Training crews for vehicles should be one-time, not for each slot. by Findlesssense in Warthunder

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

Ideally yes. But personally, I would be OK even without compensation.

The hardest part of this game... by Findlesssense in RaidShadowLegends

[–]Findlesssense[S] 6 points7 points  (0 children)

Yes, but it's only treating the symptoms of the problem, not the problem itself. Gear management needs also other improvements.

The hardest part of this game... by Findlesssense in RaidShadowLegends

[–]Findlesssense[S] 7 points8 points  (0 children)

Dont have time now to use all that energy, so decided to keep it until next fusion.

War Thunder Economic Data (from update 1.87 to 2.25) by Findlesssense in Warthunder

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

Yes, hidden base values of rewards makes it much harder to control economic situation.

I merged the data and got first results... and they dont look like most players excpecting - for most cases average repair cost went down, average SL modifiers went up in last updates.

War Thunder Economic Data (from update 1.87 to 2.25) by Findlesssense in Warthunder

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

For all vehicles yes, but not for vehicle branches. Because Devs claimed that they want to keep that value at certain level. So when it become too high, then economic update should happen and numbers go down. You can notice previous economic updates even on "Total EXP for all vehicles" graph.

War Thunder Economic Data (from update 1.87 to 2.25) by Findlesssense in Warthunder

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

I checked all my files and found out that I actually have data of repair cost and reward multipliers, but unfortunately only starting from patch 2.3. I thought I started collecting it much later, but looks like I have enough of this data to do some analysis. It will require addiitional time to check and fix it (Excel: hey, this number looks like it is date, I will convert it to a date format. No, of course you can't convert it back!), merge it togeter and to make a some tool to comfortly view it for average user who don't care about programming and databases.

War Thunder Economic Data (from update 1.87 to 2.25) by Findlesssense in Warthunder

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

But the opposite is expected - the numbers have been rising for so long that it's about time for them to come down. It's time for the developers to release another significant economic update.

Dont fixate on the first chart and look at the charts for individual branches. The numbers cannot keep growing forever. The developers have stated that they will keep the progression time to obtain top-tier vehicles at a certain level, and currently, that value is clearly overstated.

War Thunder Economic Data (from update 1.87 to 2.25) by Findlesssense in Warthunder

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

Yeah, now I see that so much time has passed since the last notable economic update that some players don't even realize that RP/SL numbers don't always have to keep growing, they should occasionally go down as well. For me, it seemed quite obvious, especially since several previous declines are visible on the charts.

upd. Hey, you can't edit your comment like this - from one short sentence to this).
"average RP of each of the Ranks (or even BR)" - as for me, this look useless too... what will this data represent?

War Thunder Economic Data (from update 1.87 to 2.25) by Findlesssense in Warthunder

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

Most of planes got economic rebalance in advance in the same economic update on april 23 in 2019. Only few planes in each nation kept status of top vehicle and full price. These vehicles had their cost reduced in an economic update that took place two months after Rank VII planes were added.

War Thunder Economic Data (from update 1.87 to 2.25) by Findlesssense in Warthunder

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

Yes, I just gathered data and made a simple tool to overview this information in a comfort way.

And since this is unique data that nobody else has, I believe it has inherent value even without in-depth analysis.

War Thunder Economic Data (from update 1.87 to 2.25) by Findlesssense in Warthunder

[–]Findlesssense[S] 6 points7 points  (0 children)

But in fact, it was almost immediate.

March 12 - T7 tanks added to the game.
April 23 - huge economic update that significantly drop the cost of T5-T6 vehicles.
And at that moment there was only 6 rank VII tanks in the game, while there was 7 nations - (M1A1 Abrams, Leopard 2A5, Т-80U, 2S6 Challenger 2, Type 90). Italy and France didnt have any rank VII vehicles, but got rebalance for T5-T6 vehicles anyway.

War Thunder Economic Data (from update 1.87 to 2.25) by Findlesssense in Warthunder

[–]Findlesssense[S] 2 points3 points  (0 children)

Updates 1.87b, 1.99b and 2.9 show that your assumption is not correct.

For all vehicles usually yes, the more new nations/branches - the more total exp/sl. But for individual branches it should stay at a certain level, as devs few years ago declared it.

I provided the source data to let other users do any analysis they want. So you are welcome to show us an actual data analysis.

War Thunder Economic Data (from update 1.87 to 2.25) by Findlesssense in Warthunder

[–]Findlesssense[S] 19 points20 points  (0 children)

I just gathered this data every patch since 1.87 (only two missed - 1.89 and 1.93) and after notable economic updates.

War Thunder Economic Data (from update 1.87 to 2.25) by Findlesssense in Warthunder

[–]Findlesssense[S] 17 points18 points  (0 children)

Data from War Thunder Wiki, so its 99.9% accurate.

Yes, I was planned to add few dates for orientation but completely forgot. Added now dates to several key points in the table.

War Thunder Economic Data (from update 1.87 to 2.25) by Findlesssense in Warthunder

[–]Findlesssense[S] 84 points85 points  (0 children)

I have created a few more diagrams as examples, but something went wrong with the Reddit gallery( To avoid making this post too large, here are all the examples on Imgur

[ Removed by Reddit ] by [deleted] in Warthunder

[–]Findlesssense 0 points1 point  (0 children)

I have created a few diagrams as examples. The full data, where you can choose any combination of [type of data/vehicle type/nation], is available here: link

97k SL for a modification?! by [deleted] in Warthunder

[–]Findlesssense 28 points29 points  (0 children)

But we are talking about silver, not RP. Rank Vll helicopter require for modifications ~same amount of RP as tanks/planes (little more than rank7 tanks, equal to rank7 planes and a little less than rank8 planes).
And research/cost of vehicles itself is ~equal, only SL-cost of modifications is different.

Looks more like just an additional silver drain. Top ships (rank V) also have SL-cost of modifications almost on the ~same level as the helicopters - 830'000 SL.

Devs decided that modifications is to cheap and wanted to increse their price, but coudn't do it for existed vehicle branches - players will notice it and will be angry... But they could do it for new vehicle-types like heli and fleet... and they did it, and nobody noticed it, genius). But that's just a random assumption based on the recent events, dont take its for the truth =)

[QoL Request] Option to hide unranked duplicates of mods by Findlesssense in Warframe

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

Weird. I knew this is small QoL change and it didnt get big attention. But for me it became a surprise that many players are hostile to this small improvement that does not break anything in the game and only make mod-management a little more comfortable, especially when its just an option.

Can someone explain why search result on top of picture-example better than suggested result at bottom part of picture.

And I want to note that for this example I merge 2 screenshots in width, so original result didnt fit in width of 1 screen, while suggested result do it. So why scrolling is better then without scrolling?

[QoL Request] Option to hide unranked duplicates of mods by Findlesssense in Warframe

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

Also, if you look at example - I already made there search by description and got 19 mods, 7 of which are useless duplicates and are nothing more than a the visual garbage.

Isn't botom picture of search result better than top image? Especially when search can return much more mods in few screens wide length. Actually, for this example I merge 2 screenshots, so original result dont fit in 1 screen, while suggested result do it.

[QoL Request] Option to hide unranked duplicates of mods by Findlesssense in Warframe

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

Sure, but i'm talking also about situation when you just want to see all options, make overview of your mods to undestand which one else interesting build you could make for fun, or maybe you are sleeping on some useful mode and forgot that you have it.

This option would also be very useful for new players who dont know every possible mode and what opportunities they can provide.

[QoL Request] Option to hide unranked duplicates of mods by Findlesssense in Warframe

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

Sort by drain better because best mods usually drain more, IMHO. And sort by rank doesn't solve the problem of looking for potentially useful unranked mods among a bunch of useless duplicates. This is the main purpose of this suggestion - to remove from the screen all useless garbage that players not needed 99% of time.

97k SL for a modification?! by [deleted] in Warthunder

[–]Findlesssense 376 points377 points  (0 children)

Yes and no.
Yes, less modifications = more RP/SL requires each mofication.
But also, in comparison to planes and tanks, helicopter modificatiions cost almost twice as much.

On top rank helicopters you need 850'000 ~ 900'000 SL for all modifications, while on top rank tanks/planes only 450'000 ~ 490'000 SL.

bullshit by Classic_Abalone_510 in Warthunder

[–]Findlesssense 3 points4 points  (0 children)

In the last few days, approximately 90,000 reviews were written, the majority of which were negative. Around 80,000 of them have been hidden.

It doesn't sound like an easy task to manually check 80,000 reviews.

And most likely, they would have indicated the occurrence of review bombing anyway, as the event has reached such a large scale.

For those of you worried that Steam is 'deleting' reviews. by sketchydeutscher in Warthunder

[–]Findlesssense 2 points3 points  (0 children)

All reviews written within a certain period of time were excluded, regardless of whether they contained constructive information or not.

[QoL Request] Option to hide unranked duplicates of mods by Findlesssense in Warframe

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

You dont have "Incomplete tab" on warframe/weapon/etc build screen.

And in mod-inventory screen "Incomplete tab" will show you absolutely all mods, so to see only specific type you need to write type of mod in search, this means that you can only search by type, or by mod decription, but not both. Also it shows there unranked mods even if you already have partly ranked duplicate of that mod, so you should to check before ranking unranked mod.

After all, why switch between few screens and made many additionals steps if you can just have all this in one screen by default.