The game actually does reward the players who stay the whole match and respawn for example 4 times. You get more research points and silver lions, plus the bonuses for surviving for a time being.
People who leave after one death don’t get that much reward.
I tested it out when I was playing with only 1 vehicle versus with a lineup, guess what was better.
Having a go at people for playing shit, lemming trains, not capping, suicide bombing, dying in 2 mins, flying high alt fighters at ground level etc etc etc
Correct. This was changed a while ago. It’s just that some 1DLs have retained the old mentality from when it was more efficient.
There is also a lot of difference between people who see the grind as the main element of the game (and treat battles as a chore serving that grind) vs those that see actually playing the vehicles as the main draw and consider the grind to be secondary.
All these discussions about 1DL are limited because the truth is that people 1DL for about a billion different possible reasons. Because they get frustrated. Because they’ve decided they just want to play one vehicle that evening. Whatever. All these discussions of economic and RP incentives don’t touch on the fact that people do things for non economic reasons in game too. I used to 1DL sometimes (no longer though) and it wasn’t the economy or RP that made me stop doing it. Just experience and perspective, and the good example of better players.
As the quote goes, the worst thing about life is that everyone has their reasons.
And the one reward that a lot of people simply underestimate: They miss out on the great feeling of turning a game around that was previously an almost certain defeat. Such a great feeling.
Exactly, and the even better feeling is when there is a toxic guy on the enemy team talking trash about our team and then the tables turn around the last second and we win.
The moment of dawning realisation: we can win this!
A variant of this.
Once I ended up playing German 6.7 on Stalingrad in a full uptier, from the south spawn. I select the Jagdtiger. We spawn in and a guy on our team, in an IS-6, immediately goes “nooo fucking Germans on my team, now we’re going to lose for sure”.
To be clear the sentiment is relatable. Maybe expressing it in team chat at zero second of the match is not the best idea though. I replied in chat “a pleasure to play with you too”.
By pure happenstance, both I and the IS-6 go north towards A, and we have an incredible match. Without need for overt communication we cover each other’s angles and reloads. We finish the match first and second, with 8-ish kills each, and assists from crippling a guy that the other then killed. And we win the match.
I don’t remember if we said anything else in chat after that, but the good ol’ LOTR meme comes to mind.
“Never thought I’d fight side by side with a German main”
no but together with other stats such as average board placement, average score per mission and average winrate can tell how well someone understands the game.
While team does have a large bearing on winrate, you can influence it, even by playing solo. By positioning yourself properly, you can enable even mediocore team to do well.
Your ‘influence’ is arbitrary compared to the team overall, hence that KDR is overly fixated on as a marker for genuine player skill.
I think you’re only commenting in here because it’s me who’s making the statement, so yea, leave your lame insulting labels at the door.
I know for a fact that the TEAM has a greater effect on your winrate than it being a marker of genuine skill.
You can influence it, sure, but you can also game it in the same sense…
You can choose not to spawn that precious vehicle that you hold a high winrate in, if you’re not going to win, thus it’s not an accurate gauge of your skill, more your choice.
You can also only run it with certain BRs so you can again manipulate the stats.
Stats aren’t the be-all-end-all in this.
Is that English enough for you, or are you going to keep at it because you really do seem to be fixated on telling me that I’m wrong, but you can’t take on board the other reasons… Seems, odd.
I usually look at it from this perspective. Suppose you have 60% WR in a vehicle over thousands of matches. That means that, in that BR range when you’re playing it, “teams that have you will have a 60% chance of winning”.
I find this a helpful perspective because it is impossible to apportion credit or blame to many individual micro-decisions that take place in a match where 32 people are doing stuff all the time – but the statistics also reflect the hypothetical player’s positive impact on matches.
Usually if you look at a combo of (last month) average position in the team, WR and KDR you will get an aggregate picture of whether the player is, on average, a positive influence, neutral, or bad.
It’s also entirely possible that a very good player will have a brain fart match and not accomplish anything, but beyond the individual match, on average you know what to expect.