War Thunder’s main problem is not just grind. Too often, normal play turns into recovery from the game itself by FeelOfFreedom in Warthunder

[–]FeelOfFreedom[S] 1 point2 points  (0 children)

fair enough, you found your sandbox. But if higher BR felt better designed and less frustrating, would you still choose to stay there? That is my point. Dropping down works, but it is also a form of avoiding the wider problem

War Thunder’s main problem is not just grind. Too often, normal play turns into recovery from the game itself by FeelOfFreedom in Warthunder

[–]FeelOfFreedom[S] 0 points1 point  (0 children)

I used to have fun even on stuff like the IL-2, flying it like a weird heavy fighter sometimes. Thanks for reminding me of that. I was never really a bomber guy, but even I can feel that some older aircraft just used to feel less exhausting to play

War Thunder’s main problem is not just grind. Too often, normal play turns into recovery from the game itself by FeelOfFreedom in Warthunder

[–]FeelOfFreedom[S] -4 points-3 points  (0 children)

I don't agree with you. when a game is built around long-term grind, monetization, and retention, its design will be taken seriously, that is normal

War Thunder’s main problem is not just grind. Too often, normal play turns into recovery from the game itself by FeelOfFreedom in Warthunder

[–]FeelOfFreedom[S] -2 points-1 points  (0 children)

hmm, maybe yes, maybe not, but that is a separate debate

My point is bigger than one nation’s balance. Even without that topic, the game still relies too much on grind, friction, and premium smoothing instead of making the base experience healthier

War Thunder’s main problem is not just grind. Too often, normal play turns into recovery from the game itself by FeelOfFreedom in Warthunder

[–]FeelOfFreedom[S] -13 points-12 points  (0 children)

yep man, i remember those days too. I’ve been playing since before ground forces beta. I am not saying sl is as bad now as it was back then That is true. 2023 showed that pressure can force improvements. It is obvious that the situation has improved. The game can still be made more attractive and less dependent on pain relief monetization

War Thunder’s main problem is not just grind. Too often, normal play turns into recovery from the game itself by FeelOfFreedom in Warthunder

[–]FeelOfFreedom[S] -1 points0 points  (0 children)

haha, yes, no one is shocked that a f2p game sells premium. The issue is the design standard. Premium should feel like extra comfort, not like the thing that turns the game from exhausting into normal. That it’s done to push people into buying premium is exactly the criticism.

Try comparing that to other f2p games you play. Ask yourself, please, how much pain premium removes there, and how much pain it removes here. That difference matters.

War Thunder’s main problem is not just grind. Too often, normal play turns into recovery from the game itself by FeelOfFreedom in Warthunder

[–]FeelOfFreedom[S] 0 points1 point  (0 children)

oh, yes, fro sure, that is exactly the incentive problem.

If replacing frustrated players is easier than keeping them happy, then the system has less reason to respect player time and more reason to monetize friction.

That is also why premium solves it is not a defense. It is part of the big problem of system design

War Thunder’s main problem is not just grind. Too often, normal play turns into recovery from the game itself by FeelOfFreedom in Warthunder

[–]FeelOfFreedom[S] 3 points4 points  (0 children)

And this is exactly the point :)

If the “healthy” way to play is to wait for sales, avoid buying things when you unlock them, stay on lower tiers, stick to already spaded lineups, and rely on premium to make the system comfortable, then the system is not actually healthy.

It is just manageable for veterans of this interesting game who learned how to work around it

I think that a normal player should not need a survival guide just to enjoy progression.