- 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
Friends!
Ten days ago we asked you to share your key suggestions and complaints about the game in a special survey. As a result, we received 14,562 player submitted entries - many of them being very constructive. It is a very impressive number! Some submissions made a few pages of well organised bullet points. We are very grateful for such active support for the project and a desire to help us make War Thunder better!
It is very difficult to process such a great amount of information. But we managed to isolate most of the repeating points and are already working hard on them.
Economy and progression
More than 90% of feedback entries touched issues with economy and progression. The majority of them were: repair costs and the ability to pay for it by being active in battles and performing specific actions. Including rewards for assisting enemy kills, kill-to-death ratio, point capturing in a team, repair and other help to teammates plus many others. A separate layer of concern was expressed about the time needed by new players to progress all the way up to the top-tiers.
About one third of players are concerned with the current BR distribution and methods of assigning BR to a vehicle. As well as about the BR ranges of vehicles in battle.
At least 4% of players also paid special attention to such topics as the need to purchase modules, the possibility to have free - perhaps lengthy but free - repairs, and many suggestions in not modifying or significantly rebalancing premium vehicles.
All in all, we understand these concerns and will try to encompass ideas on most of them in the upcoming economy roadmap we promised to publish by June 14th.
Gameplay
About 10% of players also took time to share their ideas and observations about various gameplay issues in War Thunder. We are still assembling the full picture of those thousands of points, but have already focused in some of the most repeated ones:
Locations. Especially their size and how susceptible they are to being shot-through in Ground battles. It is a very important topic. We have tried to study our maps over a long time, creating special tools like ‘heatmaps’ of deadly shots together with the player system of likes and bans. With the game growing and many new vehicles added many maps demonstrated either new issues, or older ones became too significant.
We are already engaged in reviewing and ‘polishing’ all locations - and it is sure to be part of the upcoming game improvements.
Many of you spoke about the inconvenience of night battles. Though we already tried to make some improvements there - like lowering their appearance probability, addition of illuminating shells,- it turned out not to be enough. We will also look into new solutions here.
Some other given complaints were about aviation streaks in Arcade Ground battles, ideas how to improve voting mechanics for favourite maps, and ways to improve the survivability of stock vehicles both in ground and air battles.
The was a separate pool of ideas related to PvE modes and ways to improve their gameplay and attraction.
Naturally we received literally thousands of ideas on specific vehicle models, modules, weapons and features. It is impossible even to list them all here. Which is actually good - since War Thunder is a game about military vehicles, so it is expected they are in the focus. We are carefully studying all feedback and will try to look at it from a fresh point of view.
As mentioned, we are still in the process of analysing all of the survey entries and picking up more and more points from these worth examining and doing some extra to work on them. Currently the survey form is closed, but we will continue to make similar general broad feedback polls on the game in the future again. We will also continue to actively listen to your feedback on the forums. Our plan is to conduct such intensive ‘general questions and suggestions’ sessions at least once every 3 months.
Some of your suggestions can be put in the game quite quickly - and War Thunder game design and development teams are already working on them. Some will require a more complex approach, and we will plan for them in our roadmap. We will also cover more about these in the news for the game. So since we are planning to release a large economy and progression changes roadmap by June the 14th, we hope to meet many of your wishes on the above mentioned issues there.
By the way, we have just published a detailed Q&A for video content creators, you might find the answers interesting and relevant to some of your points in them (link).
Conclusion
Once again, thank you for taking the time and effort to share your thoughts! We have always tried to pay attention to your feedback, but getting such a massive pool of information from players all over the world - is a limitless source of inspiration and motivation for us. Do not be upset if you don’t find your exact points in the summary above - it comprises the most repetitive ideas, but we do study, and are studying them all. We will work diligently to look at issues from various viewpoints and try to improve as much as possible to allow you to continue to enjoy War Thunder for many years to come.
Comments (174)
Comments will be premoderatedwho are you and what did you do with the snails before you, jokes aside I'm very happy to see this first step being taken hope that in the future I will be able to enjoy the game without rage quitting after couple of battles.
Good Gaijin
Also can we please stop having contraversial NSFW content being shared on social media about the game such as the new japense trailer on the nsfw pillow items. This game is flooded with children and it is not appropriate just like the last decision you made with that decal. Gaijin please aim to be more family friendly instead of catering to nsfw adult desires to advertise the game.
Why even bother? I'm sure that a decade of increasingly hostile monetization is not going to be fixed because of this. Their design philosophy was similar to what other F2P developers do. Their intention is to make the game purposely frustrating to get you to spend money. That's the crux. They aren't designing the game to be fun or to be art. That's not the business model. It's simple as that and unless they've have some sort of ethical realization, that core philosophy isn't going to change.
I think you really need to implement a new gamemode, ground RB without air like, planes, drones or heli. Many players loses their fun in ground RB when they get swarmed by players in CAS. Another issue is the SPAA balance. German gepard have big issues if uptier against 9.0 heli and drone. Can't reach them or having alot of problems hitting on that range because it's so easy to dodge their tracers etc. Give players the options to choose what ground RB they wanna play. With or without CAS.
2 issue you didn't paid attention for them: 1. When i play WT, in 90% of times i get uptired to 1 br higher. I swear this is very easy to analyze that a vehicle i br8 should not fight a vehicle in br9 2. Make the game more balanced... it's always like the people who play USSR are 10 time more than people who play other countries
From previous article: Ultimately, the session consists of players within your BR spread who are currently in the queue, there’s no additional factors that directly put you at a certain battle rating. On top of this regarding ‘full uptiers’, only 4 players on each team have the possibility of being at the top BR, so even if you are at a lower BR relatively in a match, you won’t be fighting a team entirely comprised of vehicles more advanced than yours.
Gaijin pulling multiple Ws, thanks for pretending to listen to your playerbase. All you have to do now is to actually implement the necessary changes. WT is a game we all love and enjoy, please dont mess it up.
I think there is something that this feedback has shown. It is that we, Gaijin and the community, lack a mean of giving proper feedback. While we were given a text box to write feedback in, there were no help with editing, like no automated bullet points, whatever Word.exe does. It may be interesting to make a proper feedback system, where players can give feedback specific to vehicles or maps, if it's a suggestion, a bug report, or whatever, and all of this from the game itself, not forums.
unrelated, but relevant due to recent efforts to respond to the community: please give the f105d its historical flares, whether in the optional pods, or the later, belly mounted dispensers.
There has been numerous mentions of heatmaps, analysis of player data etc. yet we have yet to see any of this, in fact the replay files, which would enable users to analyse this data themselves are deliberately obfuscated. Can you please share this data that you are basing this analysis on? We are yet to seen any actual number ourselves. if you are analysing it yourself it should not take much effort to share this with us.
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