newworldgold logo

WARDOGS Economy Issues: Cash Rewards, Gear Costs & Weapon Balance

Donato Greenholt
  ❘   Published On

In the current state of WARDOGS, many players find the economy system rather peculiar. Yet, when actually playing, it's not always immediately clear which specific elements are having such a significant impact on their earnings. In this article, I will analyze the game's economy from various angles to uncover exactly where the problems lie.

Weapon-Based Earnings

Assault rifles are currently the most sought-after weapon type in WARDOGS. I will explore why they have become so popular and examine the consequences of this trend.

WARDOGS Economy Issues: Cash Rewards, Gear Costs & Weapon Balance
WARDOGS Economy Issues: Cash Rewards, Gear Costs & Weapon Balance

Mission Bonuses

At the start of Season 2, the developers introduced a variety of event missions to boost player engagement. One such mission rewards players with Wardogs money for securing kills using assault rifles. Naturally, upon learning of these rewards, players have flocked to assault rifles.

Honestly, I don't quite understand why this specific weapon category was singled out as a mission requirement. The game offers a diverse arsenal; for aggressive play, one could just as easily choose an SMG or a shotgun, while long-range engagements offer options like sniper rifles or marksman rifles.

WARDOGS Assault rifles
WARDOGS Assault rifles

While the idea of bonus rewards is great, it has resulted in a situation where other weapons simply cannot compete in terms of earning potential. It's quite baffling to see players prioritize completing these missions above all else—opting for assault rifles regardless of the combat scenario.

Weapon Balance

Furthermore, to emphasize the importance of these missions, the developers have implemented nerfs to various other weapon types.

Marksman rifles have been hit particularly hard; they are far less effective than they once were, regardless of the engagement distance. Meanwhile, when firing SMGs at longer ranges, the reticle becomes nearly impossible to control due to erratic, randomized bullet spread. The recoil of other weapon types has also increased to varying degrees, rendering some slower-firing guns nearly useless when it comes to tracking or predicting enemy movement. Shotguns have been rendered practically worthless, and the utility of pistols is negligible.

Consequently, players are effectively forced to use assault rifles to complete missions. Even setting mission objectives aside, assault rifles are simply the superior choice in terms of combat effectiveness, offering the best performance and the highest potential rewards.

Players who persist in using other weapon types inevitably see lower returns compared to the majority who rely on assault rifles. You start at a statistical disadvantage, which significantly increases your likelihood of losing engagements. Furthermore, even if you do manage to win a firefight, you miss out on the specific bonuses tied to mission objectives.

Ultimately, the current state of weapon selection leads to a disparity in potential rewards. At its core, this stems from poorly designed mission objectives and an imbalance among the available firearms. Hopefully, these issues will be addressed and improved in Season 3.

High Cost of Healing Items

In WARDOGS, the cost of essential healing and recovery items appears to be significantly higher than in similar shooter games—a point that surely resonates with all players.

If you play a frontline role—such as Assault class—your consumption of healing items will be far greater than that of other classes. The reason is straightforward: as a frontline fighter, you absorb the most damage and, consequently, require healing more frequently than anyone else.

In the game, five bandages cost 1,000 Wardogs Cash, whereas 80 rounds of 5.56 FMJ ammunition cost only 120 Cash. If your aim is sharp, those 80 rounds are enough to take down multiple enemies; yet, to keep yourself in fighting shape, you are forced to pay a much steeper price for just five bandages.

The development team for WARDOGS could certainly consider adjusting the pricing of healing items based on the amount of health they restore. If a healing item can restore a character to full HP, its price could reasonably be set higher, as it offers the best performance within a given timeframe. Conversely, items like bandages—which require multiple uses to achieve full recovery—should not be priced too high; they are both time-consuming and relatively ineffective.

In this game, healing supplies are just as essential as ammunition. It is baffling that, with Season 2 nearing its end, their prices have yet to be adjusted. If this issue is addressed in Season 3, it would ensure a better gameplay experience across all classes, while also balancing the consumption of healing items among them.

The Undervaluation of High-Tier Gear

AP Ammo

Any player with significant experience in WARDOGS knows just how powerful AP (Armor-Piercing) ammo is. Yet, its price is barely higher than that of standard ammunition—a difference of only 300 Cash per stack.

As a result, players who have unlocked AP ammo bring it into almost every match; it is simply too cheap and effective to pass up. Meanwhile, players who haven't unlocked it find themselves at an immediate disadvantage.

Those who progress faster can use AP ammo to eliminate newer players more easily. The resulting economic losses for the newcomers then slow down their own progression—creating a vicious cycle.

M4A1

M4A1 is widely recognized as the strongest weapon in WARDOGS, priced at 2,800 Cash, whereas an AK74 costs 800 Cash.

Some might argue that 2,800 Cash is already a high price. However, when you compare M4A1 to AK74, the price gap is equivalent to the cost of just two stacks of bandages.

I believe the pricing for these high-tier weapons is unreasonable. Increasing the cost required to obtain them would improve the overall gameplay experience for the majority of players.

In short, WARDOGS requires better weapon balancing to ensure consistent rewards from combat. Furthermore, the pricing of essential supplies and high-value items needs to be re-evaluated. Only then can a healthy, positive gaming environment be fostered for all players.

About The Author

 Bren Lyles
I have played more than hundreds of hours in various famous games, and I have unique insights into RPG, gun video games, puzzle games, and ball video games. I am keen on exchange opinions on current hot games with crazy game fans.