Why is it that time spent in battle is more valuable than the player’s actual performance, other than the fact that Gaijin wants to increase playtime to such a degree that it can take weeks to get one tank or plane to top tier without talismans or premiums? I’ve lost all but one of my friends who played War Thunder because they simply can’t justify playing for weeks to get one vehicle. The rewards don’t seem fair to the player base, because today alone I dropped a nuke and got 13,000 RP, then a few games later I lost a game but it lasted much longer with about the same amount of kills, yet I got the same amount of RP. Why can’t there be some middle ground, or even doing the forbidden these days in gaining and do something for the player base, not just to get every last cent they can out of us.
Because everyone, regardless of their skill level, can stay in battle for a long time, while only relatively few players perform well every battle. If they flattened the XP earned for time spent in battle, while increasing the XP for actions, the majority of players would end up with less XP earned per battle.
Supposedly it also disincentivizes one-death leaving… but I highly doubt it.
Do I agree with this practice? Not at all, but they have at least improved on it with the skill bonus.
While I agree that most players can stay in the battle for 5-10 minutes, the fact that you can have a game where you have two identical games with the only difference being the duration, and the match that lasted more than 10 minutes will earn significantly more than the one that only lasted 5 minutes. Not to mention that some nations have a tendency to one death leave, so the team with THOSE nations is more likely to get stomped and then no one gets any RP. And don’t get me wrong, sure, the skill bonuses give a little more RP but they did it in the least beneficial way for the player. Like if they applied those bonuses to the overall match RP, that would be great and reward the players who did well. for example if you got a 9 kill game and got 8,000 RP and the bounis was multilyed by the 8,000 so now you would get 16,000 and would give more of an incentive to keep playing even if it seems like the games is lost.
It is try to push people to stop leaving after one death.
More people would leave if they knew that like 80% of the rp was earned in the first half of the match.
Depends on how you grind. It takes me less than a week to grind a top tier tank if i focus on it.
Sure, I’m saying for most people who don’t want to dump hours into the game, like I can get 100,000 RP a day in tanks without talismans, but that doesn’t mean that it is right because I can average 10,000 a game, most people can’t do that. Also, most of the one-death leavers usually aren’t the players with hundreds if not thousands of hours, but the people who bought a clickbait or a t-80ue1 and are new to the game.
In a lot of my games I get another 3-7 kills towards the end of the match because most of my team has already left, so I don’t get your point most of the matches that I lose at least half of my team is already gone by the halfway point of the battle.
Its just to kneecap rewards basically, it awful in ground where lifespans are shorter. Air in top of just having better activity time multipliers than ground your average lifespan is longer as well.
The problem with this is that just staying alive or spending time in a match isn’t going to do anything really, it needs score to back it up otherwise your activity time is just being multiplied by 0 or a low score. So it doesn’t really even out rewards for bad/new players that are underperforming.