Is it possible to talk about how....... Bad the player base has gotten?

Yes, this is true. However, a lot of people still one death leave. Evidently the current rewards aren’t enough to entice these people to stay.

IMO the best way to stop ODL is to identify the underlying causes and adress them.

I can guess some of these reasons already: dissatisfaction with maps, uptiers, unbalanced teams, unfavorable nation matchup etc.

Naturally people have their own reasons, and they may be very different from one player to another.

That’s why I think Gaijin should take a more active role. If someone leaves the match early they should be prompted by a official feedback form where they can state the reason why.

If enough people report the same (valid) reason then it’s something Gaijin should adress!

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Well said man, opinion accepted.

The issue with that will be that only those that are leaving give that feedback… (Not saying it’s a bad idea, it could be something)

You’d almost have to ask every player after that player ‘Someone left in your match, did you see any issue with it?’

It’s like yesterday someone was complaining about ‘nefarious player’ being able to see through buildings and across the map merely because they died…

I checked the server replay and there was no way that guy was anything more than skilled, and the guy who was upset was really upset and blind.

There are a million possible causes. Addressing them all is a fool’s errand.

Maps are changed all the time. Overall they’re pretty good, though there are glaring exceptions. But if someone reaches their frustration threshold and would rather not play a map instead of learning it, that’s a player problem, not a game dev problem.

I guarantee you that you could give people access to fantastic video tutorials for how to play each map, and people would still 1DL if they get frustrated. It’s just the nature of PVP.

To me this is also a fundamental misunderstanding, many players legitimately have no idea what uptier actually means. Though I do blame Gaijin partially for this - someone who casually plays the game has no information about the game’s quantitative matchmaker. So they treat uptiers as much bigger deals than they actually are.

This one definitely plays a role. The lineup viewer has shown how bad the mismatch can be in lineups and BRs between two teams in the same bracket. This can create a negative feedback loop. You start out thinking that the other team is gonna win for sure, the match starts out badly, and so “why not quit rather than keep being punched in the face?”

Sure, why not. A lot of the time you’ll just get subjective unreliable answers, though.

Fundamentally, Ground RB is designed to be “Steamroll: The Mode”. This is because once you win the first engagement, you have a huge advantage: you know where the enemy will spawn from, you know the likely routes they’ll take, you can stay in cover and use third person view to look in front of you while staying concealed, and the better you do, the more spawn points you have, creating an avalanche effect.

This set up can create longer matches and epic comebacks, but it can also mean that people who were punched in the face once, will have to take the risk of being punched in the face twice to reclaim map control. Since people don’t like to be punched in the face, many will simply avoid that. Since you can’t directly control players, you can’t change this without fundamentally restructuring Ground RB. The most played mode in the game right now, so fair to say - not happening.

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Well well well

They lowered repair costs and people were cheering, they implemented time based repair costs and even more cheers. Now every moron can drive straight to the point in most meta tank, die, leave a game and pay 500sl.

Players are more obsessed on grind than actually having fun, so if you let them do that in the most lazy and brainless way they will do that all day long.

you reap what you sow community
9.3+ grb is unplayable with all one death leavers and the rot is expanding down in BRs.

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Some good points from all sides here. I will say, winrate is a combination of your team + your own skill. It’s not a uniform experience, some games that scale will sway. Some games your influence will be the factor that wins the game. But even then, your team is still vital and always matters.

Take the ‘easy nuke’ video I shared earlier:

Why Germany is the only nation with no acces to Light/fast scout tank at Rank III? - #46 by TheDudesRug

I had a nuke under 5minutes. The rest of the team hardly got a kill in, but without the team that would not have been possible. They held the frontline that made my flanking action possible. Your team just being there and present is important. That’s why one death leavers hurt the team so much. Less friendlies holding the front, more map you have to cover, more focus of the enemy on you - less freedom in your own actions.

Another example of your team mattering:

Spoiler

But yeah, never take any stat at face value. Always think about what factors contribute to it, and what other stats may influence it. I’ve said before, but to me, team placement is one of my favourite stats, because that typically indicates whether a person is one death leaving or not.

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Yes, a concerning amount of players don’t know how uptiers work, and I’d say the game is at least partially to blame. I can’t recall ever seeing the “-1, +1” rule explained in game. So better player education could help in this regard.

However even if you know the system it’s still possible to have grievances about it. Many vehicles are already quite bad for their BR and become even worse when uptiered. A player who knows this may be discouraged from spawning again, or at all.

Lastly, that’s a great analogy! Playing War Thunder and being punched in the face doesn’t feel too dissimilar at times. While regular face punching is to a certain extent expected in PvP, it’s when it feels unfair that it really sucks.

I still believe we should hold the game to a certain standard and expect Gaijin to reduce the face punching as much as it’s possible.

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Yea, the BR spread is tricky, and it even gets complicated when you bring AB Air into it with the .3 drop if you run the planes with the average.

I’ve explained it to so many over time lol.

WT in general has a big problem with the enormous amount of info it needs to convey to players. When I was new to it, it was a nightmare. Little by little, this is improving.

That said, we should also not fall into the fallacy that “if everyone is presented with the same correct information, everyone will act in a predictable fashion”. That’s a common misconception, I fall into it all the time too. Well informed people will still make different decisions.

Like I said, this problem is heavily tied to the nature of Ground RB.

Arcade matches give you three spawns and that’s it. I assume it’s because it’s meant to be a mode where you get into the action quicker.

Sim matches give you a fixed pool of SP - I’m really not sure why actually, if anyone has insight I’d like to hear it.

But ground RB?

The problem with ground RB is that we the players are very lethal. It is fairly easy to kill, or get killed. The lack of markers also removes a helping hand for the less experienced players. So if we all had just one spawn like WoT, matches would be over in under five minutes.

How do you handle this lethality? You could make the maps much larger, but then people get bored and complain about it being a driving simulator.

An easy alternative: make it into a battle of attrition. This also enables you to make ground RB an accessible combined arms mode (easier to use than sim, without going all the way to arcade) and it also regulates player progression in research & economy.

All of this comes at a price.

Maps are “difficult” to design because it is much harder for a bunch of devs to design a map balanced for multiple spawn waves, than it is for a dude with 10k hours to find Cheese Spot 9000 and hold half the map. Not to mention that genuine, non-cheesy map control is a logical consequence of the snowball nature of the game mode.

Players have to research multiple lines. They often don’t bother and get frustrated. And all of this is on top of what we were just describing. You just got punched in the face, wanna come back for seconds?

It’s easier for us, veteran players with thousands of matches, to say no, damn it, I will respawn and I’ll get that guy, and I have an idea of how to do it. Maybe I do make it work and maybe I don’t, but the average player doesn’t have that perspective to begin with.

I genuinely don’t know how you’d fix this without changing the mode.

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And then you will go back up again. See how that works?

WT is already COD disguised as a tank game.

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I played a 4.0 match on Rhein today and God it was terrible.
I was the olny one capping and both teams ignored the points and instead went too imediatley spawncamp each other. the game ended after 7 minutes due too the enemy team not having any active people anymore

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then just pretend ur trash again.

Do u want to make it worse?

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I still didn’t get what this complain is about. If you’re complaining about players not playing obj is a thing, but this has nothing to do with KDR. I had an argument with a guy because he was camping hard from the beginning of the match and he cried something about skill issue and “the goal of the game is to kill enemy players”, my reply was “nope, goal is to play obj, this is not TDM, that’s why your team is losing despite the high number of tanks destroyed”. I barely killed a couple of enemy tanks, but i captured several times the points.

Everyone spawning on A and going for spawncamp, it’s so sad. That map is almost unplayable because of that

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Honestly, why bother respawning at top tier? You just know a MI28NM or SU30SM is licking his lips, watching his missiles reach you when your spawn protection expires, from the comfort of his own airbase.

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Well said

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also on some maps “random” spawn using only one spawn, like on “Seversk-13” if you using random spawn 100% of time you will spawn on the city side, same with couple of other maps

I have to say that K/D in a game like War Thunder is very luck dependent. So it’s not even an accurate measurement of the skill of a particular player. What matters is actual experience

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NOPE.

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