Time to set it to “no uptiers” and play the kv1e :)
Uptiers give me more, so I’m not really against them if my lineup is okay for it.
might as well say if premium time came with becoming unkillable gaijin would drown in $
tbh uptiers wouldn’t be a problem if compression wasn’t so bad… For example at 7.7 arb it’s very much playable even in full uptiers but as soon as you get around 8.3-8.7 uptiers are literally unplayable, you get matched with things that are simply not compatible.
I’m not against uptiers but against compression, they really need to decompress both ground and air
How is a .7 max up tier “pay to win” in your mind?
I would say it’s pretty strong plane, it strong enought to fight 12.7 and less, but R-73, AIM-7P, R-24R/T, R-27R/T, Magic 2 are too harsh. But if it get AAM-3 it would be too strong for 12.3, but on 12.7 it would be in hard position
Yeah.
It is obvious that these uptier / downtier discussions (and queue times) are strongly connected to the MM “adjustments” when creating lobbies - based on BRs with plain stupid parameters.
So the so called “problems” of compression, “unfair” BRs or “infiite” uptier loops are part of gaijin’s effort to keep you and others in the “flow channel” (see explanation below). Gaijin is able to implement artificial success & drawbacks with these tools without that most people are aware of them.
Therefore you try to fix a “problem” which is actually an essential part of their game design. And this design is centered around earning money.
The idea of a fair and perfectly balanced game play just depends on your pov. Most discussions in this forum ignore the fact that players and gaijin have a complete different understanding of balance…
Flow channel - explanation:
I would like to see a big increase in RP gain when you are fully uptiered (50% maybe). It would feel better to be at least compensated when you play a disadvantaged game.
If you cannot do more for the team than be a bait and kill a few ground targets, you should at least be somewhat rewarded.
And if you get kills in this difficult situation, I see no issue with those being (even more) rewarded.
I would even suggest nerfing RP gain where you are fully downtiered. Not that I don’t find the grind excessive but it might alleviate the flocking to some preferred battle ratings.
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And to add to the conversation on flow zone - the trick is getting players of diverse skill into the zone.
How do you get players who are not skilled to have a favorable gaming experiences? You tilt the odds so strongly in their favor that they will predictably experience favorable outcomes regardless of skill.
Players getting crushed in up-tiers is an essential feature intended to keep low(er) skill players engaged and happy.
ETA: for clarity, I am not suggesting that skill affects match making. The up/down tier mechanic itself is the advantage.
Killing higher tiered players gives more score, effectively translating to more RP. Same thing with lower tiered players, lower score. Although I can agree that a further boost when at a disadvantage would make uptiers feel better.
You are suggesting lower skilled players are benefitting from a greater proportion of downtiers?
I dispute this as I’m (at best) an average player and I get large uptiers quite often.
I am suggesting nothing of the kind. I am stating that downtiers are an essential part of their gaming experience.
If you tell me what caused the lack of clarity, I will edit my comment to avoid the confusion for others.
yeah but my crashouts/ragequits are almost systematically caused by excessively constant uptiers in horribly compressed br brackets. That might only be true for me but I doubt this is a great way of keeping players engaged
I dont even pay attention to uptiers.
Not a problem for me.
What tiers do you play?
Also with the time you’ve spent in the game it’s not surprising, but just because your years of stacked skills crush opps even in uptiers doesn’t mean uptiers are ok. Some people could take down a Rafale with a rank 5 jet, doesn’t mean it’s a fair matching
It’s a feature across multiple games and developers for a reason - it has a proven track record.
The part I quoted suggested it.
If that’s not what you are suggesting, I fail to see how the “system” works. If new players get uptiered as often as I do, they will have a huge incentive to quit.
I don’t know how you drew an assertion concerning probability or frequency of occurrence from that, but I will attempt a revision for clarity.
If you are truly passionate about it, you might consider logging your matches. I did that with a different game, different developer… and there were definitely some Tiers/BRs that were better than others.
It is not about higher numbers of full downtiers for low skill players - it is about who is flying the 4 top tier aircraft and which aircraft those 4 guys use.
Example:
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I enjoyed constant full uptier loops with the Italian P-47 D-30. 4 guys in your team flew the 6.0 Ju 288 and if you were lucky you had a 109 K-4 as other fighter - vs 6 US/UK fighters. So even if i landed and left after a few minutes in 40% of those matches (as my wholeam died before i was above 4 km alt) with a score of 0 points - i won the majority of the other 60% just with a hell of luck and experience.
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So little Timmy in a P-51 D-30 or US P-47 D-28 could rack up kills quite easy in a full uptier just because the German/Italian fighters were hopelessly outnumbered…
And imho most people in this forum are way too experienced to be in the target group of preferred customers - so the more you play, the further you are away from little Timmy (a minor with access to credit cards) with a few hundred or thousand matches - these new players are the main cash-cows just by their sheer masses, and not the 5-10% of experienced players you meet in an average battle.
So the things you miss are:
- The allocation of which players have a full uptier and which have a full downtier and their actual combat capabilities
- Your (and my) place in the priority list of gaijin - we are not on their list anymore…
If new players get uptiered as often as I do, they will have a huge incentive to quit.
That’s my point - having +10 years of experience and billions of data regarding user behaviour allows steering of player success extremely easy and very predictable.
The issue of running multiple times of uptier “walls” shall encourage the average player to buy certain premium products to overcome these obstacles - that’s the reason of crates after matches offering discounts on premium vehicles…
If you are truly passionate about it, you might consider logging your matches.
I do agree - but even if we have a common understanding that the sample size is not representative this works best with a new account - long-term players can circumvent certain “mechanics”, but you might agree that they are not really relevant for gaijin from a pure economic perspective.