I’ve killed plenty of of Lvl100 players that had as much skill as a lvl1 player - Which to clarify, means they had none.
Level only indicates time spent in the game, not skill.
You can invest all the time you want into reading guides to learn all the spots on the maps, go full autismo on the ins and outs of all the vehicles. You will still die to people both higher and lower in level than you. That’s just how it goes.
My “favourite” experience on this line of thought was in air sim.
There was a guy, like… level 17 or 20 on the enemy team flying some japanese plane. They had pretty handily handed me and my team our arses while contesting the A point.
Looking at their stat card? They played like 10 arcade games, 10 air RB and then pure air sim - like 3+ days in a fighter at just level 20 account.
Now, what did my level 100 teammate infer from this? That it’s a guy who played IL-2, DCS or some other combat sim and has pre-existing experience?
Nah. Hacker. His reasoning? The guy in the zero could fly loops too well and did not spray their shots. Proceeded to repeatedly all-chat insult the zero.
Level just means points gained I think
So yea top tier premiums will get you level 100 very fast
Alot of bot Accounts also are level 100
But I doubt bombing the Middle base in a F5c constantly gives experience(a lot legit player’s also bomb based)
And I agree new players should maybe get noob protection to like level 20(which could still lead to sealclubing becouse of Smurf or other alt Accounts)
But actually Skill based matchmaking tends to ruin most games were it’s implemented
And that completely ignoring the fact warthunder is Very complex(just becouse you are an ace in a Zero or Tiger 1 doesn’t mean you can use a f-14 or leopard 2a7)
And that’s excluding all the different game modes
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The system works like this: a player with an average team position of 30 will meet a player with an average of 90, but the sum of skills between teams A and B is as close as possible.
Who is the most disadvantaged in this situation? Well, the one with 90. Because his high rating will get stupider people on the team just because he has above-average results. What percentage of the player base is actually affected by the problem? Minimal. Most of them are cannon fodder anyway, who have no idea what’s going on around them.
You can check random server replays yourself, team A’s total will always be very close to team B’s. I counted about 50, my friends counted, no one ever found a battle where team A had 300 points and team B had 900 points.
You don’t have to trust in any way that what I wrote is true, you can ignore it and pretend it’s raining when someone spits in your face.
Although i share your view on things, i am not sure if 3rd party readers can follow your explanations, even if they are level 100 - because it says nothing about their cognitive abilities to understand rather complex things.
It boils down that gaijin’s MM uses already some aspects of your service record and adds the average result of recent games to it. Same with all other players in both teams.
Gaijin’s assessment of player skill can be seen by viewing the leader board directly after spawn - the higher you are, the lower is the experience level or recent combat success rate of your team mates.
The main weakness of this view is that gaijin’s way of skill assessment is unable to cover other indicators which might be more suited to assess actual skill.
By looking Air RB lobbies you find often players with very high K/Ds, low WRs and rather mediocre team positioning values very low ranked by gaijin - it is the typical experienced and “good” player in stuff like a P-47 seeing his rookie team dying and will BnZ to death if you try to pitch up.
Have a good one!
PS:
As i have seen comments like “a SBMM would lead to long queue times for experienced players” - those guys are just unable to think abstract. The overall goal of any SBMM is to create equally balanced lobbies - this means just that skilled players are equally allocated to both teams.
This does not mean that less skilled players are excluded from fighting top players - they fill up the lobbies as before, like irl you have a mix of vets and rookies in your armed forces.
Countless threads about MM and SBMM just prove that the current system is not providing the desired results. Quite simple.
PS II:
Have in mind that your replay links don’t work - replays can be watched usually up to 14 days, but as soon as they run major updates or change some other things you can’t watch them anymore.
it seems to me that player rating is one thing but vehicle rating is also taken into account, newly purchased premium vehicles in my hands had much easier opponents, I thought it was a bonus to encourage buying premium machines, however, while upgrading vehicles, and in my game history I have over 1000 of them on AS I noticed that if I use only one vehicle, newly purchased, total stock I have much easier opponents. I was amused by the fact that while playing with a new stock vehicle I had more XP on average than with vehicles with which I had already played several dozen/several hundred battles. That is why I gave up on adding newly purchased machines to the set and performed the exp process with one vehicle until I felt a strong change in the difficulty of the game.
Mate as someone who played since 2017, Player level has never meant anything.
I’ve played against level 100s who are extremely poor at playing the game.
I’ve also fought level 100s who are godly good at the game. As well as ones who cheat/hack. Though were likely banned, never bothered to check.
Anyway point is player level increases with how many camouflages, decals, modifications, and vehicles you acquire. As well as medals, achievements, and so on.
I belive the premium experience might be a double-dip as well.
There’s a patented industry matchmaking technique to drive micro-transactions. The idea is to have a “marquee” player - a good player who owns visible and recognizable micro-transaction-sourced equipment and match them against players deemed susceptible to “They beat me using X, if I bought X, I will be good too” thought processes.
that’s why I laugh when CM tells me that he asked DEVs and they say that there’s nothing like that in this game. While the twin enlisted has described these mechanisms xD the publisher has a series of patents for such solutions, you can see with the naked eye that not everything here is a coincidence, but who will admit that he manipulates your earnings when he himself takes money from you for a premium account so that you can have these earnings twice as big :D And then he rips you off with hidden mechanisms. Of course they will claim that there’s nothing like that
In fact, the official forum is not a good place to talk about such topics, here you talk about the game well or not at all because you end up with a mute or perm ban. I already know something about that…
When I started playing it took me like literally 2 months to hit level 100 just spamming out ju288 zomber runs while watching youtube 80% of the time.
Level means nothing, because it caps out so soon, anyone without a job, a premium vehicle, and premium account can get there in no time. I’m pretty sure there would be people level 10,000 by now or higher if there was no cap.
I can understand the desire to segregate players based on Level. You can use the player level as a general indication of skill.
However,
With exception of the basic competency for understanding the vehicles and controls, players are going to be disadantaged with each new vehicle and BR. Additionally, I would expect that most players have a comfort zone at a BR that suits them which they settle into (players will naturally work to research and experience new vehicles but it seems to me players have preferred vehicles to play).
My point being that players are constantly going to face new challenges and more experienced opponents up until they chose to stop challenging themselves.
Segregating the new players is postponing the inevitable. Let’s say we give each new player a month or 2 weeks to only have matches against other players, so they get an introduction. 9n the one hand it might be a great way to ease players into the game and increase the player retention. On the other hand it might set players up with unrealistic expecations which results in serious whiplash when hitting the ‘open’ playbase.
In other free to play games, the only reason the new player protection exists is a somewhat predatory practise to maximise the chance of securing a new paying customer.
Kd should be the standard measurement System instead
Taking the current game mode into consideration
Had a Player yesterday with a kd of 4 to 1 first I thought Gaming Chair enjoyer but nope just an exploiter
Find the most Broken spots on a map (in particular if it can see the spawn)combined with the most Broken vehicle in the game
And run that relentlessly
Profit
And then the other dude which had the ka29 and g91 in his top5 ground kill vehicles
Even if we assume that some incidences might happen due to “balancing reasons” (in the broader sense) i had in my last game the typical case of a pre-determined outcome.
After 20 wins in a row (in 3 different planes in the last 2-3 days) i was allocated to the #1 slot in my team, paired with an US team with just one good player vs a bunch of rather good tankers in undertiered USSR planes on an extremely cloudy map. Just by looking at my team, the weather and their aircraft this was a predetermined disaster.
There was zero chance to turn around a 1 vs 7 in such conditions - when all your enemies are faster than you it is essential to keep the energy advantage, but with heavy clouds and various cloud layers from 6-8 km the spotting in itself (markers) and even spotting dots and contrails is severely hampered, at least on xbox even thin cloud layers kills your situational awareness.