What would you do i you, if you were in charge of Development for the next 12 months

So, this is just a Thread to bounce ideas around.

Simple task, your in charge of The Development of War Thunder.

What would you bring to the game on the next patch of 2025 and future updates

  • Graphics (Please list your reasons why below)
  • Gameplay (Please list your reasons why below)
  • Sound / Immersion of the game (Please list your reasons why below)
  • BR Spread & Balance of the game (Please list your reasons why below)
  • Quality of Life (Please list your reasons why below)
  • Gamemodes (Arcade, Realistic and Sim modes as well as events)
  • Economy (Discounts, RP and SL rewards etc)
  • All the above (and here’s why)
0 voters
3 Likes

BR spread decompression and gamemode expansion should be everyone’s #1 priority in my book. The game is screaming and in dire need of both.

4 Likes

Totally Agree, i have voted for the same, but included quality of life improvements
as these go hand in hand, with the BR Spread and economy changes people want.

1 Like

Ground desperately needs a new game mode. Ideally something that’s going to last longer than 5-10 minutes.

2 Likes

The game modes clearly.
This could solve almost “everything”, from BR problems to weapons problems that are too efficient or not enough or even completely useless vehicles in the games.

5 Likes

We need enduring confrontation with biger map, multiple objectifs, etc etc

4 Likes

I’d peruse the forums for the most outrageous ideas and put it all together for one update.

1 Like

Let’s make it happen, this is what this threads about, get the general consensus of peoples current mindset and forward this to the developers, to help improve the game.

Quality of Life - Fix the Player Profiles ASAP, either by reverting them to what we had, or integrating ALL information from before with the new “look” we are getting pushed on us into one cohesive, functional & useable format.
In game HUD - make ALL the modules moveable and resizable so players can actually customize the HUD to their liking for function and form.
Economy (Discounts, RP and SL rewards etc)
Make the wagers, boosters, orders tradeable/sellable as was promised in the Roadmap already, finish this up and get it implemented.
Rework the random discounts to 10%, 25%, 50% & 75%, lose the 5% and add a larger variety of vehicles to the algorithm.
BR Spread & Balance of the game - First thing, remove the averaging thing for Air AB, it has long ago outlived any usefulness and is now merely an exploitable feature that benefits no one.
Rework the BRs completely(yeah I know, would take forever but this is all pretend anyway, so . . )
Two methods could be employed for this:
A) take the current system and “decompress” the entire BR structure, top to bottom, extending BR’s out to 18 - 20(it is possible without stripping areas out of a proper number of vehicles). And so as not to freak everybody out all at once, do it in “waves”, one vehicle type at a time, planes first, then tanks followed by naval(naval would be prorated a great deal to match up the proper planes to be used so as to be more “era specific”[yeah I know, pain in the ass])
B) decompressing by changing the BR infrastructure to include a 0.5 to each BR range: 1.0 - 1.25 - 1.50 - 1.75 - 2.0
By doing this you can still decompress a great deal, but maybe not all the way out to a 20.0 BR at the top. The other benefit to doing this, you can make a .75 +/- BR match spread very similar to what all the “make the spread 0.7” people clamor about. It would still be the same “3 steps” we use now, but with proper realignment/decompression the need to cry about being “uptiered” would(should) be a LOT less than it is now.
And lastly . . . fix the maps and a complete overhaul of the spawning system.
Let’s face it, the spawning system we have(and have had for the 10+ years I have played) kinda sucks . . sometimes a lot. The system itself and the map layouts/design not only make it far too easy to do, they actually encourage it.
It is not only unsportsmanlike, it ruins many matches, causes a great deal of discontent and animosity among the player base, it also adversely affects scoring . . nothing good ever comes of it. What I would propose will not eliminate it, but lessen it and make it less easy to do(but still an option) and grant players better abilities to deal with/avoid it . . . just by playing the game and using some strategery here and there.
Air AB is the oldest if not the most common place to see spawn camping, Redoing the spawning system would cut back on this enough to where it would not be near as big a problem as it has been in the past.
First, no map in the game should have a single spawn point, not one . . no way no how, make a minimum of two spawns per side . … everywhere.
Secondly, remove the enemy(red) spawn markers from the mini maps . . all a player should ever see are the spawn points that they are able to spawn from.
And do away with as “default spawn”, either put players, evenly spread out among the available spawns(couple ways to do that) or force players to select a spawn point manually. This would eliminate 14 players spawning on one side leaving 2 on the other(this is mainly a ground battle problem). Multiple spawns would also lead to less congestion at spawn and the resulting “spawn rage” . . (which ultimately lead to the end of friendly fire(which is still prolly a good thing . . . lol)
Additionally I would consider adding extra spawns, “progressive” in nature, closer to the battle area that would appear later in the game after some criteria was met: like capturing a point in ground battles, bombing a base or two in air battles, as well as something similar for naval. Naval does and always will have it’s own issues with spawning because of the range of the guns, even at game’s start.
But one last thing I would implement that might help for naval, spawn rage in ground battles and the idiotic tk’s at the start of Air RB matches would be a timer
No Live Weapons for :20 - :30 at the start of any battle . . zip, nothing, you can’t fire. This has been in game since I started as used in the old “Duel” events, I would implement that in Random Battles. This would also have every player on each side starting at the same time. If half the players in a match cannot load in, either wait for them or replace them, game starts, live fire timer starts . . . everyone gets outta spawn in a more or less stable condition . . “To Battle”!!
And lastly, I would rework the spawns to be much more “BR specific”, not this “one size fits all” thing they do. If you look in the air map section in game for likes/dislikes, it soon becomes very apparent how out of hand this has become.
You may see a map that says 1.7 - 2.0(obviously for beginners/low tier . . a good thing) and then the same map listed as 1.7 - infinity . . . meaning they are putting ALL BR’s on the same size map . . . that is nutso.
Withe the last Update, in Air AB, they moved the spawn points back in almost every single Ground Strike map, many the distance is now DOUBLE what it used to be from spawn to spawn. This does one thing and one thing only - cuts scoring in half . . . literally. It serves no other useful purpose at all. Games last the same amount of time, it does not lessen spawn camping any . . there is just no reason for it other than gimping player’s ability to score. Example: you fly 1-1/2 to 2 minutes just to get close enough to SEE or lock on to anything red, then another minute to be close enough to shoot or bomb anything . . close to 3 minutes for action to start. Say you spawn 3 times in a 10 minute game . . . you will spend 60 - 70% of your entire game flying from spawn to the action . . it is worse than old RB times(that’s the main reason I stopped playing RB early on, I just did not want to play a waiting game, I wanna shoot stuff!)
And I believe a vast majority of players who opt to play Air AB do so for a faster pace and more constant action … . . these spawns completely eliminate all of that.
Sinai is the worse now, Rocky Canyons & Mountain Valleys have been like this since they were put in the game, Spain used to be good, not anymore. No one flying 4.7 BR prop planes wants 8.0+ BR jet spawns on the maps they get.
Sorry for the rant, but the spawn changes and the Player Profile page have just ruined my enjoyment of a game I have played daily for nearly 11 years now by 80% . . or more . . I am not mad, more sad & disappointed.
Long time players and those who enjoyed the game we used to have feel . . . abandoned . . . . .

4 Likes

I would return Russian bias.

But for real, Air and Ground game modes/maps need some serious work to allow all vehicle types to be balanced and usable. BR compression is also a serious problem, especially at some tiers.
Fixing those two would seriously improve the overall WT gameplay.

Also, introducing new modes (such as Tank Only) to cater to more people would also be nice.

3 Likes

I would:

1. Introduce the Deathbank/Insurance concept to Air SB EC

Insurance system

Two reward models would exist concurrently.

First, we aim to keep MAXIMUM potential reward as it currently is due to lobby system leaving sim EC open to abuse by zombers, fixing, shopping and what not.

If you play ASB, get 1050 score and survive the whole 3 hour game making sure to land, your rewards stay the same as now.

However, insurance exists concurrently to discount your future spawns.

Each time you earn score, you also earn insurance. Insurance will never be paid out, but it will be used to spawn new planes. Say you pull off a 3 kill rampage fighting for an air superiority point - you get 12K insurance so that if you die before useful actions ticks down and landing… you still got 12K SL gained in terms of paying off your next respawn.

This means MINIMUM reward rises as you’re going to be unlikely to go bankrupt playing the game as intended rather than be forced to abuse mechanics just to afford 1 respawn.

This only applies to your current lobby.

2. Introduce Underdog bonus to Air SB EC

Underdog bonus

If you die to an aircraft at least 0.5 BR higher than yours, you receive a 10% SL discount on your next respawn scaling up to 20% for a full 1.0 BR difference.

Why we need this for sim specifically? Because we get fixed BR brackets. On days A and B you get 8.0-9.0, on days C and D it moves to 7.0-8.0 and 8.3-9.3. There’s always 2 days where a plane is top tier, and always 2 days where a plane is bottom tier with multiple days for when it’s in-between. This means people are disincentivized from flying off-meta planes due to the same spawn cost, same rewards but worse probabilities to achieve those rewards due to being outperformed. Who wants to fly a 8.0 Banshee against a 9.0 ariete or a 7.0 me-262 against a 8.0 saggitario 2 and so forth. Well, hopefully giving a discount for low-bracket planes should make lobbies more lively on days where popular planes are not top-bracket.

  1. Fix the bomber objectives at korean/early jet brackets (Community Bug Reporting System)

  2. Fix ground Convoy SPAA in WW2/early jet/Korean war brackets to make it viable for aircraft like Il-2, stuka, helldivers and the like (no stand-off weapons, no AGM, dumb bombs requiring dive or glide bombing) to make successful bombing runs without getting shot 4 km out in air SB EC.

  3. Introduce “Damage to naval targets” as a score source in Air SB EC allowing packs of helldivers/hellcats to work together to sink naval convoys rather than only giving score credit to a single plane.

  4. Improve the “Capture the Port” objective for Air SB EC to auto-fial/break less often from ship A.I

  5. Add an island hopping pacific style map for Air SB EC with primarily naval objectives for WW2 pacific theatre LARP sized appropriately for wildcats and early zeros

  6. Give players the ability in Air SB EC to vote on where the aircraft carrier should go within reasonable boundaries and automatic resets/overrides if enemy aircraft or boats come nearby

  7. Focus on updating WW2 aircraft models to modern standards, including cockpits for non-bombers (and cockpits for premium/event/BP bombers)

  8. Fix cockpit gunsights and allow ranging/adjustment for wingspan if the sight was meant to have this ability.

  9. Make the frontline shifting and moving in Air SB EC actually impactful for affecting the flow of the match (it’s supposed to be impactful according to wiki but it does basically nothing in 64x64 prop tier matches)

  10. Bomber gunner view in ASBEC is restricted to a view comparable to “Commander view” in GRB/GSB rather than the fully free RB-style view. Bomber gunners also remember where the player aimed last and no longer allow for auto-IFF from multiple kilometers out by rapidly switching gunner/bomber view. As consolation, A.I gunners may be buffed to open fire on aircraft directly behind the bomber at 0.5 km out with reasonable accuracy on par with A.I bomber objectives. Other fields of fire shoud be at much lower ranges without user input.

  11. Bomber gunners gain massive accuracy debuff/dispersion if the plane is on fire or experiencing rapid rotations/G-forces to compensate for mouse aim in air SB EC.

  12. Split the current aircraft damage models for large aircraft (like bombers) into a more granular, detailed one to avoid overtly buffing bomber tankiness while fixing the issue of a short burst cutting off an entire wing due to damage boxes being massive.

So, game mode, quality of life, economy and gameplay in an intertwined manner.

3 Likes

BR decompression by a factor of 200% - make the top tier at least BR 20.0 so you have plenty of room to space out the vehicles that are currently so mashed together. It would also allow you to reduce the extreme power curve (e.g. thermals vs. non-thermals, HEAT vs. non-HEAT weaponry, stabilisers vs. non-stabilisers.) that is currently such a jarring ‘jump’ at certain points in the BR range.

Create larger ‘BR Brackets’ of Pre-War, Early WW2, Late WW2, Early/Mid/Late Cold War, etc. Adjust the matchmaker to favour creating lobbies where the vast majority of players are in the same rough bracket.

More game modes.

Bigger maps (particularly ARB).

Make balancing more transparent and the tech-reporting more consistent.

Provide every player with 500 GE every time a Gaijin employee utters the following phrases -
‘Not a Bug’.
‘Is Marketing Lie’.
‘It’ll increase matchmaking queue times.’
'Source insert industry standard source is not good enough.

One of the above changes might be more tongue in cheek than the others…

3 Likes

Well, this one is kinda hardwired/set in stone and I can see why. Hoomans are impatient fickle creatures and I would say “gamers” even more so. People already complain a good deal when they don’t catch a game fast(most of them weren’t around when the slow part of the day went down to 20k or less for a few hours) and I totally get why this is a big deal and important to Gaijin . . . it also explains a reluctance to spread out the BRs, but still . … better games would be worth waiting a little longer for . . . imho, it’s just the “balance” of better games to wait time ratio . . . who in the heck can predict what that would be?

1 Like

I understand your angle - I am less sympathetic to Gaijin’s use of it as a regular excuse to decompress BRs. War Thunder has a healthy-enough playerbase (in terms of numbers) to possibly be a bit more enterprising… =)

3 Likes

I agree.
Back in the day worry about queue times was much more legitimate than nowadays, as the game had much, much less players overall.
Getting few additional BR steps would do no harm to the queue times, I’m sure of it.

I tend to agree, that old “slow” time of day count at 20k . . . rarely dips below 100k these days . . . the numbers are there

1 Like

Extreme decompression first and QOL second.

First and foremost I’d implement consequences for spawnkilling.

1 Like