It seems we are on a communicative dead-end. I am asking for a real life example as to understand why Gaijin would nerf the boosters if they implement this system but you just quote yourself, thus making us stuck in the same cycle. If i could have understood you the first time, I would not have asked for you to elaborate. But anyway, personal misunderstandings, or lack of any understandings, is besides of this topic.
As stated in the original post, Gaijin introduced item recycling which helped the rate of progression in favor for the players. There was no economical nor booster nerf when they implemented that system and that is my empirical evidence to claim that a step forward is a step forward and it does not have to be one step forward, two step backwards.
By the way, a year ago, with the help of a moderator, I created a report about boosters and incorrectly calculated percentages. The issue is that percentage bonuses for SL and RP are simply added together in the vehicle statistics as if they were regular numbers. However, the boosters themselves are calculated only from the base multiplier and the base percentage shown in brackets.
The report was accepted, and to this day nothing has changed.
In short, the system currently just adds percentages as if they were plain values, which results in boosters being undervalued.
For example, a 30% booster does not actually mean you will receive 30% more SL or RP. You will always receive a few percent less. And if you are using a premium vehicle or have a premium account, the discrepancy between the percentage shown on the bonus card and the actual post-battle reward becomes even larger.
Maybe we just simply need some issues to be finaly fixed?
https://community.gaijin.net/issues/p/warthunder/i/cwkme1GX2mpT
I believe this problem here is either miscalculation, the reward system itself or the formula shown. It seems like premium award and the booster only applies to the base rewards and that seems to be “working as intended” however, the formula shown in-game gives a different mathematical result. Good catch but i doubt that there will be something done about this. It seems like a “too minor” issue to catch developers’ eyes.
Ah, OK. Take repair costs: We used to have bombers that did cost up to 50.000 SL to repair. But they could also earn way over 200.000 SL per mission.
Then came people who were concerned about the risks, losing the bomber etc. and considered repair way too high. They complained again and again. Repair costs were lowered. But at the same time, the rewards were lowered too. Before you could earn 2-3 Mio SL in an afternoon. Now you can’t.
Now the same people likely complain that new jets are so expensive. That is what their wishes got them.
As I said, I currently convert SL boosters to 800 SL per %. 500% booster gives me ~400.000SL bonus. That is fine with me. There isn’t much I can gain but a lot I could lose. So NO from me.
Aside from getting less for what you had, they initially wanted to put a timer on these things. Because they wanted to cut down on storage memory iirc.
When I asked about this 10 years ago, I was told that boosters are supposed to give the same to all, f2p and paying players.
Yes, maybe you will bring about the biggest economy nerf we ever had with your report: They keep the cards and adjust the payout! Smart.
The point is that the game displays the bonus card values incorrectly. In reality, we receive less than what the vehicle card suggests. So there isn’t really anything to “nerf” here — the lower payout is already what the system is using.
The issue is not that rewards are too high, but that the UI implies a fully stacked multiplier, while the actual calculation applies the booster separately to the base value. That’s a transparency problem, not an economy exploit.
Well, we don’t know what is supposed to be “correct”. We may be living with the mistake while the cards show the intended reality.
I looked at your bug sample and that is actually working as intended. The reasoning is that common boosters are (supposed to give) the same reward to all players. Same as skill bonus or end of tree bonus.
Your math is actually wrong.
The real bug/inconsistency is elsewhere.
+1 millions must see, gaijin must implement
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