Gaijin does not balance vehicles, they have a basic formula focused on the economy more than balance, they are worried about vehicle efficiency based on lifetime earnings which needs to fall between certain parameters, if the earnings are too high it gets uptiered or it gets an economy nerf, a system that is blatantly failing to deal with the differences between nations and their players, a system we have criticized for 10 years and they refuse to address because
they
do
not
care.
So I can 100% run that part of the game myself by also not caring and blindly trusting this system that does it automatically, announce the BR changes and then ignore player feedback, minus 1 or 2 vehicles that get held back for one update to pretend I care, and then push them through next time anyways because the formula told me so.
What offical course did you get this information from? If you didn’t get it from Gaijin, then it is all speculation. If you have to speculate, then you don’t know how it works.
What offical course did you get this information from? If you didn’t get it from Gaijin, then it is all speculation. If you have to speculate, then you don’t know how it works.
Like I said, I have been here long enough.
Right, again this:
You can keep posting it, it doesn’t matter when where I am at is the exact same point Gaijin is at.
You’re under the assumption that I care to convince a random stranger on the internet to a point where I am going to look through 10 years of forum posts and dev posts and whatnot to satisfy you.
The cool thing is you make baseless claims that you can’t support with actual evidence. You can’t be bothered to spend your own time to prove what you say, because it would require work on your part or is impossible.
You know nothing of “how the game works”. You know nothing about how Gaijin actual runs their operations.
Running a company which tries to earn money with video games
Creating a proper game play experience for experienced players
So as long as you don’t have the full versions of their last 3 annual reports (including detailed breakdowns of all relevant sources for income & expenses) you cant assess their profitability and subsequently the quality or their management. And for a proper assessment you need data regarding similar companies - to judge how they perform in comparison.
And as long as you have no details about their strategy (how to satisfy core customers / customer segments) you can’t assess if their decisions are right or wrong - especially as company goals and individual player goals might contradict each other. So if the game gets more and more players it looks like they decided to satisfy a mass market optimized for new players; it is therefore comprehensible that long term player demands are not considered if they are not the target group.
So even it is quite interesting to follow your fight - imho you waste your time…
Sure light Tanks would benefit from a larger map with more options to flank the enemy. But to even out the chanches there should be smaller maps like this as well.
I don’t need to see their finances nor their balancing attempts to tell if a game is well managed or not, I don’t need to be a plumber with 10 years of experience to know pipes are not supposed to be leaking, I don’t need to be an electrician to know that outlets should not be sparking, I don’t need to be an aerospace engineer to know that a plane should not be falling apart, nor do I need to be a game designer to tell if a game is well managed or not.
A poorly managed game doesn’t continue to grow in player count, contine to provide new content updates, and continue to provide support for bug fixes.
Poor management can be be proved or disproved by quantifyable information. Warthunder, dispite its flaws is a quite successful game. I would say much more successful as their competitor Wargaming’s titles combined.
A game that’s been around for 10 years is naturally going to pick up new players, as long as there are no alternatives they also aren’t going to lose that many players… there are people playing this game that weren’t even born when this game came out.
Besides the game barely increased in players from 2014 to 2020 until covid hit.
Yea, and the then playerbase more than doubled afterward. Warthunder was not well known, and you could say was “discovered” during the pandemic. Now it is a powerhouse, if not the standard to strive for in the vehicle combat genre. “World of” titles can’t even be compared when you use all 3 of them compared to Warthunder. They also don’t carry nearly as many features as Warthunder does in each of their respective titles when compared to their tree in Warthunder.
It simply depends on your view and insight. Ever thought about that all of the known bugs, weaknesses and shortcomings might be a result of a ultra low cost strategy at certain points whilst investing their money at the right places?
So you can also argue that they are able to earn money with very low running costs (mainly staff if you sell intellectual work / intangible assets) and thereby maximize their profit? As soon as you sell a product without real competitors you can cut down quality (and cost) …economy basics.
Tbf, there’s basically no competition. The only other option is World of Tanks, as AW is basically nonexistant.
Gaijin has been sitting on their hands so much because there’s no competition that is actually threatening. Not to them or WG, so both companies can continue to moreorless get away with being subpar.
The big question is why they don’t have competition. Wargaming and Gaijin went down different routes and Gaijin has been much more successful. Is that because of the people that seek out these games, the gameplay differences in each game, or the lack of other companies willingness to get into this genre.