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Our new economy at work


HochgeborenKlown
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Yeah, I either play for upgrading a plane or simply for fun.

From time to time i do one of the dailies the game does throw at you and that's it.

I stopped caring for the team or win long ago. It is only about my personal gain.

 

4 hours ago, Dodo_Dud said:

If I am in a jet and see someone in a biplane fight, I just leave them alone. You can't save all your team members. If he turns with a biplane, well, let him. He isn't going to be much help for the team efford anyway. Same with a zero etc.

This.

At best I do a flyby, when I wanted to pass close to their playground anyway.

But if they decide to do this way off (and I even saw people doing it several times in a row).

Yeah, just do it, maybe you will pull some more reds, who want to join the party so my blues will get some partially air superiority. 

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3 hours ago, Dodo_Dud said:

Would rewards be affected if all scores were halved? Is activity a linear absolute?

 

3 hours ago, Dodo_Dud said:

I am saying that if you are on premium time, you will be rewarded up to 39,000SL make that 46,500 SL per match if you manage to kill various vehicles of higher BRs. You only get 100% score, but I couldn't care less for the score, I gladly take the SL without any score (to respond to your later suggestion). There isn't much SL coming from score. If you are a freerider, it is only 31,000SL.

And by the way, I don't care much about the RP. When I am using low tier in a high BR match, I am surely not able to use their RP for research very well.

Rewards are affected differently by score. And yes, SL is not affected that much by activity. Activity and time is mostly tied to RP, and this is what I care about the most (because I really like to progress in the tech tree at a reasonable pace and try different vehicles).

 

I'm actually very surprised you care about SL! I saw you giving advice to players who struggled with SL gain, so I assumed you don't have any problems with SL.

 

I understand it's nice to have a lot of SL in your pocket (because why not), I never rushed for SL and I never had to care for them. My SL situation atm:

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I pretty much don't know what to do with all this SL ;). I even spent 16M SL a few months ago, when they gave event vehicles for SL, just to waste some of it. I'm not saying SL is easy to get, I know a lot of players have problems with SL, so it's definitely a problem. I'm just saying, fortunately I never had to care about my SL!

I suspect my SL is that high, because I play relatively low ranks (lately 4-5). I don't even touch ranks 6 and 7, where repair costs are the highest.

 

For RP, score is very important. Especially if your score is low. 180 additional score if your score is let's say around 500 is a huge RP difference! While 180 additional score if your score is closer to 2000 isn't worth that much RP anymore. So it is situational, but sometimes I really struggle (especially on bad vehicles) to get a nice score. And then you see something like +30 score for killing an enemy player (just because he was on lower BR than you are) and it's so frustrating! I should have just killed AI air unit for 100 score instead! If you care about RP, I see this as a problem, because it's so much easier to kill AI unit, and it gives much more score same time! I don't see any sense in this, especially War Thunder is multiplayer game which focuses on PVP. And now, targeting players with much lower BR makes absolutely no sense from RP perspective.

 

3 hours ago, Dodo_Dud said:

Is that so? If you actually lose, isn't someone else gaining? Isn't there always a #1 in each team, no matter how poor you score? Isn't it is just that you don't get #1 by slaughtering useless red players, usually even multiple times. If I do that for "reasons", I don't expect to win or to be at the top of the table. And that is fine for me.

But with this system if you lose, someone else is definitely not gaining! This system just lowers score and affects rewards (mainly RP) for everyone. It doesn't matter if you are 1st in the team or 10th, every time you kill someone with lower BR than yours, you lose! Everyone in the match! Always!

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1 hour ago, _Poul_ said:

I'm actually very surprised you care about SL! I saw you giving advice to players who struggled with SL gain, so I assumed you don't have any problems with SL.

 

Well, check our incomes per match. They are pretty well equal. However, you don't seem to have used anything beyond T5. And you will find that crewing and experting a single T6 or T7 lineup will easily eat like 5-10 Million SL. So as long as you don't want to crew lineups in T6 or T7, you'll just pile the dough. But you can spend it quickly if you want to use the stuff. I was sitting on over 100 Mio SL before I decided to play high tier. It went quickly. Repair usually isn't the problem. It is the fixed one-time-cost that eats most of it.

 

1 hour ago, _Poul_ said:

For RP, score is very important.

Actually, it is activity. IIRC, the same score may give you different activites in different matches. So if your activity is lower, someone elses is higher. Bad for you, good for him.

 

1 hour ago, _Poul_ said:

But with this system if you lose, someone else is definitely not gaining! This system just lowers score and affects rewards (mainly RP) for everyone. It doesn't matter if you are 1st in the team or 10th, every time you kill someone with lower BR than yours, you lose! Everyone in the match! Always!

Again, is that so? If you are not first but sixths, isn't the activity of the now #1 higher as it would have been had he been #2? So he gains when you loose. And others too.

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35 minutes ago, Dodo_Dud said:

Actually, it is activity. IIRC, the same score may give you different activites in different matches. So if your activity is lower, someone elses is higher. Bad for you, good for him.

 

35 minutes ago, Dodo_Dud said:

Again, is that so? If you are not first but sixths, isn't the activity of the now #1 higher as it would have been had he been #2? So he gains when you loose. And others too.

Nope, you got this wrong. Position in the team doesn't affect activity % at all! Activity % is based on the time spent in the battle and score gained in that time. It's only affected by score and time. You can test this out by using J-out after specific time. I did such test some time ago, exact results are in "Ground Breaking battle activity changes" topic.

Basically, you will always get the same activity % if you stay alive for same amount of seconds and gain same score in that time. Your position in the team is completely irrelevant.

 

This literally means short battles with overall low score after the changes will give every player in the battle low activity %. I had a ~3 min battle where only 2 players in the battle had slightly over 70% of activity with 1st place player having only 73% of activity if I remember correctly (this example was also shown somewhere in my old posts).

 

Activity % directly lowers RP reward in first part of the equation, for example 50% activity lowers that part rewards by 50% (the RP reward is multiplied by 0.5). We don't know exactly how SL is calculated (the devs never revealed it), so I'm not going to guess is it working same way or not. I never even tried to figure SL out, because (like I said before) SL is not a problem for me.

But activity % affects RP reward hugely! And since it's based on time and score, it means score also affects RP rewards (just indirectly). Whole this is explained pretty well in "Ground Breaking battle activity changes" topic, where it's supported by RP calculations revealed by the devs.

Edited by _Poul_
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OK, IIRC the scaling data for activity was some average, wasn't it? Not from one match, but from some sample? At some time, they mentioned (explicitly?) how they scale the activity. And in that scale, the scoring model will enter. But I am not sure how it went.

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42 minutes ago, Dodo_Dud said:

OK, IIRC the scaling data for activity was some average, wasn't it? Not from one match, but from some sample? At some time, they mentioned (explicitly?) how they scale the activity. And in that scale, the scoring model will enter. But I am not sure how it went.

Well, exact calculations of activity % were never revealed by the devs (so players can't abuse this system). But of course, if you have enough sample data, you can figure out how it works (and we gathered enough data). Maybe we can't determine the exact formula used, but we can see the effects of this formula (and that's good enough, we don't really need to know the details).

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