- 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 premoderatedYeah the game is F2P but why is the grind so atrocious even whit premium vehicle/talismant and account ?
A good idea is to add a purchasable SL "Talisman" for vehicles similar to current RB Talisman - you can make it double the price of RB Talisman (example where RB talisman cost 2000 GE for certain vehicles the SL one will cost 4000 GE) - It will highly benefit the company where people will buy more GEs a lot more than they do now. - It will allow players to more often use the vehicles they like and play more rather than concentrate to play only premium ones and this will make matches more diverse
Gajin I have over 1000 hours in this game and this is one of the very few games I have spent money in. Please listen to us. We want you and this game to succeed forever. I love this game, I’m a grab player and I have several questions. Why do you constantly increase repair costs to the point we’re even premium players can’t afford it, why do some things have very high repair costs. Please listen to us, please. You have this amazing game please don’t slowly kill it. A random China main.
4 1/2 year, 4000+ hours f2P gamer. I've played the game since December 2018. It's May 2023 now, and one pandemic later that left me with more than the average time to play, I've barely reached Rank VI ground for one and Rank VII air for another nation, and never even managed to reach the jets or tanks of most nations. Meanwhile certain nations have vehicles with 10k+ repair costs but zero survivability, not really making those nations attractive to most casual, occasional gamers.
Meanwhile me in Simulation having to kill at least 5 kills if i get killed by a friendly in MiG-23ML because devs let a level 10 player get access to such a high rank plane..... and if i dont get 5 kills per every teamkill i´ll still lose money. You think ill pay this game when for 2 deaths ill lose 40K and make barely 30K for 6 kills?yeah, i love this game, yes i play this game every day for 9 years and yes i´d love to spend money in this game but i wont do it because of how devs behave with US
Dear Gaijin. I hope you see this message. I can speak on behalf of the community that We know how F2P games work. It's true that a part of the community has an unrealistic expectation on a F2P game. But it would be wrong to say that there aren't any reasonable suggestions coming from the playerbase. If i were to give a suggestion that would satisfy both the community and the company, i would suggest that there should be more added content available for Premium accounts.
I'll consider changing my Steam review back to positive upon reviewing your changes later in the summer.
Can we get on the same page as - what is gaijin's endgame? I joined in 2017 believing endgame is all tech trees in reasonable time and also have real life. it's 2023 and i only got one nation air ground sea as top tier. Is that the endgame? I have bought 410,000 golden eagles not including premium and vehicle packs. All I want (to leave 5*)is access to the rest of the content and the way WT operates, it will take rest of my mortal life. I'm still in the game because i'm hoping for the change.
"Progression and economy should, as far as possible, provide a variety of vehicles encountered in battle, otherwise it's just boring.". This is precisely the situation that has resulted from the current state of premium vehicles. There are certain BRs where 90% of players are in premiums, often the same one.
It's true that major changes will annoy many players, but I'm yet to find a player that enjoys the current progression. I think that repair costs shouldn't be removed but simply lowered so that people dont troll too much. But paying even for ammunition? SL is being used on way too many things, which is why so many players lack SL. I'd add more folders because of how many new vehicles are being added. Also the "end line" vehicle increased mod cost mechanic is pointless and just frustrating.
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