- 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 premoderatedI get what you are saying but you should give better benefits for the players that have premium acounts. The Rp and sl gain is to low for premium players on a game to game bases, in most of the games you would loose sl becasue repair cost are to high. The Battlepass quest should not bee time limited, you can give out the quest like you do so no one is done on day 1 but you should not set a time limet to do it. Aslong ass the battle pass is aktiv you should be abel to finished the content.
Dear Gaijin staff, i see the difficulty of beeing a F2P game which still has to make money. Im playing for 5 years now with about 3k h in the game and didnt spend a single Cent. You have to afford the game and thats why (even if its annoying sometimes) i understand you bringing toptier prem etc. But for the average F2P user it would be genius if you not lower repair cost for vehicles which are objectively bad for their BR, but juts gaining more SL, that would give more variety of vehicles used
1.A max repair cost of all types of vehicles, no matter level/BR or effectiveness. Should be close to the income of destroying certain type of vehicle. 2.A max RP/SL cost of TT vehicles, instead of rising permanently through introduction of new vehicles. 3.A max cost of vehicle training/expert, modification, talisman. 4.Same profit destroying same type of vehicle, no matter level/BR. 5.When capturing a zone, the profit does not depend on how many players
I don't disagree with Mr Yudintsev above. But as a player who's been here as long as ground battles existed I do think there's a problem with SL costs in the higher third of the tech trees. Yes, you can grind at lower levels to fund higher level repair/module costs but you should at least be breaking even in an average game. Makes for "selfish" gameplay and players leaving after one death which often makes for a poor experience. That costs you more new players/player retention than review bombs.
I've never had even one single problem making money in this game, although I am not a purely F2P player - I hardly every buy premium time and usually just grind optimally, or play planes that I like. That being said, it is obvious for the ground playerbase (which I never play, because the grind is so horrendous and the experience is so bad) that progression is far too slow. In air we have the advantage of you not being able to nickel-and-dime every single aspect. In ground it is much worse.
I still don't see a logical explanation on why I, even after having a full premium + talisman top tier lineup, are earning ~>1% RP needed to unlock a vehicle that's over 300,000RP, when in the same game, in a different game mode (Air RB) I can gain upwards of ~5%. Ground vehicle progression is broken, and the excuse that you can use multiple spawns, is not working in real world, and needs to be addressed ASAP.
If you want to earn money, that could be archive playing for a subscription and not giving advages to those who have money to spend. That's the biggest error in your gamification. I really like WarThunder but it's sad that is too late for that correction...
How can we have around 80% players with premium aircrafts, ships, tanks, even chappers, every game in sub-top tier matches while 80% players don't pay anything in game? Is this 80% based on the total amount of the accounts most of which didn't log in for quite a while (leaving the game). And in fact, even considering those leaving, 20% paid player is quite a lot for a F2P games. LOL has only around 10% paid players, for example.
I'm not a bad player. Neither among the best. I would say competent. I play with prem account. And i can most of the time barely make a profet. Especially in high rank AirRB. Because of the bad balancing. And BR system. And i laughed when i read this "otherwise only the same popular vehicles will appear in battle" Do you even play your own game? I see the same OP vehicles most of the time. And i can't do much against them. Playing a stock plane and get konstant uptier. Ain't good for the player.
Assuming your system is well thought out, if you look at the coastal fleet, you realize how your entire argument falls flat completely. Ships which get absolutely destroyed by equivalent br bluewater ships, and which require a lot of RP to progress, even though their combat value of most coastal ships is next to zero, most are slow, have no armor, weak firepower, but they still require same RP research as light & heavy cruisers and battleships at br 6.0+. I spent over 10k euro on your game.
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