What if 4 man pre-made squad with 70% winrate joins a game?
One side would already be at disadvantage.
What if 4 man pre-made squad with 70% winrate joins a game?
One side would already be at disadvantage.
I’ve got to admit it’s the opposite for me.
I’ve played most AAA games I’ve had for… what, 60-120 hours at most each?
However, a Top store Premium, not only do I spend hundreds of hours playing with them themselves; but I then spend several hundred more hours playing the vehicles I grinded with them.
Maybe I am weird, though.
Neither do I.
You were just making an extremely bad point. Some behaviour, regardless of severinity, will be considered bad no matter the motive behind it.
And my point is that if you want to stop the behaviour happening, addressing the reasons people are incentivised to behave in that way should be the priority. Punishment is the last recourse if you can’t do those things or for exceptional cases where we talk about heinous crimes.
Maybe there are players who wake up and decide for whatever reason that they specifically want to ruin the fun for other people in War Thunder. Gaijin can’t do much about that, but if the quality of the gameplay or game experience is being degraded for many players, by one-death-leavers, that’s something Gaijin can do something about.
In air battles we have 16v16, there are 4 bases, base bombing is insanely good RP, players can teamkill each other over who ‘stole’ the base from someone.
So what’s the problem here? Random teamkilling? Or is there (as there often is) some kind of context which can be resolved first.
I can guarantee that this will increase waiting times considerably.
Please wait! “The next outstanding player will be available soon!”
I don’t mind going from like 3 second wait times to a few minutes.
Probably many players would consider that having longer wait times would be easily compensated IF it led to much more enjoyable and balanced games.
People enjoy stomps for many reasons, some of which can be the RP gain, or the joy of winning. But I think that competitive and well matched teams are much more fun.
You earn much, much less xp one death leaving. No power grinding.
I don’t mind going from like 3 second wait times to a few minutes.
That wouldn’t bother me either … BUT the patience of the “average player” is well known. Quickly to the cap … die quickly … Quickly the next battle …
Probably many players would consider that having longer wait times would be easily compensated IF it led to much more enjoyable and balanced games.
I don’t believe that there are that many … Many battles could be changed for the better by simply adapting the style of play. And yet new changes to the maps and game mechanics are constantly being demanded.
People enjoy stomps for many reasons, some of which can be the RP gain, or the joy of winning. But I think that competitive and well matched teams are much more fun.
I’m right there with you. But if I put myself back into the mindset of a “normal” player, it doesn’t look like that.
The battles you describe require attention, knowledge and also a little dedication because they are sometimes more time-consuming. All of the points I mentioned are currently sorely lacking in the WT community.
It isnt that bad
That depends very heavily on if the lineup in question is full of vehicles with talisman or premium.
If we take a one-death-leaver using one of the rank 7 premum tanks, who gets into the fight quickly and has high participation (therefore rewards)
vs
full rank 7 lineup with maybe a premium or talisman vehicle, then no.
So here you’re basically saying the “problem” is thay many players are simply impatient or whatever. Some unalterable personal flaw.
I would say that this is the fault of the game not rewarding those things.
It’s related, in my opinion, to what you said earlier.
Make the game more enjoyable and rewarding (in all ways) and people will pay attention, develop skills etc.
Instead we’ve got grouchy cynical players because the game is fundamentally punitive. You get no reward for effort, generally just for success. Remember you used to get rewarded for dogfighting?
So much happens in a match, but you just get RP for base capping and kills, generally speaking.
Harsh grind and significant meaningful rewards almost exclusively for capping or kills.
Developers should therefore try and devise systems to reward whatever they think is proper gameplay. If they get worried about people abusing or exploiting those mechanics to generate rewards, then that’s on them to make normal gameplay more fun and rewarding so people don’t seek to get RP at any cost.
In criminal law, this would actually be only one of the functions, which is ineffective on its own as it adresses only fringe amount of cases. A punishment acts as universal deterent on much broader scale.
Not really, you can be punished for even relatively minor crimes that are not extremely harmful, it is the severenity of the punishment that differs. Again to draw comparison to crimina law, you can be punished by jail time only for certain group of crimes, starting at certain severenity. But because criminal law does not deal with less severe crimes, they are not magically OK to do. They are still punished, just by lesser law, and usually by fine instead of jail time.
Certainly.
Team killing is bad no matter the motive.
As much as I like to shoot down props in top tier air battles from time to time, it is still teamkilling, no matter how much i think they deserve it.
As such, it is punished, and the punishment varies by severenity.
One teamkill its SL penalty ( or fine in other words), two teamkills get you kicked from the match and if you constantly do it across multiple games, you can be banned for it.
This happens no matter the motive behind the team killing, ie. I cant justify my team killing of prop plane by saying he deserved it.
You can go on that there not being enough bases for all the zombers is reason they teamkill, but if you adress this issue, you only solved a very fringe amount of cases, whereas more severe punishmet for any teamkilling (for which you dont recieve the apology from the victim) would decrease the teamkilling all across the board and serve as deterent - more people would think twice before throwing a heat seeker into dogfight between ally and enemy, zombers would stop killing each other, and some psychopats would have harder time ruining the game for others by letting out long bursts on the tarmac as soon as the game starts.
You seem to think I’m arguing that bad actions are not bad.
I am saying punitive action isn’t really an effective deterrent to be honest.
Many criminal law systems are punitive instead of rehabilitative. These systems also tend to ignore other systems or be highly sympathetic. The punitive approach is clearly a holdover from the past, nobody has even proven that it actually works, it’s just theoretical that it works, much like how nuclear deterrence is theoretical.
War Thunder generally creates an aggravating environment through its myriad bugs and failures in game design.
Players would be more sporting, relaxed, cordial and have better behaviour if the game didn’t structurally aggravate people.
I would rather people get rewarded for doing nothing than punished for doing basically nothing wrong.
Do you want alien pancake tank, or do you want wild western game.