Low level advantage

That chart shows the true “balance” challenge that the developers face with everything they do with the game. Keeping the players “engaged” in the “flow” . . that is actually what it’s all about. Not an easy task with the wide variety of players/demographics from so many different cultures from all around the world.

I would argue that their data analytics team ensures that they set the “right” priorities. I mean data crunching is no rocket science.

So with millions of user data (including their monetary investments) in more than 10 years it looks rather easy to know how long your key customers will play the game & how long they will spend money.

If we have a common understanding that the game follows mainly economic goals it seems rather clear that the game is tailored to please a very young (but shooter experienced) audience with limited time (to play the game actually and the duration how long they play until they uninstall).

So in order to increase the attractiveness for this group it makes sense to lower entry barriers to play the game without an essential need to learn or improve.

That’s also the reason why the hundreds if not thousands of very good proposals provided by long term players are not considered - as they include mostly a more demanding game play, which increases complexity and are therefore an obstacle for new players on their way to spend as much money as possible in short time spans.

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Yeah, most F2P game “business” models are very similar to how you run a restaurant - “get 'em in, get 'em fed, get paid, get 'em out . . NEXT!”
While that is a crude generalization, it’s not far off.
Long term players have never been a goal for a F2P game, while they have invested their time and hopefully money we tend to have “outlived our usefulness” to the eyes of many game makers after a certain point.
Newer players, once “hooked” are more apt to spend money and try to proceed after the carrot on the stick, so they are always in demand . . hence Gaijin’s marketing strategy the past 4 years or so, and nothing wrong with that.
One thing ALL F2P games require is . . . participation, no players, no game, no game no money . . it’s a loop.
I personally don’t spend much money anymore. Two reasons, I have a LOT of stuff and don’t play or seek much high tier stuff, and . . I am now retired and my income is smaller, so I have to be more “selective” in my game spending. Nothing against Gaijin or the game . . . just how it is. Do they still want me around? . . . no idea, I do still play a lot of matches doing BP stuff, so I help fill the games I choose to play . . but other than that . . . . “tits on a boar hog” . . .
Freshly Dead

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True.

Have a good one!

PS: Paragraphs are not your enemies 😎

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Paragraphs???
What paragraphs?

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Honestly i believe its low level aim bot accounts that Gaijin tries to deny.
They will likely delete this comment.
Which serves no one.
I report players all the time and… nothing.
Which is a really bad precedent.
Imagine a gaming company not listening to their veteran players.
Crazy

Um of it was 1v1 then your argument would be valid
But we talking 16v16. So i concur there is either a purposeful disbalance or lots of low level aiim bot accounts
Im going with cheating software

Same could be said the other way around. Bring evidence to disprove him.
He has a valid observable point

What are you reporting them for, and how are you reporting them?

You should prove a claim before you ask others to disprove it.

i already showed this:

I dont believe the game gives an advantage to lower level players, could it just be a mix of luck?
Air arcade is a fairly handheld experience for new players (Compared to air realistic, at least) so getting things like a lead indicator could mean they are able to land shots better.

idk what you mean by “bigger targets to hit”, are you suggesting the hitboxes are actually larger if your at a lower level?

My son started playing WT, and I don’t see any boosters on tanks. On the contrary, because of the weak crew, his independent often goes one hitted.