Something needs to be done about players leaving after 1 death

They’ve done something good - you can quickly see what others have brought to the battle (hold tab in and hover mouse over a players name to see their line-up). Gives you a chance to shame that player before they meet their end and leave the battle. I’ve seen some weird things, though. Like… okay… you can understand some guy in a high tier premium having only one vehicle. I don’t like it, but you get it. But I have seen people one death leaving in vehicles like the AMX-32(105). It makes no sense.

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If you think a bit and you are grinding for something then that’s the quickest way to research something because the research points in ground RB is terrible and staying longer playing without a premium vehicle is a waste of time.

I got 11 kills with a top tier prem tank and captured ABC etc with 90% activity and I only got 13k RP.

Are you kidding me ?? what for to stay longer ? naaa

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Yeah I am with some of the others in here. I almost always have a lineup if I am playing something… but above 9.0, I am pretty much going to be switching to just bringing a single tank, maybe a light and SPAA as well just in case and thats it. It isnt just top tier either, even as low as 3.0 you see 1DL from level 100’s who can form a line up, but dont.

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SPAA for what ? to shoot trees ?

The missles are like ,Rods from God’’ shoot from stratosphere and if you ain’t in a Pantsir well …good luck.

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Nah I dont touch top top tier, usually 10.0 / 10.3 is where I cap out before it bogs down too much. Surprisingly I do well enough with the Machbet recently that I am content with it

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Firstly, I believe that the issue of players exiting the game after a single death is driven by the current logic behind the game’s research reward calculations. The primary reason is that the time-to-kill (TTK) for top-tier or near-top-tier ground vehicles is extremely short, often resulting in instant death or loss of combat capability with a single shot. This is the main factor contributing to insufficient contribution from a single death. To illustrate with an extreme example, if a tank can survive an entire match without being destroyed, its rewards are actually quite substantial (as research rewards are positively correlated with the active time of a vehicle’s survival). Additionally, a tank that endures hits creates an environment for teammates to deal damage.

Secondly, due to the aforementioned research reward calculation logic and TTK, ground battles have historically favored defensive play (commonly known as camping) over offensive maneuvers (i.e., seeking opportunities through mobility). While flanking an enemy can yield high rewards, the risks are significant—engine noise, environmental destruction, or even the sound of firing from a flank can alert defensive players, often leading to a one-for-one trade at best.

Furthermore, the limited number of respawns in ground battles is another factor. Redeploying the same vehicle a second time not only depends on having sufficient spawn points but also, for newer players, may be hindered by a lack of backup vehicles.

Lastly, I would like to point out that the current mechanism, which ties rewards to the survival and active time of a single vehicle, forces players to remain active with one vehicle for an extended period, rather than calculating the total active or survival time across an entire match. This results in two common scenarios: either being destroyed early and immediately starting a new match, or securing a kill (gaining activity) and then camping for the rest of the match. For the overall game environment, this may extend the duration of individual matches, but it does not enhance the gaming experience and is detrimental to players earning more research experience. This appears to be a deliberate design choice by the developers to increase overall playtime, but the negative impacts of this logic far outweigh the positives.