For everyone here, this sounds like the suggestion for you all to go like and spread the word about:
No idea, i have no insight, say nor behind the scenes info on development.
So, let me get this straight—you really think it’s fair that players shouldn’t get an RP bank, even after investing 7,372 hours of actual playtime? To put that into perspective, that’s the equivalent of:
- 307.2 full 24-hour days of continuous playtime.
- 3.5 years of full-time work, assuming a standard 40-hour workweek (7,372.8 ÷ 2,080 hours per year).
- The UK median salary is around £35,000 per year, which, after 20% tax, leaves about £28,721 per year.
- Over 3.5 years, that’s £101,820—money you could have earned working instead of grinding in War Thunder.
Yet, despite spending this much time, players are still met with excessive grind, slow RP gain, and ever-increasing research costs. The time investment required to progress in the game is nowhere near proportional to the rewards given. War Thunder essentially demands full-time commitment but doesn’t provide players with meaningful progression in return.
If spending this much time on a game doesn’t warrant better rewards or an RP bank, then what does?
I’m sitting at 20 million right now. At 45 RP/1 GE would cost me 444,444 GE to convert all of it, which would cost roughly 2,5k USD iirc.
Edit: Sitting just at 2,066 dollars, so I’m not dropping 2 G’s to convert it. I’ve always thought they should have a ‘weekly allowance’ where they give a certain percent to you to use for free.
This is a suggestion that would be better than the current system. However, its still incredibly unfair as the cost would still be crazy. Why shouldn’t players receive the rewards for their work?
Aren’t you? You gain SL and have fun doing it.
In my opinion the “work” you do isn’t even work in that sense, its a game you play for fun. If you think it isn’t fun and only feels like work, then you might want to rethink how you play the game. Additionally it’s free, the DEV’s need to make money somehow, some might not agree with the chosen method and that’s fine, they are allowed to disagree and voice that opinion.
The current system of rewards (the research bonus) is intended to make it more enticing and less of a daunting task to start a new tree in a new nation. giving a way to unlock a nation by playing another is going to drastically decrease diversity of vehicles in matches as well as having fewer player queue up for the lower BR’s thus increasing queue times. I think that type of implementation is going to hurt the game more than help it. there are surely better solutions to your issue than you suggest.
Its essentially not free. Most veterans in this game buy premium time because thats the only way to unlock vehicles within a reasonable timeframe
It most definitively is. I think the DEV’s stated somewhere about a year ago that ~80% of players never purchase anything.
Because I usually enjoy playing it. From the sound of it, you don’t enjoy that luxury.
Perhaps money isn’t everyones chief objective? Besides, If I had worked more, I would have to pay top tax on it.
If you want to see it that way. I had the air and naval game complete several times. Life remains the same really.
I fail to see any connecting logic in this. Other than your personal benefit. You could turn the argument around and ask $80 for a premium. Oh, wait…
The issue isn’t whether the game is “fun”—it’s about the sheer amount of time required to make meaningful progress. A game being enjoyable doesn’t justify an unreasonable grind. Many players enjoy War Thunder’s gameplay but find the progression system needlessly slow, which is why this discussion keeps coming up.
Saying “it’s free, the devs need to make money” doesn’t justify excessive grind either. Free-to-play games need monetization, but there’s a balance between fair progression and pushing players toward spending money out of frustration. War Thunder’s model relies heavily on long grind times to encourage premium purchases, but the amount of time required without paying is objectively excessive compared to similar games.
Your argument about match diversity and queue times also doesn’t hold up. Many players already skip lower BRs by buying premium vehicles, and an RP bank wouldn’t stop people from playing lower tiers—it would simply make progression feel less like a chore. The current system already has low-tier population issues, and it’s not because players have too much RP—it’s because the early-game experience is repetitive and tedious.
Finally, dismissing concerns with “If you don’t like it, play differently” ignores the core issue. War Thunder is a vehicle progression game. If progressing to new vehicles is so difficult that players feel like they’re working a second job, that’s a design flaw—not a player issue.
In November 2022, War Thunder had 70 million registered players, yet at its peak, only 160,000 players were online. That means just 0.23% of all registered players were actively playing at the highest point.
While it’s true that the game is free to download, leading many people to try it for an hour or less, this actually highlights a bigger issue. If the vast majority of players quit almost immediately, it suggests that War Thunder fails to retain new players—likely due to its steep learning curve, slow progression, or frustrating mechanics. A healthy game should have a higher retention rate, not just a massive number of abandoned accounts.
Additionally, Steam covers the bandwidth costs for downloads, meaning Gaijin doesn’t have to pay for people trying the game and quitting. This makes the argument that “most players don’t pay, so the grind is necessary” even weaker. Since Gaijin isn’t losing money when people download and leave, the real issue is that their monetization strategy is pushing away potential long-term players instead of encouraging them to stay and spend.
That bank is ripping of it’s customers to be honest.
At the rate of 45 CRP = 1 GE, I’d need to spend 1.257m GE to get it all out of the “bank”. At the rate of 165 € for 25k GE, it’d cost me over 8k € to get it out completely.
I don’t know about you, but spending that amount of money on a video game looks funny even as a proposition. CRP system is archaic and needs changing or getting it’s rate reduced drastically.
just wait for 50% sales, then its just pocket change right?
Indeed, 4k € is not a significant amount of money to spend on a game.
Ask a golfer for his expense over the last 10 years?
to be honest, if you spread it across my 5.1k hours it isnt that much compared to other activities
The argument that “€4,000 over 5,100 hours isn’t much” misses a key point: at the end of the day, that’s almost €1 per hour of gameplay. When you break it down, that’s a massive cost for just one game.
Most modern games cost around €60 and offer a complete experience, where you can finish the game in a reasonable timeframe, often within 20-50 hours. With those games, you’re getting a fully realized experience for a fraction of what War Thunder costs, and you don’t have to keep grinding or paying additional money just to progress.
In contrast, spending €4,000 in War Thunder over 5,100 hours means you’re paying significantly more per hour of gameplay, all while being locked into an endless grind for vehicles and progression. The core problem is that War Thunder’s pricing and time investment don’t align with the quality and speed of progression that other games offer for far less money. Essentially, for the same amount of money, you could buy dozens of other games, each offering a much more complete experience with far more reasonable playtime expectations.
well yeah, i didnt mean to say its worth it at all, because it isnt. My actual spendings are more like 2000€, not great but better. Now if i only bought the things that actually helped me grind in a meaningful amount then id be at like 400€. That would be easier to justify i think.
Yeah, but even after spending hundreds of euros, you’re still stuck grinding in War Thunder. Meanwhile, most other games would provide you with a complete experience without requiring any more grind after that initial investment.
In theory you’d need 20 premium vehicles to finish air/ground trees of all nations at the fastest rate. This would cost you 600+ euros without counting all the time spent grinding.
This point about costs is essentially a false comparison. There will always be something more expensive, just like how racing is more costly than golf. If you ask a golfer about their expenses over the last 10 years, they’d likely spend a considerable amount on equipment, courses, and tournaments—but that doesn’t mean golf is unreasonable compared to other hobbies.
Similarly, just because other activities or games might be more expensive doesn’t justify the excessive grind in War Thunder. The real issue here isn’t the cost itself, but whether the time and money invested in War Thunder are actually providing a reasonable return in terms of enjoyment and progression. If a game demands hundreds of euros and thousands of hours, that’s a problem on its own, regardless of what other activities might cost.