The Teamwork Initiative

Because it isn’t public.
Would be great to have such a gamemode for ARB only.

If you meant i should play IN a squad, you should have worded it better. Since “squad” is also another video game. My apologies for misunderstanding, but it wasn’t quite clear what you meant.

And i play in a squad every now and again, but that’s not the point of the post. The reason i proposed the changes is that i’d like to encourage the whole team to play as a…team. And for teamwork to have more meaning. Instead of having War Thunder be a deathmatch.

If you disagree with the changes i’m proposing, that’s fine. But i’d like to hear why you disagree or don’t want to see the changes?

I thought this is a forum about WT only…sorry for my misconseption.

You can’t change their opinion about ARB, because they are GRB main.

We discuss the value of bombers/base bombing over years. Guess what GJN changed, exactly, NOTHING. You want to change half of the gamemode. What are the chances for that?

1 Like

No worries. People tend to say all kinds of things unrelated to WT all the time, so i wasn’t sure.

I know that things related to ARB mechanics have been suggested before. But the recent changes to bomber DM prove that even if it takes a long time for some changes to be implemented, it can happen.

If we never suggested things or kept suggesting, why would they feel the need to do so? Even if it’s sometimes repetitive, it’s necessary.

I know that Gaijin is a business and WT is a product. So changes that don’t have a direct impact on revenue are sometimes slower to implement, but we can give suggestions and hope thay they deem some worthy of implementing.

The playerbase killed teamwork years back, it needs to be encouraged anywhere possible.

I have seen hundreds of suggestions over the years - you managed to collect some good points, you see based on your initial feedback that teamwork is not for everybody.

From my pov encouraging teamwork is futile as long as you don’t create significant monetary (SL/RP) incentives. Players tend to follow their own benefits and as long as teamwork “activities” do not significantly alter their income structure - meaning SL/RP income per minute - nothing will change.

So if you want to encourage teamwork for the masses the whole monetization scheme needs a substantial overhaul. Seeing gaijin’s policies in the past: they are reluctant to grant incentives without taking it from somewhere else.

Regarding some details of your suggestion:

  1. Spawns

    We had a similar spawn situation on Kamchatka - bombers spawned for one team 11 km behind their main airfield with allowed (at least in theory) escort missions. After a hell of matches on both sides: Players did not use this opportunity. I described it here (forum link).

    The spawn system as of today is mainly a tool to steer player income for specific plane classes by influencing their potential success - the allocation of aircraft to these has (except bombers) nothing to do with their actual roles. This system is balancing by gaijin - SL/RP relevance is decisive and not game play balance.

    So by changing spawn locations you influence this balance without touching the game play impact of already existing imbalances. You see a negative impact for most of interceptor aircraft on maps with “air spawn for all” as their foreseen initial advantage vanishes - or the severe imbalance in favor of UK/US night fighters (described here) or British twin-engine day fighters (described here).

    Assigning new spawn locations to improve game play makes sense - but without considering that the current system is designed to steer SL/RP gains of fighters and bombers regarding interception success or that allocation to specific classes has other reasons too (like SP for Ground RB) you scratch just on the surface of the topic.

  2. Objectives and roles

    Whilst your points make a lot of sense - have in mind that teamwork can be made attractive by increasing income or enforced by being essential for a victory.

    Especially regarding ai units in their current form you might think about the fact that there is no real point in flying a strike aircraft in Air RB besides grinding as most fighters can destroy the same targets with similar effects. Subsequently there is no incentive to protect them. The picture changes completely when just strike aircraft can destroy critical targets with heavy cannons.

    It is the same like with fighter vs fighter combat: You can assess the combat value of your teammates by watching how they fly and position themselves and you tend to support (when 2 need help at different locations) the more valuable player. You do this as your own survival rate and win chance increases if you protect valuable players.

    That’s why you tried to keep (ages ago) Me 410s with MK 103s or BK 5s alive on Sicily - these were the only axis planes besides Do 335s or 190 with MK 103s able to kill medium ai tanks which were essential to avoid ticket defeats in case some B-29s were at 11 km.

    That means that in order to encourage teamwork a change of ground targets is the most obvious way to create the necessity to protect specialist aircraft. The current layout produces ultra fast ticket defeats on Tunisia or almost impossible to counter ticket disadvantages on Poland - created by aircraft with average and not specialized armament; that makes no sense.

Summary:

Just based on my remarks it should be clear that teamwork is strongly connected to gaijin’s setup and monetization scheme and is intertwined with individual goals and preferences whilst the game play in itself is centered about steering player behavior and not about exiting or demanding game play.

From a holistic perspective your goal can be achieved way easier: Triple the current SL and RP victory bonus - this kills the calculations of players measuring their success by SK/RP by minute and is a very strong motivator for working as a team for all other players.

1 Like

This is actually something that makes me remember, they made the loss/win not matter so much, and that also added to the teamwork depreciation. By making the awards not matter as much, they made the players not bother about trying.

images1

4 Likes

Well, thats one of the easies way to make people play better again yes, just sad that gaijin thinks the excakt opposite :D

Not sure if it was WoT or AW, but one of them i think had also a system in place that basically did two things:

  1. The loser team loses a % of XP and Earnings that the winner team gets. So theres no XP lost or boost, but u notice it very hefty when u lose, but also when you win. Making the motiviation to win raise strong.
  2. I think in AW it was, there was a System that gave the best 3 players of a team a lootbox for their performance, nothing to big insise, just like an 20% (real 20% not gaijins 20%) xp boost for one match.
    Making it viable to continue to play properly even if you may lose. (the reward was based on the points u made i tink, the more the better)

But as saied, gaijin goes exaklty opposide paths, they reduced the rewards for winning, and increased them for losing… thats part of the problem so many players dont care about winning anymore.

Problem is, that’s what the players VOTED on…

This would be a terrible addition unless a mechanic that gives the top 3 best players on the losing team the same reward multipliers as the winning team(or that they don’t lose anything to begin with). If those aren’t added, your proposal will just lead to people leaving the match even quicker (and probably an even greater degradation of player quality due to everyone trying to rush to get the cheapest and easiest kills).

Players should NEVER vote on smt like that… players are players, devs are devs… why tf giving the players even the chance to decide what is good and bad for a game? Most dont have any idea what is healty for the game. Players are not devs! Devs can be players, but players are never the devs!

Hm?
Why would it lead to people leaving the match quicker? If u leave quicker u lose more and get even less. So why would anyone feel the need to leave? (btw it worked extremely well in the other game, and we have skill bonus in wt, that lead to no behaviour change at all)

And what do u mean with cheapest and easiest kills? thats what the current state of game is already. Why would anyone choose to do NOT the cheapest and easiest kills? And what do you even mean by that? Playing CAS? Playing the spaded t34-85? What would that change? i dont get it…

No one will spend time on a match that has a chance to be lost (this does apply more to GRB), because of the risk of losing out on a ton of rewards if effort is put in. I wouldn’t want to keep fighting and waste my own time playing a losing match when I can hop in another instantly and get lucky and be put on a winning side.

In air, some people will just leave matches instantly if given a bad team composition.

Regardless, any lowering of rewards is a very bad thing and will be a net negative on the game.

I don’t think punishing players for losing will make them try to get better, it’ll just make them meta-chase and be more desperate. Why would someone play an off meta aircraft/tank when you can play a Yak-3/whatever and earn more doing so.

I habe the feeling you misunderstand how the game workt atm and what i am saying how its working in ht wother game…
The öosing team is already getting less xp, not matter what, the other system doant have a net muötiplyer that is lower on losing, its raking x amount % of the losing team and givin it the winning one, the end result dosnt change dramaticy.

And that people are leaving to jump into the next one is because its more efficient and less frustratong + gaijin incentivises single spawns and game hopping.

If u want to stop people from doing it you need to give every player min 3 spawns + a motivation to stay. That can be particially done by rewarding even the losing team by giving the best players smt + removing the demotivation of respawning into CAS/Spawncamp (etc) hell.

And your last sentence makes no sense, you imply that gaijin dosnt need to balance and that people should play bad vehicles?!
I really dont understand this logic. Its a grind game, you dont have “meta” vehcles just by starring at them, you also dont be a pro by wishing it.
What u suggest is people play not good behicles? That people play stuff they dislike? U know… usually peopme play a vehicle bräecause of grind or because they have success/fun with it…
Just because the t34-85 is a mwta vehicle dosnt mean everyone is pro with it.

Your argument is really weird… like: dont make fair/balanced mm, dont make ± 0.3 br mm…cause that would result in people play more meta vehicles, as off meta vehicles would have a harder time

So basically you want people like me who lose matches a lot to earn 0 rewards in every loss so it takes 5 years to get a top tier plane, tank, heli, or ship. What a joke, if they did that I would uninstall and many others would as well(referring to Rinhord’s comments for this).

If you suck so hard that you losw every battle… then pvp is not for ypu bro…

Even uf u suck real hard, if u drop bemow 50% winrate you sould consoder stop playing a team pvp game… and if u hit 50% notihing changes.

Btw…u still dont understand that u already get less xp wenn u lose or do you? The system of wot dosnt change that. It just dosnt multiply by 0.7 like wt, its taking 30% of the losers team rewards and gives it the winner team. Basically giving shit player more xp when they are in the winners team.

So if I got 10 kills and lost it makes me ‘bad’ at the game because my team is useless. Okay bud sure it does, how about you please stop making ludicrous suggestions like punishing people for their own team’s behaviors. Like ah yes let’s reward people for spawn killing my team 5 minutes into the match. That rewards minimum skill gameplay. Honestly people like you make me rethink even being online because you are just so very toxic.

Tf ure talking about bru…
Maybe u need to read again… the system is to reduce the rewarda by 30% and giving this the winner team, its the fkn same for the loser team if they get only get 0.7x and the winner gets 1.3… its just different for thw winners as they get the +30% as team and not individual

You literally told me to quit if my winrate is below 50%. That kind of behavior is what I deem as toxic. Imagine having to tell someone that because they don’t want rewards nerfed harder than they already are. Toxic user has been ignored forever, good riddance and thank goodness I no longer have to see their toxic messages. And before you say I don’t want teamwork, I do but I don’t want incentives to be punishing team players as a result of non team players existing.