

The activity of the player (not the commander) in this case is the presence of the player in the window of the selected WWM operation or in any of its battles. Now when joining a new operation the player will be removed from the list of active players of the previous operation and the maximum time of inactivity has been reduced to 5 minutes.

The system has been redesigned by taking into account the detected features and is ready now for a new test.Īlso, after quitting an operation and trying to find a new operation, the player has been removed from the player list of the operation only after 10 minutes (the maximum allowable time of inactivity in the operation) due to which such “dead souls” could accumulate in the player list of operations. Under real life conditions we found flaws in this system that were not revealed by synthetic tests which in some cases led to ignoring our given constraints on the maximum allowed number of players in an operation and allowed imbalance. In the previous paragraph we mentioned several times the new operation search mechanics that should distribute random players from the general search queue to suitable operations without allowing the number of players in them to overflow and become unbalanced. Improving the mechanics of the operation search We have been actively collecting your questions and comments in the forum section for WWM and have compiled a summary of them with detailed answers. Thus unbalanced battles can still occur in operations with difference in numbers of participants for each side (which could not be compensated by random players looking for an operation through the search menu) but all players in an operation can play all the battles of that operation and they no longer have to spend most of their time searching for the right battle. Now the system of searching for an operation by players balances the amount of players in the operation by not connecting players in the operation itself in which the chosen side is already outnumbered. Random players in this situation were forced to look at this battle only on the global map, waiting for the next one or looking for a new operation.
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Previously this restriction (ban) didn’t apply only to squadron players - they could stand in full against a less prepared opponent in battles with any numerical superiority.

We have removed the restriction (ban) on random players entering the battle based on the imbalance of sides in the battle. Accordingly, if squadron players take all 80 available places in their operation during the first 10 minutes and will play in that composition until the end, no random player will be able to join them as was the case with previous global battle list mechanics. Squadron players have priority to enter their operation within the first 10 minutes of its start, during which time random players will not be able to join the operation through the main World War menu. Now we let a strictly limited number of players into each operation and the timer for entering a battle no longer makes sense. In past implementations of player entry into WWM battles via the global battle list - this solution was justified and useful as a huge number of players from the global battle list scored the most relevant battles in a few seconds. Previously squadron players had a few minutes to prioritize entering the battle during which other players in that operation could only look at the battle on the global map and wait for their turn. We have removed the timer for players to enter battles in all operations. Right during the previous launch of the game mode in November last year we managed to make some important and noticeable changes that unfortunately we had no opportunity to talk about - now we are correcting this oversight.
