Outrageous and opaque Activity Time Calculation

Dear all,

The current activity-time calculation is severely punishing active players instead of deterring AFK ones.

As it stands, too many good games do not reach 85% activity— yet it’s required for yet it’s required for 19 different tasks (various permutations of “Activist”) [Corrected from: many missions and wagers] , effectively nerfing SL income and blocking Battle Pass progression.

2 concrete examples shown in the attached screenshots

  • 7 kills, 1 cap and win should pass any Activity requirements
  • same goes for 4 kills, 3 captures and win, even if the game was short

The fact that such games don’t pass 85% activity time is outrageous and it must be fixed immediately.

Please upvote the support ticket for visibility.

https://community.gaijin.net/issues/p/warthunder/i/A5se0jxB2OYC

WanouMars

12 Likes

This is so true. Incredibly frustrating.

1 Like

I agree activity time is stupid.

However we do know how it works.

It is a simple function that takes time alive in a given vehicle and the score you earned in a given vehicle and spits out a percentage.

For air sim with fixed 15 minute maximum reward cycles we have broken the formula open completely. We know that 1050 score there at 15 minutes corresponds to 92% and so on.

Here is the data:
https://community.gaijin.net/issues/p/warthunder/i/BCFdF5ngLqtR
For air RB we do mot have such a clean breakdown because the function has teo dimensional input and so we only have an approximate conceptual diagram. You can find the google doc discussing it in this thread:

Ground rb we lack a conceptual diagram for because it has respawning.

If you one death leave every game, you can predict f(time alive, score) very consistently because calculations correspond with air rb and air sb just with different coefficients.

Problem arises from how warthunder handles respawns for total activity%.

Backups seem to extend time alive as if you never died.

I never figured out how different vehicles impact it though (couldnt be bothered getting the data needed).

How to get data needed:

  1. When you die, screenshot scoreboard. Do this every time
  2. When you finish match, check messages received and hover over the playtime item of rewards to get individual vehicle breakdown.
  3. In a sheet record time alive per vehicle, score at time of death, activity% per vehicle and total activity% the message included, total time alive
  4. Do this a few hundred times ideally with multiple players you can trust contributing.
  5. Plot a contour plot where x is time alive, y is score earned and the points/contours as activity%
3 Likes

Can you tell me, from where you took that min 85% activity is “required for many missions and wagers”?
Can you name few please?

My personal PoV: I do not have any issues to get required activity for BP tasks, daily tasks etc. Then only moment I get low activity % is when I die almost instantly in Air RB, I do nothing in Air RB (because I fly somewhere to avoid enemy). I am curious of the real situation, where you actively participate in battle and cannot achieve minimum “Battle Activity” level to get task/goal.

2 Likes

Imho you mix some things up and play the wrong mode. You need to play a mode like Air RB which allows you (based on your experience) to predict reliably the outcome even before you spawn and the ability to steer your mission score and overall match duration.

In general:

  1. The 85% activity is either connected to daily tasks requiring Rank III vehicles (which grants you the right to get a special task) - or special tasks (also for Rank III) which grants you 5 progress points for the BP.

  2. I am not aware of a wager which requires a certain activity level. A lot of decals/pfp/pages of history or others require usually 70%.

  3. Imho “nerfing SL income” looks rather strange as wagers are not connected to activity - and the only way you would “lose” SL if you would assume that you are unable to fulfil the 2nd stage daily tasks which grants you usually a SL or RP booster.

The challenge of those tasks comes from the combination of a victory AND a high activity level. So as soon as you find out that activity is just your mission score in relation of the match duration, you can steer the level rather easily.

I do agree that it is sometimes annoying like hell to end up with 84% (i love it) but with some brain power and playing the right mode at the right point in time makes these “Win X matches with 85% activity” just a matter of time invested.

1 Like

Hello @Stona_WT, and thank you for your question!

There are 19 different tasks that require “Win required number of battles with needed activity percent”. These are the so-called “Activist” missions:

  • Easy (daily): 1 win with 80% activity
  • Medium (daily): 3 wins with 85% activity
  • Special task: 7 wins with 85% activity

They exist across Air, Ground, and Naval modes in Arcade, Realistic, and Simulator, but each is separate (e.g., you can’t complete a Ground RB task while playing Air AB).
Worth noting: Simulator only seems to have the Easy Activist task.

Source: War Thunder Wiki – Daily Missions

That’s how we get to 19 permutations in total relying on activity %.

I had simply remembered wrong earlier — the “Battle Victory” wager actually doesn’t have an activity % requirement, though it is still extremely demanding since it requires 10 wins with no more than 2 losses (3 losses ends the wager). That works out to a consistent 83.3% win rate - which is impossible to reach in random games.

⚠️ However, this still doesn’t solve the underlying issue: the 85% activity requirement is sometimes not met even in very good games. For example:

  • Top 3 with 7 kills and 1 point capture
  • Top 1 with 4 kills and 3 point captures

I hope this clears things up.
WanouMars

2 Likes

As a quick extra note: the Special Tasks requires 7 wins and 85% activity time.

An average player with 50% win rate will have to play 14 games AND score 85% or more on its wins. How long is that supposed to take?

7 wins in a row requires 87.5% winrate or more (7 wins followed by 1 loss)

Thank you for correcting my inaccuracy.
Indeed, it applies “only” to the 19 tasks called “Activist” (see my post below for detail).
I corrected the initial post.

The SL nerf comes from the point that the Special Task “Activist” requires 7 wins and 85% activity time: this is so time consuming that I will re-roll the mission (like many players, I assume).

1 Like

Thanks for your comment !

I don’t think players should have to reverse engineer their game’s feature to understand how to fulfill requirements for a task, though.

1 Like