War Thunder is Going to die in 2-4 Years

Problem is when players use high-end stuff on ULQ settings…they get no disadvantage from low-end performance and all the advantages of ULQ…

I play on PS4/5 and they give me autoaim to compensate for the lack of mouse, with two important “features”: (1) All players can use it and (2) It still maintains the mouse advantage (albeit lower)

I understand ULQ is a need and i agree it should exist…but players using it SHOULD NOT have an advantage…

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Me as well when my GPU fried so I had to play on internal one to time when I was able to buy new computer. On ULQ I was able get playable FPS (20 - 30 FPS).

Ditch ULQ altogether.
Seriously, if anyone is into gaming, he has access to something better than 10$ PC a homeless man sold for 3 packs of cigarettes during covid or laptop stolen from office during Hurricane Katrina.

Not everyone can afford what you think is just $10…

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my favorite flavor of crayon is green

That is not an option and will have a substantial impact, so no. I was asking on anything that you wold like changed, not wondering whether you wanted it removed entirely.

Eh, I think to a point some things are unavoidable [Shadows, for example], but I would be fine if we could narrow the gap. I do think there will always be a gap - it is inevitable, there will always be that “optimal” graphics setting.

Anything specifically you think could change about it, though?

I will do you one better - I predict that Warthunder may die in 1 to 200 years, IF there is not a total extinction event caused by a comet

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…or by the long expected & overdue pole shift / geomagnetic reversal :-)

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🤣😭🤣🤣🤣😭🤣👍👍

Put on some sunscreen and protect your phone, you’ll be alright

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Thx man, will try that but i am not really sure that will work.

But i read some guys are looking for some nice pieces of land in Greenland (either single pieces or the whole area) - a hell of natural cave systems which might help to survive radiation until you run out of food / family members…

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Honestly it would finally free up my time. But I do understand where you are coming from never underestimate how many people in the coming years would join and do the same over and over again. In my take it would take longer than 2-4 years more like 8-10.

Because the focus here is to explain what happens when you make a bad game, i’ve said this directly to gaijin employees, forum moderators, etc… And it’s no different here, in these 12 years I’ve spent on this game, 12 years, man… every day, i see my peers leaving, the veteran players who take this game as seriously hobbie as I do. Not because they stopped liking it, but because the bad feelings about the game grew bigger than the good ones. There are players I met here who now know my family, and I know theirs. I’ve made friendships here that I’ll carry for life, most of what I’ve done was give positive and helpful feedback, but now gaijin is greedier than ever. It’s not a problem to be greedy and make a good product, the issue here is being greedy while not giving us a good game, that’s all there is to it

I don’t expect you to understand, people usually don’t, nut I’ve always had this virtue: not giving up on what I like just because there are bad people along the way. I always try to make things better because I have a purpose in it. I have a purpose playing this game. If the game dies, I’ll stop playing, but just because I play doesn’t mean I can’t have the critical sense to say, “look, everything’s terrible.”

You don’t get it, spending over a decade saying, “that was bad, this was bad, this isn’t good” calling out that X will happen, and then X happens, and more players get frustrated…

And trust me, I say this as a developer, it’s never a good idea to tell a user to stop using your app :)
No matter how unhappy the feedback is or how frustrated you feel

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Yet they can afford thousands of hours of WT gameplay.
Dude, if you are struggling to buy a bucket of KFC chicken PC, then wasting electricity and time on WT is pretty damn low on your priority list.
Let’s stop with this whole "WT homeless starving gamers that got their PC from Saddam during Iraqi Freedom. ULQ is a choice. And office laptop people having advantage over people with normal computers is ridiculous.
Again, make ULQ slightly worse than high detail, and all of the sudden all these “I’m playing WT on ZX Spectrum” will dry down, while player number remains the same.

The cost of a PC, doesn’t matter in relation to the ‘thousands of hours of gameplay’.

Your argument is a strawman, and it’s a correlation that doesn’t exist.

You spend 5 hours of that working on a moisture farm, or as a paint-drying watchee and you’re buying something better.
Stop making stuff up.
People starving to death are not active WT players.

Your argument is just hysterical defence of unfair advantage you’re getting.

I haven’t posed an argument, I’ve merely rebutted your stupid proposition…

The cost they spend on thier machine has no bearing on how many hours they spend in game, or what worth their time is, it’s absolutely a moronic take because there is no link.

And there you are with the tried time old failure of assuming that I do what I am defending, just because I defend it… You’re terrible.

You show you have a jaded perception, which means anyone who disagrees with you is turned into an enemy for whatever reason you think they disagree with you for.

(Edit - Nope)

Here is a short essay, I definitely wrote myself regarding the subject of why war thunder will die in 100 years.

Spoiler

In an era characterized by disruptive technological paradigms and ubiquitous digital transformation, the sustainability quotient of “War Thunder” is precariously tethered to an intricate lattice of multi-layered stakeholder engagement and dynamic value proposition recalibration. As we navigate the confluence of emergent market synergies and cognitive dissonance within evolving gamer demographics, the necessity for agile strategic realignment becomes an operative imperative. The current operational framework exhibits a discernible misalignment of core competencies, potentially precipitating a dissonant feedback loop that undermines user retention metrics and exacerbates attrition trajectories.

Moreover, the inability to leverage disruptive innovation vectors and harness big data ecosystems for real-time predictive analytics could catalyze a paradigm shift toward experiential gaming modalities that resonate with the next-gen consumer ethos. The ongoing content saturation and narrative fatigue may engender a pronounced decline in engagement KPIs, thereby necessitating a robust re-engineering of the value chain to foster cross-platform interoperability and immersive engagement frameworks.

Failure to enact a holistic stakeholder-centric approach through cross-functional synergies and strategic foresight will inexorably lead to the obsolescence of “War Thunder,” positioning it as a quaint relic of antiquated gaming paradigms. Thus, without the implementation of a comprehensive transformational roadmap, the brand’s trajectory is destined to succumb to the inexorable forces of market attrition, ultimately resulting in its systemic dissolution within the next century.

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Oh yeah can’t forget! Cut back on your usage of gaseous CFCs and protect that Ozone layer. Sure it’ll probably only withstand a few years of the excess UV radiation but that’s a few years where it’s slightly safer to go outside.

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