Expiry Time: Boosters expire after about 2 days, forcing players to use them quickly.
Match Outcomes: Rare boosters, like the 500% ones, often result in poor, unprofitable matches, making them feel wasted.
Activation Uncertainty: Activating boosters before a match is too much of a gamble due to unpredictable match outcomes.
Proposed Changes:
Remove Expiry Time:
Boosters should not expire, allowing players to use them at their convenience without feeling rushed.
Post-Match Activation:
Allow single-use boosters (e.g., 500% boost for one match) to be applied after a match. This ensures players can use boosters on matches with good outcomes, reducing the risk of wasting them.
Economy Integration:
Offer booster bundles in the digital store for real money, such as 3x 500% SL Boosters for a set price. This can create an additional revenue stream while giving players more control over their in-game earnings.
Additional Ideas:
Tiered Boosters:
Introduce tiered boosters that can be earned through gameplay milestones or purchased, such as:
100% boost for 3 matches
200% boost for 2 matches
500% boost for 1 match
Loyalty Rewards:
Implement a loyalty program where players earn booster points based on playtime or achievements, which can be redeemed for boosters of their choice.
Dynamic Boosters:
Create dynamic boosters that adjust their percentage based on match performance, ensuring players always receive some benefit.
By implementing these changes, the booster system would become more user-friendly and rewarding, reducing the frustration of wasted boosters and enhancing the overall gaming experience.
Integration into the Store:
Selling booster bundles in the store not only helps players have better control over their usage but also provides Gaijin with additional monetization options. Balancing booster availability through gameplay and purchase ensures fairness and accessibility for all players.
These adjustments would make boosters a more strategic and enjoyable part of War Thunder.
Activation after match simply wouldn’t work. It’d make the calculation to play better, negated. You’d literally only use them on the best match you could have had, rather than actually trying in the matches or planning to have a full squad.
What I’d like to see happen more, is more team distributed boosters, so that the teams could all have some activated, and everyone would gain some. Even make those stack, rather than like when you activate 3-4, you lose a percentage.
It isn’t really about how well you play though. I just put on a 200% booster. Between 10 players on our team, they LITERALLY got one kill. I got 2nd on the team and only two of us got over 1000 points.
I’d definitely pay a buck for a 3x 500% bundle, but only if applicable after a battle. No way am I paying for a booster that’s only boosting my bad battles.
Also a x2 booster for RP and SL for first daily win for branch in every nation is a must, and will definitely encourage more varied gameplay that’ll fill up more tiers.
Maybe you are special in some way, but I doubt the average player thinks “In this match I want to totally suck. Maybe I’ll want a good match in 4 matches.”
A good match = good performance = enjoyment.
What usually happens is players are stressed to make the most of this booster, and eventually mess up somehow because they’re no longer thinking straight - rationally and calm.
They could for example get greedy and reach for a kill while driving over the hill - which results in them dying much more quickly.
Or alternatively play so carefully that they don’t get any score.
I’ve put a similar idea into the Suggestion Thread but that one never saw the light of the day.
They are great ideas (and thus are already used in the other game) but i doubt we will ever see the same here.
I really like these ideas! They’re really good and many people would love them. Theye’d help the players out so much. And they’re never going to happen!
Dude, every time people mention that they’re facing something, or having something happen because of something, they are sowing seeds of self doubt and making ‘reasons’ for a problem…
Like, how blind are you to this sort of thing.
It’s not as if you find coaches telling thier teams mid match that things are dire, and pointless, but in this game, it’s common and regular.
Or just don’t want to die at all, that they leave the team to fail for them.
Holy Schnitzel everyone, I am currently at a Kirmes in Lower Frankonia (Bavaria) and saw that my russian Version got accepted in the Russian suggestion section
already just implementing post match activation like WOT would do the trick but war thunder developers are exacrly not known to be “user friendly”, in fact im sure that is actually rigged somehow when you activate a booster larger than 75% is always uptier in a large map with no real objective beside kill each other (no cap zones beside the 2 close to base that takes too much time and not worth the risk) that is known to give really low rp because the kill itself is worth almost nothing plus some other strange things like artillery hitting you too often
This is some seriously backwards mental gymnastics. Instead of trying to justify the awful system we currently have, how about you consider the ramifications of a better system without trying to quadruple backflip through 3 hoops on fire while whistling the Russian national anthem?
Post match boosters give more incentive to be a consistent player, and consistent players are good players. It’s that simple. Do well in more games, boost more results, don’t waste them on a bad game.
Nah, I don’t think activating them after the match is really appropriate as the mentality of every other match not mattering, and ODLs will get heightened because people will be all ‘Meh, lost my best vehicle. I’m out’ and won’t care for those other matches where the game merely started out bad.
The fact you try make it out about whistling, is dumb…
You’ve never heard of the term “mental gymnastics” or read any good books, have you?
Shouldn’t really be surprising, I suppose.
You think people will bother trying harder on a boosted match that started poorly, while their booster is running? Laughable. No-Respawn mode players have already wasted their boost. Others will just play excessively passive or aggressive to gain maximum potential booster usage, deteriorating their performance further.
Like it or not, this booster system is never going to make one death leavers change their ways. Their lineups are already full of one vehicle, because they never intend on playing anything other than it.
Look, I just don’t agree with you, and my opinion is fixed…
The fact of it is the boosters are to be activated PRIOR to matches BECAUSE they are IN THAT MANNER…
Asking them to be changed in this manner IS REVERSE THINKING.
The problem that I face CONSTANTLY about ANYTHING I disagree with is everyone comes in demanding I change my stance for the sake of these dumb suggestions.
And I won’t.
I hope that clears it up for you, and unlike you, I don’t need to throw out terms and idiotic comparisons and scenarios that don’t relate, to bolster my opinion, because I am just that confident in my own.
Hi there, speaking for the one-death leavers here (because I do sometimes leave without doing a second round or even completing my first round if my team is doing poorly), I agree with Tai_wan here.
Making it so boosters can be activated post-game instead of pre-game would help this situation, since it would motivate players to play better for maximum boost.
Other, competing games (World of Tanks, for example) have them as an option and said competitors are not that different than War Thunder in terms of gameplay.
They also have far more battles and players going on simultaneously, marking them as superior products.
So again, explain to me why activating boosters post-game is stupid? Because it doesn’t go against what they are at all and other games that use post-game activation are proven superior.
I think Gaijin would like to take a page out of a superior product’s book to make themselves more successful, am I right?