Hello, as we are well aware, naval is infested by some… special kind of “players”.
I present to you an idea that will discourage that type of behaviour and potentially help encouraging real people to come back and play: the kill system.
Currently, the last shell to arrive and damage a ship is the one that will get credited the kill. My proposal is to change this kill credit system to a “most damage done = kill credit”, which means the player that dealed the biggest amount of damage or crew loss to the enemy ship is the one that will be credited the kill.
Why do I think that will help a little bit to the botting issue? Because only more accurate shots (not only centermass shots) will garantee kills, which means aimbots wont be able to score many kills and therefore discourage the behaviour.
I hope this topic also brings more ideas that devs could implement, and as a true feedback topic, I hope it doesn´t get down as it only brings attempts to help the gamemode.
As far as I know, damage rewards RP in naval, not kills
Maybe that could be changed aswell
Nice to think there’s a rule change that could make a difference here, but as has been pointed out, damage is as important as kills for score.
What made the difference was when they added score for getting killed. With premium SL bonuses on bluewater any naval script could make SL just by playing the game because the SL they get for getting killed more than covers their repair cost. They don’t actually have to DO that much at all, in fact. The real reason the scriptbots act a little smart and just don’t drive out and completely suicide themselves is so we all stay a little confused whether they’re real players or not. That’s the dynamic any change to War Thunder as a game now would have to defeat to get out of the jam they’re in.
Anyway, this thread will no doubt be locked soon. See y’all in the next one.
Why are they getting locked?
The first rule of bot club is…
3.11. Users are not allowed to discuss the possibilities and methods of causing damage or losses to the Games, Administration, Website Managers, and other Users, including cheat programs, “bot” automation programs, ways to modify the client of the Games, vulnerabilities in the client and server parts of the Games, offering advantages in gameplay, and any other circumventing methods prohibited, directly or indirectly, by Gaijin EULA. Furthermore, the User may not encourage other Users to stop playing the Games or to avoid purchasing any content from the Gaijin.Net Store in any form, including by making threats or enforcing them. The violation of this rule may result in the following restrictions for the User’s Gaijin Account:
They consider acknowledging the very existence of something to be a violation of this rule even if no one is actually violating the rule itself. It’s a cop out, because they don’t want to admit a problem exists.