People have no clue because they aren’t playing the game though.
Like if people would understand that the match goes beyond “Hold W and click” they would actually learn the fucking game and it’s mechanics.
People have no clue because they aren’t playing the game though.
Like if people would understand that the match goes beyond “Hold W and click” they would actually learn the fucking game and it’s mechanics.
If 4 or 5 people feel the urge to quit in ground rb battle rating 6.7 then thats just sad. People should spawn a second time and get higher score and upgrade more of their vehicles. Why aim to spade one tank? I play different types of vehicles and i get modifications for 2 or 3 vehicles in a single match, the victory multiplier makes it worth while. It’s important to play the game with an open mind and not get stuck thinking that it’s only about a single tank. The only reason for one death leavers is petulant teenagers who sulk because they haven’t yet learned to regulate their emotions. They fume and give up so easily.
This is a valid reason but it doesnt happen that often for me. Sometimes you have a bad start to the match but other times it’s catastrophic :(
OR…it could be some old fart just playing the game the way he wants to, because he can!
So nice to have 2 sides of the team use more that just 1 or 2 vehicles. Feels like the ODL problem has lessen by a lot. Some matches go by fast however, been seeing less ODL than usual.
Easy solution for one death leavers, prevent them from queuing till the game they left is over.
ignorant solution.
This the game encourages it.
Lone Premiumbuyers encourage it.
Crew lock timers encourage putting the bare minimum of machines in a line up.
I usually spade several at the same time to make use of boosters if I can.
But for me personally I one death leave if the whole team has already left.
If I rage quit it’s Pantsir spam, T-seires ERA eating 90 degree square shots from MBT rounds, Kh39? spam, Ka50’s that take 5 MBT rounds through the centre of mass, Su25 that takes 15 Stingers to kill and BMPT.
Star-Streaks that clip straight through aircraft because of poor net code or poor server tick rates. The original ones where great.
Missiles that refuse to come off the rails because of poor net code and server side desynchronization of lock status. Ping is delay enough.
No other nation has the same bullshit, they’re actually sabotaged “for balance”.
Gaijin lost it’s way 4 years ago from the first Pantsir onward.
That’s where my wallet stopped, out $400.oo loss from cancelled subscription and I don’t support premiums because they corrupt the game balance with low experience, one death leavers and bogus balance information. That’s a fact of life I can accept of to say; the necessary evils of running a business before making a good game experience.
So it’s up to them to do the math of how many subscriptions they are willing to lose for every premium sold.
It should at least be a metric they follow.
For me, the reason I do ODL is primarily because of the sheer number of shots the game denies me. It’s unacceptable that in practically every match the game saves an enemy, harming you to the point of causing your death. This didn’t happen at the beginning of the game, but now it happens constantly to the point of seeming premeditated to create a balance that prevents some players from dying. Since I don’t like giving points to enemies just because the game wants it, as soon as that happens I leave the match and start the next one with only one tank, doing a double ODL, or even a triple one if I die early in the next match.
Jesse wtf are you talking about
If you don’t quit after 1 death you are literally not playing the game right. Especially at top tier which is flooded with the most OP cas possible.
I always ODL as the game is so broken it is not worth investing much effort or time into it. It is not realistic and they even tell you that it is full of RNG with all the blurb about what you are seeing is not what the server is seeing so its all luck.
I though I would reply before all the its a skill issue posts start to stream in from all the poor people who have not won the lottery because they have no skill.
I already see the post two above me has started that ball rolling.
Has it ever happened to you that you encounter an enemy completely out of range, with 40mm of armor while your cannon penetrates 280mm, and that armor stops your bullet? Well, if that happens very often in the game, it’s not because it’s an extremely isolated bug that occurs in one out of every 100 matches; it’s that the game literally cancels my shot to give the other player a chance to turn around and kill me before I can reload. Either that, or the level of incompetence of the devs is so astronomically high that they have such a serious bug and don’t even know how to fix it. That’s why I’m more inclined to believe it’s an artificial modification to save players, for whatever reason.
That’s what infuriates me most about this game. This didn’t happen before; there were no penetrations or random damage (there were glitches, but not so common). People played fairly, and there was no reason to constantly be doing ODL (Open Down). This game is a case study. It’s incredible how a game can get worse with each passing year and update in practically every aspect. The only redeeming qualities are the 3D models and graphics, but then they add trees that eat up all your FPS, so the visual aspect is a clear improvement. The only thing the devs have done well is the system for players to create skins and how easily they can install and apply them. I have to give the devs credit for that; they did a great job.
You are simply describing the interaction between server desync and the volumetric damage model. Shells occasionally get eaten/disappear in absurd circumstances, or simply don’t hit the weakspot you aimed for because desync means the target you were shooting at was no longer exactly there.
You are focusing on the times where this randomness has screwed you over, but rest assured there are times when it saved you instead. The snail giveth and the snail taketh away. It all comes out even in the end.
Of course you can speculate that these occurrences aren’t just tied to the server and the buggy balance model, and they are instead part of an “engagement optimised matchmaker”. But here’s the thing, right? If the War Thunder matchmaker really is so sophisticated that it can sabotage your firepower* to “balance” your numbers, then it’s likely that the MM controls every other aspect of your experience too, so what’s the point of 1DLing? What if 1DLing will make the MM punish you more? By your own speculative logic you have no way to answer these questions! :D
At the end of the day, in the hypothetical eventuality where WT has such a complex MM, there’s no way for you to play the game without interacting with it and implicitly accepting it will “tailor” your experience. If you’re categorically against it existing, the best solution is not to play at all.
*For the record, if an optimised-for-engagement matchmaker exists, I think this would be a pretty stupid and overkill way of “balancing” players when all Gaijin would need to do is simply give you worse team mates (and it’s far likelier that team composition is “arranged” this way imho). In Ground RB no single player can replace the whole team. Even if you get a nuke you’ll be shot down without teammate help. And you’ll make more mistakes under pressure/while outnumbered etc etc.
I play the game in a way that is fun. Which means I occasionally ODL but 99% of the matches I play untill the end or until I run out of SP. I play for fun not for the mos optimal grinding strategy or whatever the hell some people here do. I play fun lineups and barely have any vehicles that I play without one
In that case, I have a question: who benefits and who is harmed, those with high ping or those with low ping? I’m usually around 50-60 ping, and as I said, I suffer from those kinds of shots in almost every match. Also, as you say, there are times when it has benefited me, but those cases are much less frequent, and you can easily tell when they shoot you from the side and do nothing.
If, as you say, it’s a server desynchronization, then the devs should thoroughly review the servers or update them, since it’s unacceptable that this didn’t happen years ago and now it happens constantly.
I’ve had many brushes with ODL and my opinion hasn’t shifted much, they have the freedom to do so but they are punished with crewlock, etc etc. I personally see it on the same level of the shopping cart test, it may not be to my benefit to see the end of a bad match because of various reasons including but not limited to: Map bad; Team IQ low; Uptier(worst reason if you ask me); Grind’s long; ergo I leave along with a cascade of other people that aren’t willing to play the cards that they’re dealt with… except for the people that do stay and get mad because the other ones didn’t, which is perceived as the “right thing to do” if even if the benefits of doing so are miniscule (somewhat because of the other people that left).
It’s not disallowed to ODL, just as it isn’t disallowed to not return the shopping cart, but it sure is helpful when more people stick around to fight with, and with work you can win which can end up benefitting you more than the 1 kill and 1 assist you might get on average per game if you ODL for 5 games for example.
There is no way to outright prevent ODL, but the players who stay shouldn’t be punished by the lack of players on their team. I wish the game had a system that would greatly increase the rewards you earn per action depending on how many people were left on the team relative to how long the battle had progressed. Currently I’ve been playing 10.7 and constantly facing BMPTs causes my team to mostly abandon the match within the first 5-10 mins, which will result in a loss no matter what I do.
A kind of incentive has been implemented for ones that would have ODLeft in the form of the skill bonuses but since it’s still an occurrence this’d help, but then there are also exploits for this, for example a smurfer could bring like 3 bot accounts into a game then leave with all but their main account to reap from the benefits of the reduced player count in the match. Factor in that there can be multiple of these doing their thing and suddenly we’re back at square one with the reduced player counts in matches which leads to the same thing we could see now.