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[Feedback] Economy Revision - Our Plan in Detail


Stona_WT
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Looks like some great changes, very happy that we are being given the option to vote on them before they are implemented.

 

I would like to see something done about kills/assists. Right now people "kill stealing" can be very annoying both for the players having their kills stolen who now get a fraction of the rewards, and for the teammates that are just trying to get kills. This could be solved very easliy by having higher rewards for an assist that are close to if not the same as a kill, this should see a decrease in anger and teamkilling over kill steals, and possibly even an increase in teamwork since players can work together and both get good rewards.

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I really like the changes overall and I think it's something that the game very much needed, however.

 

''Helicopter research progression by playing ground vehicles. A player will be able to select either tank, or helicopter, to channel the research points in ground battles. Summer updates 2023.''

 

This change is just a quick and poor way to ''fix'' the massive problem that is Heli grind which is by far the worst in the entire game, even with a premium helicopter and premium account it would take more then 40 hours of straight up battle time to get a top tier Heli.

 

Averaging 30000rp for a 1 hour battle compared to ground or air where you can get 10000 in 10 to 15 minutes.

 

I feel that the RP changes that are going to be applied to Aircrafts should also be applied to Helicopters, as well as the foldering changes, because having to research the Mi-24V costing 380000 RP and then being forced to research the Mi-24P that is basically copy paste makes no sense.

 

It would also make more people research helicopters like the Mi-28NM that with the recent addition of MTI to the Ka-52 is just a sidegrade at most.

 

Not taking into account that Heli EC is on itself a horrible gamemode 

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Perhaps a bit of a selfish point here from me, but the prime of my gameplay (around 2,000 hours) has been recently (the past 2–3 years), therefore, it feels a little unfortunate that my efforts, time and money (when I've paid to win by paying for upgrades via GE, lions via GE, premium vehicles, GE vehicles, etc.) have gone toward, effectively a very 'grind' focused economy. Now, looking at 2024 and beyond, a new or existing player will be able to play the game less and potentially be rewarded the same as other players who have backed the game, perhaps over the span of many years.

 

I'm not saying these changes are negative for the community, but I am saying that people like myself, who have continued to support, through thick and thin, seem to be loosing out a little with these changes. I'd like to see them rewarded in some way, depending on how much they helped keep the game alive and make it what it is today.

 

This is great though Gaijin, I can see you've really listened to the community and tailored most of these changes in favour of both new and existing players - keep up the amazing work! Thank you for listening to the people and showing promise to improve things!

Edited by FoxhoundDan
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Looks great, most of the changes listed are great and things I'd like to see. I do have two points of contention I hope to see addressed.

1) All vehicles that come at the end of an vertical line in a Tech Tree have an artificial huge increase in RP cost for modules, this should be removed. It really makes these vehicles incredibly painful to grind out and hugely decentifies playing these vehicles. Therefore making their grinding experience rather painful, especially if these vehicles have a few nessescary modifications to perform.

2) The improvement listed where going through multiple nations makes the grind easier for other nations is a great addition, I do however worry about the requirement to unlock specifically the top vehicle. Why can't this system be applied if you unlock a specific rank? IE Rank V makes unlocking Rank V in other trees slightly easier.

Edited by Soldier_676_
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Most, if not all, of these changes are a good running start to revive the feeling this game gave players in years prior. All we need now is action on these things. I'm not going to lie, I had little hope that there would be anything good on a roadmap. I am pleasantly surprised. But like I said, all we need now is for you to act on these things

 

edit: I forgot to add, if these things are actually implemented in the way its described, I will change by salty review on steam. As should everyone else. That is, if these things are added and not slowly removed over the next few years

Edited by MrMoustachio1017
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  • FPE of ground vehicles will be split into default for single use fire extinguishing, and an improved type, which requires module research and is capable of extinguishing fire twice.

Just make it free, come on
 

  • Helicopter research progression by playing ground vehicles. A player will be able to select either tank, or helicopter, to channel the research points in ground battles.

I mean you could just improve heli modifiers and heli PVE rewards drastically ? like 100-150%
 

  • Improving Premium Accounts: Income Insurance

Make this a standard thing, people with premium account already gain twice as much, F2P players are the one that really require this change. And if you really want to further improve premium account on this, boost the SL modifier further instead.

Edited by Washinout
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The only thing I find to be annoying and has been annoying me for some time, is that you cannot repair aircraft considered shot down, even if you manage to land them on the airfield. I believe that pilots, who manage to land a heavily damaged/ partially destroyed aircraft on the runway, should be rewarded by the ability to take part in the battle once more.
In order to make an Aircraft combat innefective after they have been shot down, to avoid them remaining effective after being shot down, could be disableing/ditching its remaining weaponsystems after a designated amount of time of being cosidered shot down
I am pretty happy with the changes otherwise.
Cheers Mates

Edited by Daddelprinz
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What about kills not counting, even when their vehicle was hit multiple times and they simply crashed or bailed out? Not only did we waste ammo, but we also didn't receive any rewards and still have to pay for the ammo we used. Additionally, we have to deal with ammo that penetrates and ignores modules and crews. Sometimes, even shrapnel acts like a magnet on certain modules and the crew inside the vehicles.

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Regarding your decision to implement the income insurance feature for Premium players, I strongly recommend you reconsider its addition. In this article you claim that repair costs provide incentive to "assess risks and avoid wasting their vehicle". However, if Premium players do not have this concern, due to being compensated whenever total repair exceeds battle rewards, there is no incentive for them to do this very thing and play effectively. This is very unfair for free players, who either can't or don't want to pay real money for Premium benefits. This could potentially lead to more players buying Premium benefits for the express purpose of avoiding losing SL, in the process earning more than is already possible even for an average player. Also worth considering is the already great number of players with Premium who often do not use their vehicles effectively, especially at higher BRs. In my opinion it would be best for the game as a whole if this feature does not get added . Or alternatively it could at least get changed to not give Premium players an unfair advantage. For example, you could change it to compensate both free and Premium players, but to a lesser degree and ONLY IF a player loses all vehicles AND the total repair cost exceeds battle rewards. I want to reiterate that you yourselves claimed that repair cost is important for pushing players to become better at the game, and I fully agree. The way I see it, the reason repair costs are even a thing in this game is to prevent players from progressing too quickly and to "punish" players who consistently perform poorly due to their skill. Lastly I would like to say that the economy changes are promising overall, with the only major issue being the income compensation.

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Very happy with the proposed changes! 

SL changes are of critical importance at the moment but in terms of improving the game I really want to focus on this one.

1 hour ago, Stona said:

If a player has a top vehicle in a vehicle branch within one nation, they will receive a RP bonus when researching the equivalent branch of other nations.

This is honestly such an important change. I understand that top tier is the goal of many players and you want to adjust the grind to reach it accordingly, but as currently implemented it makes researching multiple tech trees an unreachable goal. This seems like a great way to solve this problem and I'll be over the moon to see it implemented.

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Nice to see at least something.

 

Though I'm kinda baffled why repair costs and rewards are still seemingly random, case in point I'm familiar with - F-8E before and after change is more expensive to repair, but also earns more than F-4J.

Premium account preventing going SL negative as well repair cost scaling with lifetime is actually amazing idea, though I can see former requiring some anti botting/afking measures to follow.

 

My 0.02zł on the economy topic, that hopefully are as simple to introduce into existing structure, written from perspective of a primarily Air RB player:

 

1)set repair cost to be 1% of the vehicle purchase price, that way aforementioned F-8E will cost up to 9300SL to fix, while it should give some logic to it instead "why this thing is so much more expensive than next in line".

2)set SL multiplier to 100% as baseline for all tech tree vehicles. And before you grab a pitchfork, 100% multiplier means single PvP kill fully covers repair cost in the game mode you're playing. So single PvP kill in Crusader in Air RB nets 9300SL. Arcade game mode would have to have repair cost halved, I am not experienced in Sim games to comment on that, but I can see obscene repair bills there being... discouraging from trying that game mode.

2.1) introduce separate SL multiplier against AI targets, which could be, lets say, 20% for fighters, but 40% or higher for strike aircraft, to discourage loading bombs on fighters while leaving niche for ground pounding aircraft to do their job.

3)concern about "some vehicles being better at farming than others" is okay. Instead nerfing income or nerfing said vehicles directly, improve other vehicles in the same BR and role to make them more attractive picks or viable alternatives. Using the same Crusader as example - if F-8E is deemed underperforming relative to other 10.3 jet fighters, improve economy bonus on Crusader to 110% or 115% or whatever you deem necessary. If that doesn't work, then BR change or in more severe case, changes to armament and/or flight model.

 

Regarding premium vehicles - they would have 200-250% SL multiplier, befitting their premium status. But as additional incentive for considering purchase of premium vehicles, active premium account could also give single backup for premium vehicles upon login and they would stack, up to a point, perhaps 7 days expiration date? Additional incentive to log in daily and to make premium vehicles and accounts more appealing.

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First of all thanks for these great changes. Some additional things I would add:
1. RP cost reductions for foldered vehicles modifications, it would make more sense for their modifications to be also cheaper than for the vehicle that is at the start of the folder.
2. Modifications cost reduction for rank VI-VII aircraft and tanks with upcoming reductions for their research cost.
3. Bigger reward for capturing base that was controlled by the enemy than one that was neutral.

Edited by RytisLTU1
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Hi just wondering if I can inquire about free research points within War Thunder. 

 

Currently they only stand as an option to boost the research of vehicles, and are widely considered by the community as an inefficient conversion as they rely solely on GE to convert. 

 

I'd like to ask within the discussion of economy changes has free research been brought into consideration?

For a proposal, the free research should at the bare minimum be allowed to be utlized for modifications (I suppose that would have to be consdiered / evaluated & compared to the straight up purchase of modification from GE)

I'd also consider re-evaluating it's standing within the game & make it more useful & accessible. For example, convert free research at an increased SL cost or even going as far as deducting 95% of players free research but allow them to utilize this earned research for FREE could also be considered. 

 

In any case once again within the community free research has been actively advocated against players using it due to its ineffecient rates & plenty of people have a massive stockpile of a resource that is not "useable".

 

All round really like the proposed changes & wondering what the community & members of staff feel about something like this. 

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1 hour ago, Stona said:

- Level I : For destroying 3 enemies you’ll receive a 15% RP bonus

- Level II: For destroying 6 enemies you’ll receive a 30% RP bonus

- Level III: For destroying 9 enemies you’ll receive a 50% RP bonus

This should be changed to mission score, as not every vehicle is equally efficient at getting the kill on another enemy (some get more assists, or scouts, than kills); as well as incentivizing kills in particular over other mission objectives, namely, zone captures.

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On 13/06/2023 at 20:48, Stona said:

Improving the Balance of Silver Lions

Good change; raising the multipliers is good for any skill level of player, as long as they can get at least something done.
 

On 13/06/2023 at 20:48, Stona said:

Improving Premium Accounts: Income Insurance

Not sure if I like this feature, but its also not really something that impacts me at all. I have concerns that this will make it easier for botters (like all the bombing premium jet bots) and I do think that if a player does absolutely nothing for a whole game, they should get some kind of penalty for that. 
 

 

On 13/06/2023 at 20:48, Stona said:

Dynamic Reduction of Repair Costs

Average repair costs went down, this is overall good, even though repair costs are hardly something I care about. 

 

 

On 13/06/2023 at 20:48, Stona said:

Revising Teamkill Penalties

The idea seems reasonable, though we will have to see how well this actually will work in practice.

 

 

On 13/06/2023 at 20:48, Stona said:

A More Detailed Battle Log

More information will always be better, as long as its not getting too obfuscated.

 

 

On 13/06/2023 at 20:48, Stona said:

Streamlining Research Trees and reducing the RP cost of foldered vehicles

Flat out great change overall.

 

 

On 13/06/2023 at 20:48, Stona said:

Rewarding Your Skill

Another amazing change. Getting bonuses for actually doing well in the game's PvP should motivate players to improve at the game, and allows better players to progress significantly faster. This is probably THE best change that's listed.

 

 

On 13/06/2023 at 20:48, Stona said:

Bonuses for researching new in-game nations

Pretty cool, will have to see how well this works I guess. generally a good idea to allow people to be less 1 nation focussed. 

Overall great changes, far better than I personally expected. A few weird choices, but thats fine. 
With adjustments over time I can see all of these changes being a good middle ground for the players and the game's monetization.

Now they only actually have to make it into the game.

Edited by _YellowJacket_
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All theses changes looks amazing ! I just think that, for the kills bonus, it's should be only per vehicle . Like a kill streak. It will encourage players to be more careful and not rush into battle and it would more balance, I think.

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陆战历史模式太容易误伤了。防空炮虽然偶尔伤害队友飞机,但概率比较低。关键问题还是炸弹,尤其是大当量炸弹,比如佩8和惠灵顿,兰开斯特。是否可以加入巨大炸弹的轰炸警告功能?可以由投弹玩家提前点击,然后出现地面标识,队友可以提前离开或者寻找掩体,这样可以有效避免误伤。而且地面载具也可以利用特殊指令,可点击出与普通地图点击不同的图标,利用特殊指示点标记出轰炸区域,毕竟在真实作战中,也会有地面引导。至于轰炸机的警告指令,可以设置一个下限,比如2000KG(4000磅)及以上级别才会触发可用指令。

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