I’m level 100 and I have never completed a ground battle… nor a navy battle (though I may change that in order to complete my air tech tree… one day).
Every time you change BR or change Nation or change game mode you start over… much of what you may know may translate into other game modes/BRs but much will not.
If your dude at level 14 is already at Rank 5 vehicles he either is buying his way through the TT or doing something correct but every time you start a new vehicle you will need to learn something in order to be good in it.
MAYBE… and just MAYBE it would be okay to have some sort of matchmaker which calculates win-rate or K/D or something to that nature but most games with such mechanics are not beloved and people who want to will find ways around it (i.e. smurfs).
ALSO: I prefer to play against people who are better than me - that’s the best way (for me) to learn and it’s much more satisfying when I do win (a fight).
like i said in a previous post, smurfing cant be countered, unless hard countered by the developer themselves. but that requires a type of hand holding that would disassosiate them even further from the community. because this would require action against the smurf account.
Performance based matchmaking is incompatible with War Thunder. Many game modes are already hard to start a match in, and would be impossible with performance based matchmaking.
Not just many game modes. Low-population servers and battle ratings lead to long queue times as well. For example, the SA server, Naval Arcade mode, mid-BR (about 6.0 to 7.x) plane realistic, tank simulator, helicopter enduring confrontation (ever since the change to victory wager), etc, etc. There are dozens of examples.
A combination of these factors exponentially increases waiting time. For example, it is almost impossible to join any naval match in SA server.
Edit: The time of day is also a factor, though not directly increasing the number of possible subdivisions at any given time.
It’s very obvious even without any objective experience. Most games have a few modes available for play. War Thunder has that, but most uniquely tens of possible 1.0 BR wide brackets (fluid) between minimum and maximum BR. This multiplies the amount of possible divisions of players to an amount greater than most other games that exist.
Considering the amount of divisions [numberServers * numberModes * (average size of maximum minus minimum BR for all modes)], performance based matchmaking is an impossibility given number of players of WT.
There’s only a finite number of players playing any given BR, if those players are then also segregated into skill levels that leaves even fewer players to join any given game which would mean even longer waiting periods.
If we’re talking about Realistic mode, where most people reside, it will still cause a longer queue time, perhaps not as impactful as the less popular modes but it would still drive some people away.
Also that doesn’t even cover the issue when friends of different skill level want to play together.
It is all good, but You need to understand that at the moment players are put randomly into games and just doing it instead of randomly but rather based on performance won’'t change anything as the same number of people is still here.
Not to mention that pefromance based matchmaking can bring more players as things are going to be better for casual players.
For this at least, remember that progression was made faster.
I’ve been playing a bunch of Tiger 1s to get R5 germany for the maus and I am constantly surrounded by level 10-25 players.
Conversely, I think I was driving the centurion Mk1 as early as like level 22 AFTER unlocking the p-51H already in U.S air.
Air is especially fast for high BR I find. I mean, I’ve almost got the F3H “Demon” - a rank 6 air vehicle at just level 43 - WHILE having almost rank 6 british ground (if I had the SL to buy stuff…), almost rank 5 german ground (SL again…), R3 german/british/japanese air.
All as F2P.
(as for the why SL troubles:
Edit: Joined a 7.0-8.0 sim lobby. There’s a level 19 on the enemy side.
Fair enough - it’s been almost a decade since I played BR1 (though I may be going back soon) - I do recall it being pretty quick to progress through those vehicles, almost too quick (didn’t even spade many before moving on).
“Performance based matchmaking” implies the existence of subdivisions of players based on player performance. If you want to do this:
If the subdivisions are static (the most popular method, and based on “points” “league” “ELO” or equivalent system) then you are creating another set of divisions, which necessarily multiplies the amount of possible divisions (such as server, mode, BR, etc) of the total players in the queue, making a match harder to create and making matchmaking longer.
Even if those subdivisions are dynamic (skill brackets can be changed depending on the situation by the matchmaker to fit the distribution of player skill level) there still exists a problem. You must acknowledge the amount of players queueing is not constant, but constantly increasing and decreasing as players enter/exit the queue or match starting. Because of this, adding a performance based matchmaking system (which increases the amount of subdivisions) inherently increases matchmaking time.
Again, you make a broad and unfounded assumption. Already, it takes sometimes tens of minutes to find a Ground SB match, or a 3.0 Naval Arcade match, or a Ground AB match in SA.
Have you only played the most popular modes, on the most popular BRs, on the most popular servers? No. You have played others. You are simply distorting your own experiences; blinded by your bias.