I’ve been trying to finish some of my stock grind on top tier tanks / unlock some of the recent additions like the Tracked Rapier and for the life of me I cannot figure out how they justify such low rewards
3x Kills with the Challenger 3 and barely got 3.5k RP for mods and that was a good match for me.
4 kills in total including 1 in a premium tank + 1 cap in a premium tank and a few crits and virtually no reward. You get twice the reward every match when grinding ARB and it feels so slow. I get that per kill rewards need to be lower because there are more things to kill, but why is time played reward so tiny?
Ground RP gain has always been atrocious , even with premium time. Unless you have both premium vehicle and premium time the RP gain always gonna be shit. Especially considering you got a lost, this is a problem that will not be solved by gaijin anytime soon. Suck to be ground player.
Yep thats ground, you gotta play aggresively to get any effective grinding done, or camp in very good spots, and thats why people play so much more air now
Besides ground gains being bad, there is some weird formula they use for RP/SL gains were the #1 factor is vehicle life span. RP gains are also I believe softcapped after reaching enough actions to reach 100% which doesnt take much, so you just need to get enough activity then stay alive to max RP gains.
I cant find the threads explaining it and im kinda curious if anyone has them.
The RP gains are garbage for ground. You really need to get as many kills as possible to try to get the kill multiplier bonus going, so one death leaving isn’t ideal. I realize that you didn’t one death leave, I’m just saying that the population’s propensity for ODLing just makes the issue even worse. Gaijin really should improve rewards for staying in a battle to make fighting until the end dramatically more profitable for RP and SL than ODLing. The RP multiplier for getting ACE matches was a nice first step, but they should do more.
I’ve read through that google doc like 3 times and i can barely make sense of it. It sounds like you just “need to be in visual of enemies”, get your activity up early, and then keep it up and stay alive, and keeping it up doesn’t take a whole lot.
Seems like getting 6 kills in 2 minutes would be less than getting 2 kills and staying alive for 5 minutes in most cases (I think).
Its basically just an extremely convoluted system meant to handicap rewards at a certain point no matter how well you do. And because activity time bonus is doubled in premium vics it doesn’t really punish 1 death leavers, it just incentivizes them even more, and puts a greater emphasis on multi premium lineups which a lot of nations just don’t have.
It’s even worse without premium time or a premium tank, especially at lower BRs. Ground has decent SL gain, but the RP gain is by far the worst out of every mode. It makes unlocking and spading tanks unreasonably difficult for no apparent reason.
It should also be noted that the time alive stat applies per spawn, and your rewards are adjusted that way. It’s like how it works in air, but with multiple spawns. Removing the whole time alive=RP gain for ground could be a good place to start if you also vastly increase RP rewards for other actions.
At least ASB has decent RP gain at the expense of a poor SL economy, while GRB just forces you to progress so slowly.
In is kind of nice in that it limits the rewards for suicidal kamikaze playstyles, but it isn’t very intuitive. In an ideal world your scoring a steady trickle of kills and staying safe for a minute or two. However paradoxically it minimizes the rewards of the kinds of big kill streaks that can tip the scales of a match, like a player in a rapid firing IFV pulling off a flank and quickly killing a handful of MBTs from the side.
However a good kill streak like that can help push you over the threshold to achieve an Ace reward RP multiplier. If you are good at CAS and have a competitive helicopter or plane, it can help to have them on your lineup. They won’t directly earn RP for your ground forces, but they can threaten larger chunks of the battlefield and getting that last kill or two can multiply the ground RP that you earned earlier in the match.
Being in visual of enemies has nothing to do with activity.
It’s a simple function. Input: Score, Time alive. Output: Activity. f(Score, Time Alive) = Activity. The function has a non-linear form - it obtains a maximum around 97% (corresponding to 3000 score, 12 minutes in ARB) and decays from there.
In air RB it is awfully simple and easy to graph and reproduce.
Data
Approximation
In Ground RB, if you spawn only once and ODL - it is also easy to graph and reproduce.
Now, when you respawn, it starts becoming complex and annoying because it seems past lives affect future respawns but I lack the dedication/interest to try and map it out. Nor am I consistent enough in GRB to collect data AND grb has a lot of sources of score that are not reported on the end-of-match report screen so even harder to correlate effectively.
When you gain that score is irrelevant.
How you gain that score is irrelevant, beyond the fact that certain actions are worth more score individually.
All that matters is time alive and magnitude of score.
Thanks for clearing that up, but this quote does that mean you can afk for 5 minutes go get a bunch of kills and that 5 minutes afk wont be penalized but just pump your gains?
Using only my air RB and SB (SB “when” does matter because it resets every 15 minutes, but within that 15 minutes it’s the same) experience, yes.
Ground RB I do not have as consistent/confident answers due to the respawn system and being worse at tanks. However, it should be the same with confounding factors (respawning).
It should be easy enough to confirm with some copious amounts of ODLing at a BR range with highly varied match duration. Just make sure to screenshot the scoreboard itself as the post-battle reward screen doesn’t itemize all sources of score (getting hit and dying in particular, which can throw off post-factum attempts to sum up the score based on individual actions. In ASB, dying can account for a whooping 20% increase in activity (from 200 score to 400 @near 15 minutes you go from 54% to 75%, and dying corresponds to 135 points ).
I was thinking about that and it makes sense for air since its expected to have a lot of downtime at the start, not so much for ground. Would hope its the same for ground.
Gaijin does it on purpose to keep playerbase playing.
You can get to high tier pretty easily these days or just buy a high tier premium.
Gaijin wants to keep those people playing for longer rather than just grinding quickly as possible, reaching the top and getting bored and leaving.
I believe that is truly the reason.
All I can say is use those boosters, you get lots of them.
Or just acknowledge that high tier is crap anyway so dont worry about it.
I’m currently grinding britain 8.3-8.7 and I just calculated that to finish getting all the 8.3’s and 8.7’s I’m missing I need 1 228 430 RP, if I divide that by 3500rp per game, that’s 351 games just to get done with rank 5 and 6 in that Tree, make it 13 minutes per games, it’ gonna take around 75h of gametime where I can’t do bad in a single game or my estimation will get thrown out. I got the spading bonuses out of the equation but still realistically I will spade 10 vehicles at most while doing so, so it’s maybe a 15% decrease in needed research/time.
I get that we need to grind, but there’s already thousands of vehicles to grind in the game and even with premium you need thousands of hours to grind a nation.
I play the game since the Ground CBT, I have over 4500h in the game only on Steam and I have yet to achieve top tier in a single nation because I play most nations in air and ground. The grind past 8.7 takes so much time that anyone with a life will have to spend days or weeks to unlock things.
yeah and then have fun grinding the same vehicles in different techtree’s again.
what i found out, that i can maximize profit by playing only one premium tank with premium time and try to stay alive the hole match. Even if you only get 3 kills, it gives some decent RP 4-6 K RP depends if you win or not.
yeah I know but there’s nothing in the brits that tickles my fancy and I don’t want to play a premium at 10.3-10.7 as it’s just not fun.
But yeah my lineup consists of the 2 chieftains and that’s plenty to keep me through the matches, I just unlocked the 76 Rooikat and I’m attacking the SPAA lines now, gonna be using that 8.7 lineup until it’s spaded then I’ll go back to 8.3 when I’ll have a lineup for it.