

We value our players and our game, not our updates and changes. 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. 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). Separately, a few words about review bombing as a method of communication.

Separately, a few words about review bombing as a method of communication On the basis of these theses the economy is “adjusted” (algorithmically based on statistics).
#War thunder down tiering manual
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).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). Progression and economy should, as far as possible, provide a variety of vehicles encountered in battle, otherwise it's just boring.Income should provide everyone the opportunity to play a multiplayer game with multiple modes and features 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).


#War thunder down tiering for free
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. 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). But in a f2p game, players only pay if the game really entertains them. In any game players play only when they have fun. Nevertheless, all of the maintenance to the game, all of its development, servers, and support, is provided by those players who pay. Many of those players who have paid for something in the game don't pay every month (and sometimes not every year) either. Most War Thunder players - about 80% - have never paid a dime into a game, whilst playing for months or years. 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. In addition, progression serves as one of the basics of how a game makes money (basically players pay for acceleration of progression). Without it, the game will lose players right from the start. Progression provides opportunities for gradual learning and engaging the players. When applied to our game, later vehicles are almost always more difficult to learn and play tactically, in the controls and with its capabilities. This has been tested by us many times in different ways. 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. Kirill Yudintsev, creative director of Gaiijn, is best suited to explain all of this. Dear players! We see that you have many questions and observations about how the economy and progression work in War Thunder.
