount Gaijin bot ships pay out to be the same as regular players. Maybe we could turn in some of those March SL gains to make the RP situation a little less sucky? 60k SL a game from average play was already kinda high, 90k is getting a little silly.
I selected the “other” option and here is my explanation.
I would propose rewarding RP primarily for damage dealt and kills secondary. This will lead to more consistent RP gain in the long run, and also stays true to how naval combat was historically; focusing on dealing enough damage to neutralize the enemy ship rather than trying to shell the ship for a couple minutes in the hopes of your shell being the last one to strike the ship the moment it slips underwater. This would not only reduce the frustration over stolen kills after dealing a massive amount of damage, but would also trigger the skill bonus way more often if damage was a much higher factor than kills in the score.
A 50% boost to naval rewards is something I would like to see, but I believe that being rewarded RP for primarily dealing damage, rather than just kills, should be added with this change.
But as of currently even killing enemy is not the primary way to gain RP is it? The primary RP income is from Time Played and Secondary RP income is from how you say it, dealing damage and getting the skill bonus.
That is correct. When I was talking about primarily, I meant in terms of RP gained by direct interaction with the enemy and not time. Currently, in terms of interaction with the enemy, only kills seem to reward RP.
I’d suggest it’s not actually an issue if poor rewards, especially after that March buff no one noticed. If you compare with other vehicles (again, Statshark allows anyone to do this), RP/game is comparable now for naval vehicles in both AB and RB.
The real issue dates back to the splitting of naval into two trees. Gaijin has said they want each tree to take about as long to grind as another. Naval players just have to do it twice.
There’s a similar issue with helicopters where they eventually offered a way to put ground RP towards earning heli rank. That’s another option (with bluewater grinding coastal or even vice versa, there’s an argument for both) they could look at here, rather than futzing further with RP multipliers.
I strongly agree here. Kill detection/awarding is awful in Naval, let damage be the main source of RP/SL.
But personally, I think the real issue isn’t the RP rewards for naval, it’s the insane RP costs for vehicles and modifications. They’re inflated beyond vehicles of similar ranks in Air and Ground and for no good reason. Simply making them similar in RP costs to vehicles of equivalent ranks in Air and Ground would go a long way to make the grind much easier.
part of the reason i stopped playing ships is because the gameplay is all very similar, and so playing the same destroyers and low-tier cruisers over and over got very boring
tbh i think naval is just fundamentally flawed, i dont think making it play like tank battles was the right way to make it, i think it should have been more like Great Naval Battles, where you command all the components of a ship - course, targeting, sending scouts, choosing segments to send damage control etc
they wont improve this stuff tho, all gaijin does is give grind, eat hot chip and lie
not only the grind, they have literally given things out and then retroactively taken them away
Spoiler
ge wagers
. so its not worth spending time on this game except for things you already have and enjoy, so i wont touch naval