One Death Leave Punishment in Ground Battles

maybe my original post missed the target. maybe punishment isnt the fix. your points are fair and show an issue that i may have missed in the original post. my main point i wanted to get across is there is an issue. lets find fixes for it. anything that can make the game more enjoyable.

I think there are a couple things they could do, giving my ideas:

I would make maps more representative of the gamemode (arcade maps stay in arcade, RB gets decently sized maps that feel like realistic tank maps more often than not, and SB gets exclusively the biggest and most realistic maps and arcade maps of any kind are banned). This would remove the most legitimate criticism I think for leaving early, since the maps are genuinely terrible for RB and SB. Stuff like BR decompression and making CAS more realistic would help too, but I think the first point makes the difference between being a good game and a bad game - even a bad game on a good map isn’t that terrible of a game because it’s fun.

Additionally, make players who zero death leave be replaced by the matchmaker, so teams that have 0-death leavers get a replacement.

But for actually preventing 1-death leaving, a couple or all of these could help,

  1. Rewards for defeats do not change preferably. But rewards for victories are significantly increased. Maybe like double rewards. Make the game more competitive where if you want your game to mean something, you really have to fight for it as a team. Otherwise you just get the default reward.

  2. Rewards increase for victories are only given if you stay to the end of the match, use all your spawns and only leave then, or stay within a relatively long period of time before leaving (say 15min). If you leave early, despite being able to spawn more vehicles, you simply do not get that double rewards for the victory if you win.

  3. Leaving early for a defeat under the same circumstances decreases rewards by 50% or more, with no effect on repair cost being decreased. Reward loss could be exponential perhaps, leaving within 2 minutes gives 10% or 0% reward for participating in the match, regardless of what you do. While leaving 15 minutes in gives like 80% or so, presuming you have SP left to use. (Leaving because you have no spawns is not affected by this). This could be for defeats only, or regardless of victories and defeats, up to interpretation.

  4. Maybe make SL slightly exponential reward over time, getting kills at 0-5 minutes into the match gives 100% SL reward, but getting kills say 10-15 minutes in gives 120%-130% reward or so. Both to compensate for a less target rich environment as well as to encourage you to stay and fight late game. Would compensate for repair costs more and yield more rewards, and would stack with victory bonuses.

  5. Maybe increase the crew slots in game by two, so you get 4 crew slots when starting the game and 7 crew slots before you need to buy more for GE. Also make experting crews not require a level at all to do. I say this because the crew system actively encourages taking few vehicles and leaving early. If they want players to stay, they should encourage making lineups.

  6. Either the one above or making every vehicle purchased even in the tech tree have a set number of backups (5-10), and have backups handed out like candy (like hard-fought victories gives you more backups to compensate for what you took). Either point 6 or point 7 should make taking more vehicles more possible.

  7. Regardless of which previous point is implemented, if any, they should require all or most crew slots to have a vehicle to take into battle. Lineups with 1 or 2 vehicles only should simply not be allowed into the game. And I don’t care how good you are, all those youtubers bringing one tank is just setting a bad example for the playerbase.

  8. Add more vehicles to the game, especially at BRs that don’t have many for certain nations. Like could be literally copy-paste vehicles, adding “early” and “late” vehicle variants with only minor changes like some suspension change that happened in 1946 and doesn’t actually affect gameplay, or “early” and “late” vehicles that represent say a vehicle in a 1950s vehicle configuration with only 1950s ammo, with a late with the 1950s vehicle but with 1970s ammunition as it was still in service, thus giving two vehicles you can take out when the better one is destroyed. Or simply vehicles with zero difference if they’re at BRs that have no other vehicles, like how the Chi-To and Chi-To Late have no gameplay difference and no BR difference, yet they exist to give multiple vehicles to take out instead of just one.

There is multiple things they can do, some require more effort than others.

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some good points and ideas here. thanks for the input. hope someone in charge get a chance to consider the options

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I have left early so many matches and somehow the matches still end in a win, i dont think its ever fair to call it a loss too early

Often enemy teams over extend into spawn, die, assume its gonna be a win and leave, allowing to pull it back and take victory

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I stay in no matter what, if I get steam rolled oh well I am getting as many points as I can. sometimes spawning back in while being spawn camped I can get a kill or two which I knows makes the people I kill get angry. I even had one player say “thanks I just broke my keyboard” lol

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No, I said punishment doesn’t work as it didn’t in the past and that the trick is to make game attractive for people to stay.

Another point is you are talking about random battles. Up to 32 different players, with mostly different lineups, mostly different gameplay styles, different definition of fun and different game expectations.

For more serious gameplay you should play squadron battles or tournaments. Random battles are mostly meant for casual players.

Yes, it happens often for me even. I stay in matches I think are hopeless because the enemy team has all points and is already spawncamping, but we still beat them in a close battle. Battles are never lost until essentially everyone decides they’re lost and gives up and leaves and the battle is actually lost.

There is punishment, it’s called crew lock. It’s not a good deterrent, but in order to prevent one-death leaving you have to address the problem at its roots, not its symptoms.

People won’t stay when:

  • They get another hot garbage map with a single cap positioned at an undefendable position
  • They get severely gaijined (random non-pen/no spall, enemy getting random pen, enemies not rendering/making noise)
  • No solid lineup (there are holes in multiple lineups in multiple trees)
  • Stock vehicles
  • Clear lack of balance (one team gets the “my ranked team mates” type of team mates, the other gets normal/good players)
  • Spawn on the bad side of certain maps (Like Carpathians, which has one side exploiting a very powerful ambush position above A or C cap, which the other team literally cannot counter in any way)

And since nobody at gaijin plays their game, these issues will never be fixed, hence people will always one-death leave.

I do that most of games, mainly because of the second reason. When the game forgets to screw me over, I pop out a 20kill game and/or nuke. I suggest you stop complaining about that and do the same, it works great when you’re trying to grind, because it prevents you from burnouts, since you deal with as little as possible with gaijin’s bs.

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Battle layout for campania. Absolute hot garbage, what were they thinking…

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I’m guilty of this crime, what are you going to do about it eh. I play the game how I want to play it if you think I should suffer through a rubbish map just to satisfy you then I’m not playing the game to have fun I’m playing so you can have YOUR fun, bit selfish isnt it

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In game where devs release 70 usd single vehicle “packs” and players buy them to skip tech tree grind.
spiderman-funny
Also no, free vehicles without modules and crew do not count.

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Here’s a whole thread full of reasons. Enjoy…

BTW, the ratio between victory and loss rewards is what players voted for from multiple options in a community poll. I was against the change and wanted to keep the gap much larger than it is now, but players made their choice and so here we are…

The problem with one-death leavers is being discussed backwards.

In my experience, a huge part of the War Thunder player base is simply unable to think strategically or tactically. Players ignore caps, abandon flanks, drive one by one into obvious kill zones, refuse to react to map developments and often seem completely unaware of what their own team is doing. I would put that number at roughly 85%.

Under those circumstances, leaving after the first death is often the rational decision.

If you are one of the few players capable of reading the map, anticipating enemy movement, understanding positioning and adapting your play accordingly, there is little reason to keep spawning into a battle that has already been thrown away by your own team.

Why should a competent player sacrifice three, four or five vehicles, pay the repair costs and spend another ten minutes trying to compensate for a team that has already demonstrated that it is incapable of coordinated play?

A second spawn makes sense when the match is still competitive, when the team reacts, when players cover each other and when there is a realistic chance of influencing the outcome.

But if half the team has died within the first few minutes without achieving anything, the caps are lost, the flanks are open and nobody reacts, staying is not loyalty to the team. It is simply wasting time.

One-death leaving is therefore often not the cause of a collapsing team. It is the consequence of one.

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I must be in the minority on this issue. I play this GAME (important to note it is a game) beause its the best game in this genre I have found. I have never quit a game (again Game) . I dont care what Br is in the game as I like RANK DOES NOT MATTER awards. I play 2.3 to 3.3 arcade Italians so I dont think I play OP or biased tanks. I have some good games and some bad but I dont make it about me or what / how the game is unfair or screws me. Its a game I like and I have 3 deaths a game so I use them all. I went thru the leveling grind like almost any game has now, just accept it is a part of getting better. I do however have one gameplay complaint and that is the on fire have to extinguish then a 12 to 24 second repair. This double whammy and setting for all that time aftere having already been succesfully targetted is always ultimately a death, for me. How about one or the other on fire or repair. My Italians seem to really like on fire.