Proposal for Improving the Reward Structure

The current reward system in Ground RB, which combines battle contribution with active playtime, has left many players—myself, my friends, and numerous forum users—dissatisfied. We understand that the time-based component was intended to discourage players from deploying only one vehicle and leaving, but its effectiveness seems limited. Instead, we’re seeing a troubling trend: once players earn a sufficient score, they often become reluctant to keep fighting—or even hide until the match ends—because they fear reduced reward efficiency if they die mid-game. This hurts both the flow of battle and overall player motivation.

To address this, I propose: Could we add a reward bonus based on vehicle deployment count while keeping the current time-based rewards intact (and maintaining the SP cost for respawns after death)? I believe this adjustment would bring several improvements:

  • For Gaijin: It would likely boost demand for premium vehicles and Golden Eagle slots—since players would be incentivized to deploy more vehicles.
  • For gameplay: Players would engage more actively in combat. Extra deployments would directly translate to extra rewards, shifting focus from passive time-spending to proactive fighting.
  • Against passive play: It effectively counters “campers” who stay idle in one spot, as they’d miss out on deployment-based bonuses. Active contributors would also receive fairer, effort-based rewards.
  • For new players: The clearer reward logic would improve accessibility and help attract newcomers.

Hopefully, this suggestion can contribute to a better game experience!
“I used an AI translator for this text – apologies for any awkward phrasing.”*

12 Likes

Instead of adding a bonus for multiple spawns (which indirectly punishes skilled players with less deaths), the reward system should be fixed so that idle hiding does not count as activity time.

Currently, although Gaijin keeps the activity time calculation formula a secret, it is clear that the formula is heavily flawed. Time spent hiding should not count as activity time. To fix the issue, I suggest the aforementioned, along with a proportional increase in the overall SL and RP reward multipliers. The latter is an offset in order to make sure this change does not decrease overall match earnings.

4 Likes

Assuming ASB and ARB and GSB and GRB follow the same logic,

While the exact formula is unknown we have plenty of data as to how it works.

Which is a simple f(time alive in a given vehicle, score obtained in the vehicle).

Here’s data demonstrating how activity is calculated in air simulator battles (which is handy because in ASB maximum data duration is 15 minutes, thus simplifying the function to simple f(score).)

(HeliBoys Sim EC Sheet - Google Spreadsheets)

For ASB in specific,

image
image

My own data and observations corroborate this.

The issue with activity% is that Gaijin uses the same system for handling tanks with multiple spawns, ARB, ASB, supersonic jets, WW2 propeller fighters, big naval hulks and tiny speedboats.

The notion of f(time, score) makes sense for air game modes, especially at WW2 tiers. It’s a lot of anxious waiting and patrolling for a few seconds of intense action before returning to patrolling and waiting (if you’re doing BnZ. For example, in my Fw190, I had an ASB game where I spotted contrails, flew 3 minutes to intercept and the fight was over in less than 10-20 seconds if we count from the moment I dove on the enemy as start of the fight.) This is not counting the initial climb to altitude and the time until I first spotted the hellcat. All of that time was active time, but only ~10-20 seconds involved combat.

Only counting the combat as active time would consequently punish hit & run/boom & zoom approach compared to prolonged dogfights despite being more effective (spend 3 minutes dogfighting someone to get 1 kill while constantly at risk of dying vs spend 3 minutes intercepting someone from outside their field of view to dive on them with zero risk.). The current system rewards both equally.

The current system does have flaws - namely the 92% maximum activity is reached very early at 1050 score and thus your earnings are capped at just 2 kills per 15 minutes encouraging passive and anti-fun (for both the teammates you abandon RTBing early) and for the enemy (there’s nobody to fight until you got your Useful Action tick and return to battle.)

The current system could be improved through a myriad ways. The simplest of which is to increase the amount of score needed to hit the current reward cap AND also increase the coefficients for reward (so that earning 1050 score in the new function earns you the same as currently. For instance, 2000 RP for 136% RP economy for 1050 score; 3000 RP at 2000 score, 3500 RP at 3000 score, 3750 at 4000 score.)

At prop BRs at ASB, this kind of scaling feels fair to me.

Jet brackets would need significantly different values as jets can earn score far more easily (supersonic speeds, missiles).

Ground needs to do away with the per-vehicle aspect and NOT punish you for respawning (at worst, make activity% carry over by default between respawns.) The issue with “punishing campers” is… What about the nashorns? The Yags? The “giant gun on a fragile thing whose job is to take potshots from a long distance because if anyone looks at them with slight annoyance, they explode” type of sniper vehicle. Or SPAA especially. SPAA being punished for “doing nothing” while they wait in ambush to catch aircraft extending from their strafes or dive bombing assaults is quite the bad idea in my mind.

ARB is fine as is until 10.3. Idk about BVRthunder brackets, so wont comment.

AAB/GAB I can’t comment as I dont play.

Naval needs serious adjustments.

4 Likes

Good point all around but :

Nope, it needs a complet rework in every aspect (gameplay, economy, map design…)

3 Likes

If you seek an immediate solution, use backups! Backups will keep clock and activity alive for the vehicle.

1 Like

While this was indeed a good approach, it stopped working several updates ago. Currently, the active playtime for backup vehicles is counted separately.

Interesting. How do you know this? Is there a thread where this is examined? Which mode have you examined?

Another punishment for playing well? Nah. Even giving full reward without activity time would be better for a late game spawn may also actually pay back

Agree.A recent match. I got a pentakill and was the MVP of the team, yet the total rewards are only 3768. This is way too low for a player who contributed so much to the team.