Quality of life changes/improvements to War Thunder

To a certain degree, but not to the degree that these things fall into it. QoL changes/improvements as a general usage term tends to mean things that improve basic functionality/etc while not fundamentally altering the game/mechanics/balance/etc. That is to say, not mechanics changes, progression speed changes, balance changes, gamemode changes, and so on; these are all major/normal game changes. QoL is more like tidying up the game as it currently exists.

I generally dislike being pedantic, but this paired with OP’s “all the things I personally want would be objectively better for the game and should happen regardless of how infeasible” and that all-too-common “we / the community” in place of “I” tends to bother me.


I can absolutely agree with this. Crew skills and related systems are some of the worst offenders for basically-pay-to-win in the game, and absolutely need a rework. The issue is it runs into the it’s-part-of-the-monetization wall.

On the more potentially-realistic side of things we could ask for, I nominate Expert/Ace applying across all crew slots, and the ability to remove crew skill points. I would actually consider both to be great examples of QoL improvements, if not for that monetization issue being tied into this.

But on that note, I would probably spend quite a lot of GE on Aces if it was a permanent upgrade for the vehicle (instead of by slot), which, well you can argue that doesn’t help the P2W issue but it at least is a point in favour of the “it would still general money” angle, which realistically must be considered. As for removing and reassigning crew skill points, there would have to be some kind of system to prevent abuse (as in, removing all your Air points to put into Ground whenever you switch modes), so maybe some sort of SL cost per amount of points returned to the pool, as an idea.


For boosters not expiring, again it would be a QoL improvement if not for being caught up in monetization. Not of the boosters themselves, but because by hoarding them people could effectively speed up their research literally at all times, at least for a given new vehicle/etc. I would like to see it, but I fear it would come alongside research speed being taken away in some other way.


As for map stuff, there’s two things. Removing “sniper spots” tends to almost always been “massively overbearing power positions”, so I tend to consider them improvements.

Especially if it’s a “flank into power position” type situation, as that essentially boils down to wanting to be able to have a massively advantageous position, often towards the enemy spawn and virtually always into their flanks where they’re not looking, in Ground RB that has the “wonderful” combo of third-person seeing over cover while you’re literally invisible, no enemy markers (itself fine) so the enemy team is at a massive disadvantage in using “natural teamwork/communication” (what online PvP games are built on) to detect you, and for good measure optics inside gun barrels and same-on-every-tank reticles for easy pixel sniping.

Add in a position you can get to without being seen, which then also gives you an advantage even after opening fire (not how flanks are supposed to work, in a balance sense), plus the inherent steamrolliness of the spawn point system (instead of free or set spawns like every other mode), of planes having insane visibility due to their own third-person (I’m not opposed to CAS, mind) and again lack of markers/targeting to communicate (Naval RB has targeting but no markers, for example), and so on.

Ground RB is probably the worst offender for “gameiness” in WT, because of all this put together; taking out overpowered map positions is the least the devs can do to improve this.


As for smaller map sizes, this continues to be misrepresented around here (and reddit, but more so here) as being something universal, when it’s actually only the single-cap maps. It’s always been weird that single-cap maps have the same borders as three-cap, so if anything it’s also weird it’s taken this long to fix it.

For a good demonstration of the “usefulness” of the massively-distant-from-objective parts of the map, here’s a neat reddit post with a time lapse of the minimap.


I would also like to say that I (almost) exclusively play WWII vehicles, and would personally prefer a tank-only mode (as in, only WWII and only tanks), but those personal preferences don’t really align with WT’s design and vision, so I don’t argue for them.

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Disagreement in terms , as well as definition.

Those things i listed are Quite Basic, and arguably necessities. And nothing Game breaking or even close to it is listed. These are all benefits and good changes all around (again the only point of possible contention should be the true ground mode only listing… but even that is not game breaking… that is simply hitting a toggle switch and changing : Planes allowed in game, from ON… to OFF, or from YES, to NO)


i didnt say yo, make tanks that can fly, and make it so tanks all have 1 second reload times, or yo, give us 10 million RP for each kill, or other insane things… i said VERY reasonable and what should be Very easy things to implement into the game… and would improve the Quality of Life/Living/Gaming of Every player.

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We used to have non-expiring boosters. They set them on a timer, because supposedly the inventories of the players got too full and affected their servers…

Dont the inventories save in people’s own pc’s?

That’s BS.

For example people strictly into realism would also disagree, even itlf they don’t play CAS, simply because being bombed and rather helpless against qir targets IS the realistic experience for a tank crew.

I can understand that not liking his wording. I guess I’d just try to see past the wording here. Maybe provide guidance were it is acceptable. From my perspective as an engineer here, changes that are not new features are typically QoL in a system this old. I suppose the “quality” changes depend on the team making the changes.

Nice, I like the crew recommendations a lot! I can 100% agree on ace skills.

I think we disagree on the map changes, but that’s okay.

Thanks for circling back to this. 😎

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Well that’s just nonsense haha. Affected their servers 😂.

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No, there needs to be a server side account of each inventory. Otherwise you could easily exploit this to give yourself whatever you wanted.

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Mhm - trying to bomb a tank without guided ammunition for “people strictly into realism” is futile as they won’t have the necessary precision.

Even the famous Stuka sucked with dive bombing on tanks - feeling helpless and being in danger are different things.

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o ye, makes sense

Definitely gonna have to calm it down and be willing to get people on your side. If you come off hardball and unwilling to compromise people won’t support you. Then your ideas never go anywhere. Especially on these forums, were it’s exceptionally difficult to get movement on anything.

You can think they are basic necessities but not everyone is going to agree here.

Tanks will definitely abuse out of bounds if possible. There are so many maps that you can abuse an advantage like this to an insane degree. Allowing you to skirt without being seen, or getting a massive advantage in views. On top of that most people aren’t looking outside the map.

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It would be great if you could provide a source for this, thx in advance!

I mean, from a holistic pov the sole purpose of an SL/RP booster is to encourage you to play. If you limit the duration you create a FOMO effect…

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See that’s the real reason haha. Scummy anti consumer practices designed to make customers “addicted”.

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Sure if you release the bomb low enough or dive bomb.

Free falling bombs can be used against tanks.

Sorry this is nonsense.

You don’t have to trust me: Based on your gamertag you need no English translation for this vid:

For guys unable to understand German, or if you are too lazy to translate - just look at the slides - it proves that bombing of tanks was useless - even top Stuka pilots were unable to drop reliably within 3-4 meters to kill a tank. Same stuff with cannons: Even the Il-2s and their 37mm cannons were rather useless, in USSR tests their hit (not kill) probability was around 5%.

The lack of precision with bombs led to cluster ammo like AB 250 with SD 4 HL and usage of rocket salvos…

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Tell that to the targets taken out by Ulrich Rudel.

Half of the sniping locations gave a clear, unobstructed sightline into spawns and the first 100-200 feet of them. While I agree with the logic of giving them more cover and protection; if Gaijin isn’t willing to do that, I’m content with them being removed. And there are so many more Gaijin needs to fix/remove.

This is actually BS - because we talked about bombs.

And i wrote “rather useless” regarding high caliber cannons.

The cannon Stuka (flown by a few outstanding pilots) was the exception and especially mentioned in the vid. If the average pilots is unable to get the necessary precision = rather useless.

If you had watched the vid or just read precisely…

RP Gains in GRB ARE SOOOOO LOW. I REALLY Hope (for them) they finally increase them BY A LOT at next Major Update. There are such INSANE Amounts of RP you need for every Tank and I loose all Will to play when I get 4k RP for 4 Kills 1 Assist and a Full Cap and a Win WITH PREMIUM TIME AND PREMIUM VEHICLE.

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Sure but those didn’t have the hours we have in game. They also didn’t have mouse aim. Also what were the drop parameters? Sure from 100m the hit rate is bad from 10m it will be way better. Real pilots didn’t go that low.