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Some thougnts on ONE-TANK players


KingHammer
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I think enough people have talked about the bad economic changes in WT.
I want to talk about another serious topic that partially contributes to the already bad economy in high tiers:
ONE-TANK players
In high-tier matches, it is not hard to find that half of your team is made up of these ONE-TANK players (die once then quit)
this is of course the result of pack sales and occasionally tech tree climber.
Anyone who plays high tier would know how important one more player on the battlefield can do:
In an ideal situation when a plane/heli kills a player, the player will spawn spaa to anti-air kill and prevent further CAS from the enemy, forming a virtuous circle. The same applies to tanks which both help to maintain a healthy amount of players on the battlefield to create engaging combat.
One-tanker break this virtuous circle: heli comes, kills players, players quit, no retaliation, a massacre until someone decides to spawn a spaa in the cost of playing tanks to hold lines where One-tanker quit. Enemy tank kills players, players quit, no retaliation or reinforcement to hold the line, easy breakthrough, the enemy got point, spawn in air, aaaaannnnddd the same circle repeats.

When one team has one more Heli, jets, AA when other team do not, usually means crashing defeat or effortless victory.
This results in extremely quick games: 3 min in, you kinda already know the result
We all know a longer game means better earning because u do more things that can earn active points.
One tanker are not affected by these bcs of premium tanks (with higher earning and lower repair)
However this is not the case for players with tech tree tanks, it discourages people from keep fighting and further encourages one-tanker behavior (save it when it's not too late since 3 min in, you kinda already know the result)
people who keep fighting are those who: have their booster on (dont wanna waste), teaming up with bros (if bros are fighting u should too), or simply has tons of SL to spend (enonomy means nothing to me i am simply here for fun).
My idea to solve this is rather simple and in fact already in game: like isreal M51, give one tanker free back up tanks.
three maybe a bit too much for high tier, two for sure.
this only applies when there is only one tank in your lineup.
For premium one tankers,it helps them to contribute to the game for a longer time and provide them with more opportunity to learn the fast-pacing combat in high tier.
For tech tree player, even if you only research one tank (let's say a Leo 2), u can still contribute to the battle on the same level as a premium one tanker, not to mention you can unlock parts quickly (do more stuff with 2 lives), get familiar with ur tank quicker, make the game longer, and get more earning eventually.
who wins in this scenario? premium player learn game faster, play more. tech tree player suffer less and get better combat experience. everybody earn more in games Gaijin got good reputation and more players to come.

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The reasoning I've read behind this behavior is primarily tied to repair costs and the diminished return rewards from further gameplay. Like, if you get six kills then any other kills you get after that become increasingly worthless, so players will go along, do the best they can and then take what they got and leave, because if they stay LONGER, in hopes of a victory and earning more rewards... they are effectively gambling when the safest bet, the SAFEST option for these players, is to take what they already won, and quit while they are ahead.

And if they did poorly, there's no incentive for them to stay, because they are ALREADY one vehicle down, possibly their only vehicle or their best vehicle or maybe their most expensive repair cost vehicle and they're done.

War Thunder is a team game, and unfortunately online games of this nature also just sometimes suffer from a cynicism and a nihilism as people quickly give up and once your team feels they've lost, they really have lost, which further can press players to simply quit the match, since if they don't feel like they're going to win, there's no sense gambling their time and SL on what might be a loss... and there's not much you can do about that, but I think it is compounded by the repair costs and relatively poor rewards of Ground Forces.

 

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3 hours ago, FlanChan said:

And if they did poorly, there's no incentive for them to stay, because they are ALREADY one vehicle down, possibly their only vehicle or their best vehicle or maybe their most expensive repair cost vehicle and they're done.

Usually it's the opposite for me. Whenever I play France, if I get killed by CAS I don't spawn SPAA because it costs twice as much to repair as my MBTs (15k vs 6-7k), despite being 4.3 when the MBTs are 7.7, which means it's both almost useless, and I'm punished more for using it.

 

EDIT: Now I see the DCA 40 repair cost was substantially reduced to 4k, but I still won't spawn it because I have no real SPAA option above that BR. 

Edited by Zucc_Boi
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I have a perspective here from a man trying to space exactly ONE tank for USA right now: I just want my SEP to have thermals man... come on...

In all seriousness I have empathy for people spading a specific tank and just want in to the next battle as fast as possible.
HOWEVER, I can empathize with you as well: People who leave after one death in their special spaded boy. Come on... what's one more life?

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21 hours ago, KingHammer said:

I think enough people have talked about the bad economic changes in WT.
I want to talk about another serious topic that partially contributes to the already bad economy in high tiers:
ONE-TANK players
In high-tier matches, it is not hard to find that half of your team is made up of these ONE-TANK players (die once then quit)
this is of course the result of pack sales and occasionally tech tree climber.
Anyone who plays high tier would know how important one more player on the battlefield can do:
In an ideal situation when a plane/heli kills a player, the player will spawn spaa to anti-air kill and prevent further CAS from the enemy, forming a virtuous circle. The same applies to tanks which both help to maintain a healthy amount of players on the battlefield to create engaging combat.
One-tanker break this virtuous circle: heli comes, kills players, players quit, no retaliation, a massacre until someone decides to spawn a spaa in the cost of playing tanks to hold lines where One-tanker quit. Enemy tank kills players, players quit, no retaliation or reinforcement to hold the line, easy breakthrough, the enemy got point, spawn in air, aaaaannnnddd the same circle repeats.

When one team has one more Heli, jets, AA when other team do not, usually means crashing defeat or effortless victory.
This results in extremely quick games: 3 min in, you kinda already know the result
We all know a longer game means better earning because u do more things that can earn active points.
One tanker are not affected by these bcs of premium tanks (with higher earning and lower repair)
However this is not the case for players with tech tree tanks, it discourages people from keep fighting and further encourages one-tanker behavior (save it when it's not too late since 3 min in, you kinda already know the result)
people who keep fighting are those who: have their booster on (dont wanna waste), teaming up with bros (if bros are fighting u should too), or simply has tons of SL to spend (enonomy means nothing to me i am simply here for fun).
My idea to solve this is rather simple and in fact already in game: like isreal M51, give one tanker free back up tanks.
three maybe a bit too much for high tier, two for sure.
this only applies when there is only one tank in your lineup.
For premium one tankers,it helps them to contribute to the game for a longer time and provide them with more opportunity to learn the fast-pacing combat in high tier.
For tech tree player, even if you only research one tank (let's say a Leo 2), u can still contribute to the battle on the same level as a premium one tanker, not to mention you can unlock parts quickly (do more stuff with 2 lives), get familiar with ur tank quicker, make the game longer, and get more earning eventually.
who wins in this scenario? premium player learn game faster, play more. tech tree player suffer less and get better combat experience. everybody earn more in games Gaijin got good reputation and more players to come.

I've been one tank, one death leaving due to exorbitant repair costs with crappy sl rewards. ESPECIALLY when im playing britain or israel. if i dont have enough kills to break even after my first death i leave switch nations and continue on. If it's higher tier i do it because of the sl crap and the cas spam of drones, helis, and planes

Edited by Cephalor
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I imagine the number one reason why people quit after 1 death is purely economics, Unless you are certain you can get a couple of kills with your second tank, its not worth it to respawn. Especially if you died to something a bit BS. Like being shot cross map, or by someone hiding somewhere really dirty. Of course people will just leave instead of respawning. Its just good economical choice. 

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