- For PC
- For MAC
- For Linux
- OS: Windows 7 SP1/8/10 (64 bit)
- Processor: Dual-Core 2.2 GHz
- Memory: 4GB
- Video Card: DirectX 10.1 level video card: AMD Radeon 77XX / NVIDIA GeForce GTX 660. The minimum supported resolution for the game is 720p.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Windows 10/11 (64 bit)
- Processor: Intel Core i5 or Ryzen 5 3600 and better
- Memory: 16 GB and more
- Video Card: DirectX 11 level video card or higher and drivers: Nvidia GeForce 1060 and higher, Radeon RX 570 and higher
- Network: Broadband Internet connection
- Hard Drive: 95 GB
- OS: Mac OS Big Sur 11.0 or newer
- Processor: Core i5, minimum 2.2GHz (Intel Xeon is not supported)
- Memory: 6 GB
- Video Card: Intel Iris Pro 5200 (Mac), or analog from AMD/Nvidia for Mac. Minimum supported resolution for the game is 720p with Metal support.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Mac OS Big Sur 11.0 or newer
- Processor: Core i7 (Intel Xeon is not supported)
- Memory: 8 GB
- Video Card: Radeon Vega II or higher with Metal support.
- Network: Broadband Internet connection
- Hard Drive: 95 GB
- OS: Most modern 64bit Linux distributions
- Processor: Dual-Core 2.4 GHz
- Memory: 4 GB
- Video Card: NVIDIA 660 with latest proprietary drivers (not older than 6 months) / similar AMD with latest proprietary drivers (not older than 6 months; the minimum supported resolution for the game is 720p) with Vulkan support.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Ubuntu 20.04 64bit
- Processor: Intel Core i7
- Memory: 16 GB
- Video Card: NVIDIA 1060 with latest proprietary drivers (not older than 6 months) / similar AMD (Radeon RX 570) with latest proprietary drivers (not older than 6 months) with Vulkan support.
- Network: Broadband Internet connection
- Hard Drive: 95 GB
Dear players! We see that you have many questions and observations about how the economy and progression work in War Thunder. Kirill Yudintsev, creative director of Gaiijn, is best suited to explain all of this.
Player progression is essential. You can't give a player everything at once, because it will overwhelm and make the game very difficult for them and they will just leave it either immediately or almost immediately. This has been tested by us many times in different ways. When applied to our game, later vehicles are almost always more difficult to learn and play tactically, in the controls and with its capabilities. Progression provides opportunities for gradual learning and engaging the players. Without it, the game will lose players right from the start.
In addition, progression serves as one of the basics of how a game makes money (basically players pay for acceleration of progression).
The fundamental difference between paid games and fair play free-2-play games is that you don't have to pay to play free games, and most players don't actually pay.
Most War Thunder players - about 80% - have never paid a dime into a game, whilst playing for months or years. Many of those players who have paid for something in the game don't pay every month (and sometimes not every year) either. Nevertheless, all of the maintenance to the game, all of its development, servers, and support, is provided by those players who pay.
In any game players play only when they have fun. But in a f2p game, players only pay if the game really entertains them. The player is already playing, already having fun, and pays if they want to support the game, or try something new, which is, at the same time, not necessary to enjoy the game (otherwise they would just quit playing and not pay at all).
Hence the unobvious conclusion: the less you have to pay to play the game, the more differently priced paid options it should have, so that those who can afford it can spend more, and those who can't or don't want to can play for free and have fun.
There are many progression and economy options in F2P games. Not all of them are suitable for our game, because War Thunder is about real combat vehicles, which are not equal, differing in power and capabilities.
To quickly and roughly summarize, the general principles of economy and progression in our game:
- vehicles should be unlocked gradually, from simpler and older to more complex and later
- the total time to get the first "top" vehicle should be a balanced (not too long not too short) number of game hours
- the player should at the beginning of the game route (while mastering the game) get new in-game equipment often enough
- The game has to earn money, otherwise it will be closed. And it must make money without a pay wall, so you can play indefinitely without paying anything (so there is no deception that the game is "free" when in fact it is not). Income should provide everyone the opportunity to play a multiplayer game with multiple modes and features
- Progression and economy should, as far as possible, provide a variety of vehicles encountered in battle, otherwise it's just boring. I.e. there should not be too many "farming" vehicles, and especially if they are statistically stronger in battles (otherwise only the same popular vehicles will appear in battle).
- In a game with so many vehicles and modes it's impossible to manually adjust the in-game economy (it's important that it obeys specific rules, and manual changes to them would skew a vehicle’s effectiveness, making some vehicles "bad" and others much better than average, and thus affecting their occurrence in battles).
On the basis of these theses the economy is “adjusted” (algorithmically based on statistics).
About once every couple of years we revise it globally, as new vehicles are added to the current trees, and the rest of the time, to a lesser degree, "correct" the economy, using accumulated statistics.
The current progression and economy system is not the only possible system for game economy principles. There are also, for example, systems based on randomness or on the exchange of virtual objects between players. However, without even considering the limitations on different platforms associated with these options, any such significant changes are unlikely to be well received. After all, our community is formed of people who accept the current economy and progression in basic principles, or rather they may even like it in general.
So it turns out that the main key parameter that we can change without significant harm to the game and players is a revision of the total time to reach the top and get the whole line (with some smaller tweaks like modification research speed, balance of repair\gain and so on). We have already done this kind of revision three times, and it's probably time for the next one. This work takes many weeks, so we will probably show the planned changes in the second half of the summer.
We are no doubt open to other suggestions (and we have many of our own), but we doubt that a complete transformation of the progression into something completely new will be accepted by many players, no matter how much we would like to do it ourselves. We'll still try to come up with something new in the progression, and we'll definitely consider all of your suggestions.
Separately, a few words about review bombing as a method of communication
Separately, a few words about review bombing as a method of communication. As many of our players know - we've repeatedly reverted both planned and already released large and small changes (including in the economy and progression). Due to threads on reddit (where much of the western English-speaking community communicates) and with threads on the forums and comments to articles on the site. We value our players and our game, not our updates and changes. If we know that the majority of the community doesn't want an update, we cancel or revert it immediately. Even if some part supports and some part opposes - we prefer conservatively the "do no harm" principle - keeping the current status quo.
Of course, a review on Steam is also a platform for expression. However, the majority of new players just look at the score evaluation, and do not read the text of reviews and do not go into what they were left for. So review bombing does damage to the game in that new players simply won't try it, while it doesn't raise their awareness of the problems you've noticed. If your goal is not to hurt the game, please use other, less destructive ways. For example, leave feedback in our forum, and suggestions specifically about the economy we are inviting in the feedback form. Also, review bombing will not cause modifying or nullifying in-game prices - if the game is shut down, no one wins.
Radical, revolutionary changes in games that have been around for years are always very difficult to make, because they will almost certainly break gameplay for a significant part of the players. We try to proceed according to the principle "do no harm" and change the game carefully. However, if a topic receives a lot of support from the community - we do everything possible to support the players. We commit to follow the feedback even more carefully in the future and take it into account when defining our plans for the development of the game.
If you still have questions - ask in the comments, and in the future we will try to clarify all unclear points.
Comments (269)
Comments will be premoderatedUnfortunately this is how our world works these days. Everyone wants everything by not doing anything for it. "Please give everything for free so that I dont have to do something for it. And if you dont I cry like a kid standing in front of a sweets bar not getting anything." I wish this would stop. And yes: Please start to communicate better with the community! And use the CCs for it too!
War Thunder lacking a wall was mentioned. While you never have to "insert quarter to continue", you quickly realize you have to pay for everything in the game. Even playing since release, with premium vehicles and account, I only have most US vehicles. I tried other nations but stopped due to slow progression. RP gain and SL gain is so slow new f2p players won't see modern content for years. It's so slow that this game, which I love, I dissuade my friends from trying. The grind is oppressive.
The +1-1 br system is the problem forcing us into unfair feeding matches for those in the higher br Jets with no radar or missiles vs those with Navel fighting heavier navel they cannot pin Tanks fighting more advanced tanks they cant pin Especially on reserve your always forced into a uptear in reserve This system is what makes better vics harder because unless max rank you're always fighting someone much better than you much harder to kill in some cases unable to kill It's unfair and butual
Gaijin... I get what your saying. Having a F2P game needs a constant stream of income from microtransactions in order to stay afloat and continue development, I get that. But we aren't looking at a couple of color packs or goofy little bundles... There are packs on packs of vehicles that cost more than a AAA title game, that also give a great boost in both progression AND gameplay advantage. I pay AAA price? Give me AAA title quality in the game with progression AND gameplay.
Nice,reasonable words. Reality: - Your economy is set up that I barely earn anything playing grb tier 6, with prem account. If I want SL to progress, I have to sealclub in Pz IV J. (Thunderskill % at 69) or play naval, which is full of SL bots. -You screwed me and everyone else with PT-76-57 as it's utterly useless at its BR for RP purposes bc 60% malus to RP. -in losing matches, I have to spawn into a crossfire and pay SL for repairs or get crews locked for minutes. etc. I could go on.
"Progression and economy should, as far as possible, provide a variety of vehicles encountered in battle, otherwise it's just boring. I.e. there should not be too many "farming" vehicles, and especially if they are statistically stronger in battles (otherwise only the same popular vehicles will appear in battle)." This is false though. This is exactly what happens in the game all the time. There are certain premium vehicles that get spammed over and over again for farming silver and rp!
Dear Kirill Yudintsev and the rest at Gaijin I and many of us thank you for taking time out of your day to describe your process and thinking to us. Honestly, though many of us complain, you guys do A LOT right at a F2P game, and you do not get enough credit for that. But, there are some things that hurt everyone... You have nerfed reward payouts for winning, yet Repair Cost have only gotten more expensive for high tiers, and RP requirement is the same. We love you, please help us out too.
I am a long standing player with about 9000 hours in this game who has spent probably clost to 3000$ in this game over the past 7-8 years, and I think I can speak to everyone for this one, there are mechanics and glitches that need to be fixed in the game and certain fighting vehicles that need physical balancing to make the game more enjoyable before you should worry about changing economics of the game, I know that if the game is more enjoyable to play people are more likely going to give $
lots of players said about high repair costs and slow progress in game that make game so boring i think another thing is make this game boring is that casual mods i think you should make coop and campaign scenarios even if make them DLCs and sell them we should play with our friends to taste some new experiences and enjoy the game together and earn silvers and researches from other mods not some usual and boring mods like random battlle
and another things that doesnt make any sens that paying silver lions for modifications ... why ? which country send its army for a war with imperfect and incomplete units ? and why i should pay more repair costs for that for example thermal sight added to my tank ? its completly joke .. those units are find meanings with those modifications and after unlocking and buying units i have to gain access of full options in that unit
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