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[Feedback] Economy Revision - Our Plan in Detail


Stona_WT
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Looks actually good, for the most part, but:

- I'm not sure about the whole "encouraging fights at closer range" part. Many tanks are much better in supporting positions, not on the front lines.

- You need to make the game more consistent, rework volumetric, and remove or fix RealShatter.

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One issue this roadmap doesn’t really address is the number of players who only bring one premium vehicle in their lineup, which puts the team at a disadvantage when they die (which is usually in the first minute or two). I think incentivizing the use of tech tree vehicles as well would help solve this. My idea is to grant a permanent bonus of +15% RP gain and +15% SL gain to a vehicle when a player spades it. Also obtaining Ace status with a vehicle would grant an additional  +10% bonus to both RP and SL. This would improve rewards for tech tree vehicles but still be less than premiums, which would encourage players to buy them as well.

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I don't get what you're doing. But i didnt know we had to pay that much for ammo refill even in arcade battles. I mean, with a line up of premium vehicles only, and a very good game, I earned very very few SL. The cost of ammo refill was more than repair cost. This is very ridiculous :angry:

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Hi, 

Concerning the announced economy revision roadmap, while it is in general very positive and welcomed, SB players are concerned about three of the changes and how they will (or rather will not) affect Air SB EC:

1- Repair costs getting based on life-time:

Quote

Given this disparity, we have made the decision to refine the system and directly correlate repair costs to the actual lifespan of vehicles. In other words, the shorter time your vehicle remains operational in battle, the lower its repair cost will be (but in any case not higher than a certain limit). This information will be displayed on the stat card of each vehicle, indicating the repair cost per minute alongside the maximum possible repair cost.


2- Removing repair costs when you get teamkilled:

Quote

Firstly, we will completely remove having to pay for repairs if your vehicle is destroyed by an ally - regardless of the reason that leads to your destruction by a teammate.


3- Including backups with premium vehicles:

Quote

Furthermore, we plan to provide a set of Backups with each newly acquired Premium vehicle. This means that while players are familiarising themselves with their new vehicle, they will have the ability to respawn if the battle does not quite go to plan.



The problem is, in Air SB EC there are no after-death repair costs.

You pay for your spawn up-front when you spawn, and you will not get refunded for it, regardless of whether you die or not. 
Which means these changes will not benefit Air SB EC players, and you will still have to pay full price for your next spawn (or you will have paid full price for your previous spawn depending on how you look at it), even if you get teamkilled, or get killed soon after spawning (i.e. you will not benefit from the new lifetime-based repair cost system). 
Furthermore, this means that Air SB EC players can not benefit from the proposed included backups with premium vehicles. (Not only that, but we can't even benefit from the "free repairs" that are already included with premium vehicles, in the current system)

We will appreciate it if you could ask the devs to address these three issues.

The easy solution to these problems is to change the SB EC economy model to repair-costs-after-death just like all the other game modes (including Ground SB), instead of the current "non-refundable up-front spawn cost" model.
This will enable Air SB EC players to also benefit from the three upcoming changes mentioned above, like all other game modes' players.

And in fact, I had made a suggestion for it a while ago:
 


And as you can see it is highly requested by the SB playerbase:

dKihLLF.png

(And despite this, it wasn't passed to the devs as a suggestion ... While suggestions with much lower total and yes votes have been passed)

We would greatly appreciate it if you would address these three issues. 

Thanks!
 

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1 hour ago, Target1331 said:

Ran out of upvotes, but totally agree, which is why I've been advocating for years now to at least return the proximity reward, because at least it would return some reward for actual skill, baiting, defensive flying, pushing enemies towards better suited friendlies (either because they are in a better position/situation, or because you would otherwise have to give up an advantage that you need later).

 

I had a "like vote" left and allocated it to your post as i see the return of the proximity reward like you as an actual skill/game play related reward. In addition it was extremely helpful in those endless cloud matches. 

 

Even small changes can improve game play - if you full commit to a 1vs1 without mouse aim and external/3rd person view you might be forced to break off or exit the fight if you are suddenly surrounded by various red dots on your radar - in 9 of 10 cases you were surrounded by bots, how difficult can it be to change a red dot/circle of a bot plane to a square or a triangle? 

 

1 hour ago, CHALENGER_GB said:

Firstly, as well as getting a certain number of kills to obtain the reward multiplier I think it should also be obtainable via assists. For the preliminary example you need gave you need 3, 6 and then 9 kills to obtain the next tier. The problem I have with this is that if there are games where I get 2 kills and 7 assists, in that scenario a player who got 3 kills and 0 assists will receive a RP multiplier and I will not, which seems odd since arguably I have contributed more to my team, the outcome of the battle and shown greater skill.

 

Exactly my point. So if you play Ground RB, immobilize your enemy, kill his barrel - so making him helpless and somebody else simply benefits from that you showed actually more skill that your teammate just finishing your job....

 

Despite the kill numbers in Air RB are usually lower, assists are very often just the result of plain kill steals - i mean if you damage an enemy in a classic BnZ style and u zoom up as your opponent is flat spinning due to your damage, it makes zero sense to throw away your existing advantage vs other enemies just to secure a single kill. A hell of pilots simply see an easy and effortless kill in this poor flat spinning guy and actually dive to the deck to get the kill seconds before they impact on the ground.

 

So i really appreciate anything what helps players to progress faster and better, but i would ask gaijin to put more brainpower in rewards related to skill.

 

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a few minor tweaks

very little of what was asked for

the game is far more broken than these minor tweaks will do

 

fluff and BS response from gaij

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Excellent, Want to commend developer attention to the need for rewarding the value of loosing a vehicle uncapping a based, a sacrifice to benefit the team. An uncap plus a blue base cap can win the match. This should incentivize more attempted caps.

 

Question, when will Based Caps be calculated tallied and ranked for all to see?

peace

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I like the direction of these changes and if implemented properly could make me one of those F2P players that convert into someone who will actually throw some money into this game. Its unfortunate that it took a "revolt" to get this done but better late than ever. Hopefully you will be proactive in continuing to make positive changes like this going forward by listening to your player base, both paying and non-paying. last but not least, I hope one of the future improvements you make will be to address the bad implementation of airplanes in GFAB which is one of my major gripes. Keep up the good work.

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Compared to the economic changes, the BR weighting issue has a bigger impact on the gameplay experience. For example, in a BR of 5.3, players spend almost all their time fighting vehicles with a BR of 6.0 or higher. The range from BR 6.0 to 8.0 can mean facing vehicles from completely different eras, where a Leopard 1 player can snipe an M4A3E2 Jumbo from thousands of kilometers away. Another issue is that the M48A1 has different values in the American and German tech trees. It's just not fair if a player is constantly facing vehicles with a BR that is 1.0 higher than their own during a certain period of time.

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I'm sorry, but this is still a joke of an economy change. Mind you this is WITH a premium account and a tank that has a Talisman on it. This is the exact reason why I won't be renewing my premium account or buy anything during the summer sale. Grind is still horrible and the RP for VI-VII aircraft won't be adjust till near September. What a joke!

20230614_230436.jpg

Edited by Slickshotz
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11 minutes ago, Slickshotz said:

I'm sorry, but this is still a joke of an economy change. Mind you this is WITH a premium account and a tank that has a Talisman on it. This is the exact reason why I won't be renewing my premium account or buy anything during the summer sale. Grind is still horrible and the RP for VI-VII aircraft won't be adjust till near September. What a joke!

20230614_230436.jpg

I believe they still didn't  apply the economy change yet in the game? as per as this picture, they will apply the economy changes in next minor updates.  image.png.0830e5493aae23ffb1b76388f25055

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我刚才游戏了一局海战的历史模式,我在战列舰级别的的游戏中使用的小船,占领了3个战区,虽然我没有攻击到对方,但是被对方击杀了。游戏结算的时候没有任何收益,结算界面显示我因为消极游戏,所以没有任何收益。难道现在占领据点不计算游戏的活跃程度吗?(I just played a naval battle in historical mode. The small boat I used in the battleship level game occupied 3 battle zones. Although I did not attack the opponent, I was killed by them. When the game is settled, there is no profit, and the settlement interface shows that I have no profit due to a negative game. Isn't it possible to calculate the activity level of the game by occupying the stronghold now?)

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12 minutes ago, Threashold said:

I believe they still didn't  apply the economy change yet in the game? as per as this picture, they will apply the economy changes in next minor updates.   image.png.0830e5493aae23ffb1b76388f25055

Even if that is so, the fact that any RP required for vehicles or planes isn't being adjusted till September is a slap in the face. RP and SL were THE two biggest issues; I bet we see a classic Gaijin move near the end of this economy revision.

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9 minutes ago, Slickshotz said:

Even if that is so, the fact that any RP required for vehicles or planes isn't being adjusted till September is a slap in the face. RP and SL were THE two biggest issues; I bet we see a classic Gaijin move near the end of this economy revision.

let's not make assumptions, They have planned it till September for some reasons not to **** players off, but maybe for testing and adjusting repairs costs and other rewards may takes huge time. let's just wait dude. 

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Overall looks excellent. Silver Lion changes are perfect, and creative (scaling repair costs with lifetime is a really good idea) so well done there. You say that "Our goal is to ensure that the average player at all ranks can maintain a positive or at least neutral SL balance, even without an active Premium account." which is perfectly on point.
In terms of progression and RP, its still very good as the changes should reduce the time taken to get to top tier, which is currently ridiculously long. However, I do just suggest that when you folder vehicles you do so very aggressively (lots of vehicles in a folder) in order to ensure a significant reduction in time to top tier. I would actually like to see a reduction in RP costs across the board, not just on rank VI-VII aircraft in order to really reduce the time to top tier.
The research bonuses for new nations is really good, but why just cap it at three battles a day. I would suggest removing the cap, there are a lot of nations to research through.
The other changes in the roadmap also look good, sounds like you've really listened to what the community has had to say, good job. A couple of comments I have on things that seemed to be missing though, it would be great if you decompressed the BRs significantly, even if it results in some increase is queue time; I'm happy to wait longer if it means a more fair game. Also RealShatter needs to be looked at, it's just seriously nerfing guns when it shouldn't.
In summary, definitely do all the things in the roadmap, they look amazing, but don't stop there and go even further. Also, keep listening hard to the community. Thanks.

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All good changes, in theory, let’s see how experience is improved on the field.

Beyond all these changes please consider the fact that many players are handicapped due to different internet connection qualities, some of them having very low ping while others very high ping, some of them having almost zero lag while others significant lag, packet loss and de-sync, and despite all these problems are Internet Service Provider’s issues they are also ruining WT experience for many of us.

For sure this can be improved or addressed measuring and compensating unwanted errors on server side, maybe based on dynamic stats and/or some sort of redundancy in the client-server communications net code.

WT has many years of development, and we are now 2023, and available bandwidth and hardware capacity has been increased a lot since old days and for everybody, so comms redundancy and code execution to mitigate errors come at almost no cost.

Thanks a lot.

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5 hours ago, Slickshotz said:

I'm sorry, but this is still a joke of an economy change. Mind you this is WITH a premium account and a tank that has a Talisman on it. This is the exact reason why I won't be renewing my premium account or buy anything during the summer sale. Grind is still horrible and the RP for VI-VII aircraft won't be adjust till near September. What a joke!

20230614_230436.jpg

Maybe - just maybe -  read the roadmap before complaining - economy changes haven't been applied yet.

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