PSA: The proposed multiplier change is not the same rewards divided differently, it's actually _LESS_ rewards overall
tl;dr: In Air RB if your win rate is higher than about 30% you'll probably earn less RP on average with the new multipliers. In Air AB, Ground, and Naval it's less significant, but still probably going to require a win rate below around 45% to break-even. So the average player with a 50% win rate will earn less under the proposed new system.
Changing the multipliers from 1.4 and 0.6 to 1.2 and 0.8 sounds like it's even, but it's not because most players do worse in matches they lose on average compared to matches they win. There's obviously exceptions (matches where I do really well, but the team lets me down, or I do terrible but my team carries me), but those are exceptions.
The multiplier is applied to your battle time and your activity percentage.
Activity percentage is calculated from your total points earnt and your battle time (so battle time is added twice, and is one of the most important factors in decided how many points you get).
In most modes the winning team ends up winning because they knocked the losing team out of the battle quicker. This is particularly noticeable in Air RB (due to the single spawns), but even in the other modes you still get matches like my Ground RB match last night where 80% of the winning team survived to the end, but only 1 player on the losing team did.
On average in Air RB I think I end up with around 2500rp in a win, and about 500rp on a loss on average.
So base without the multipliers is:
- Win base: 2500/1.4~=1786
- Loss base: 500/0.6~=833
So with the new multipliers that would change to:
- Win: 1786x1.2~=2143
- Loss: 833x0.8~=666
So I'm losing around 350rp on a win to gain around 166rp on a loss, in other words I'd need to have about a 32% win rate to break even. (0.32x350 ~= 112 ~= 0.68x166)
Posted Aug 28, 2021, 2:06 AM UTC
The snail big brained us into wanting lower rewards
I'm not sure that they actually realise. For all Gaijin talks about "stats" I'm not sure they actually have that great of a grasp of how to interpret them.
They seem to be good at getting all the numbers and summarising them, but not so good at figuring out what they actually mean.
This is actually an example of that: If they changed the numbers to 0.6->0.8 and 1.4->1.3 I wouldn't be surprised if most modes still ended up breaking even, and Air RB would still decrease rewards, but most players wouldn't realise it. It would sound like they where increasing rewards overall.
I suspect that they honestly don't grasp the numbers well enough to realise that this would actually result in less rewards.
Im still fine with this change. It opens up a bunch of shit BRs for shit nations to grind through. Especially when they drop an event prem. Unless you're one of the literal gods of warthunder you're not gonna have 45% winrate when half your team everygame is brain-dead buccaneer S1 spammers.
This game barely has any teamplay in the first place. You play on a team not as a team 95% of the time. And someone who's killed the exact same amount of shit i have doesn't deserve 130% more rewards just because he rolled the team with less brain-dead groundpounders.
Do the "brain-dead groundpounders" deserve just as much reward as you?
Because in general the best way to get points and activity in Air RB seems to be CAS and bombers, but of course CAS players don't win as often (averaged out over a lot of matches) so people avoid it and play fighters instead because they want to get the win bonus.
So by taking away the win bonus you decrease the motive for people to play fighters instead of CAS/Bombers, so look forward to even more ground pounders.