Underworld Lordz
← Back to news
Parches9 October 2026

Wardogs Will Pay Cash and XP to Anyone Who Picks Team Blue in Season 2

By Redacción UWLG · Source: PC Gamer

Wardogs Will Pay Cash and XP to Anyone Who Picks Team Blue in Season 2

Imagen: PC Gamer

The shooter Wardogs has found an unusual way to fix a balance problem: paying. According to PC Gamer, with the arrival of Season 2 the game will offer cash and experience rewards to players who decide to join Team Blue. The official explanation, reported by the same outlet, is as blunt as it is revealing: the studio is looking into ways to help the win rate of one of the two sides.

In other words, the developers are openly admitting that one of their teams loses more than it should, and that the immediate fix is not to tweak weapons, maps or abilities, but to convince more people to put on the blue jersey. For a competitive community like ours, this opens up an interesting debate about what balancing a game really means.

Imagen: PC Gamer
Imagen: PC Gamer

What you need to know

  • Wardogs will incentivize picking Team Blue in Season 2 with cash and XP rewards, according to PC Gamer.
  • The stated reason is the win rate: the studio wants to help one specific side win more matches.
  • The measure does not touch the game's design itself, only player behavior when choosing a faction.
  • PC Gamer gives no figures: not the amount of cash or XP, not each team's current win percentage, and not how long the incentive will last.

An incentive patch, not a mechanics patch

When a game lets each player choose their side, balance stops being just a matter of numbers in a spreadsheet. If one team wins more, it also tends to become more appealing, and that attracts the players with the most hours and the most skill. That snowball effect ends up turning a slight disadvantage into a huge gap, because the losing side fills up with newcomers while the winning side concentrates the veterans.

Wardogs' strategy targets exactly that part of the problem. Instead of asking whether Team Blue has worse tools, the studio seems to assume that what it needs is more people and better people. Paying in cash and XP is a way to nudge players who, out of habit or convenience, always pick the other side. If the incentive works, the population spreads out more evenly and the win rate should move closer to fifty percent without anyone touching a single damage value.

It's an approach reminiscent of the massively multiplayer RPGs of old, where the less populated faction received bonuses to attract new characters. The difference is that here we're talking about a seasonal shooter, where matches last minutes and the feeling of unfairness is felt every single round.

Who it affects and what could go wrong

The biggest winners, at least on paper, are the players who were already picking Blue without asking for anything in return: now they'll get paid for doing what they already did. Those who switch sides for the reward will gain extra progression, but they'll also carry the mercenary label within the community. And those who stay on the other team will watch their rivals receive a progression advantage they don't have.

The most obvious risk is players who join Blue just to cash in, play without committing and leave as soon as the incentive ends. If that happens, the team's win rate could actually get worse, because it would have more players, but less committed ones. PC Gamer doesn't clarify how the studio plans to avoid this scenario, or whether the rewards will be tied to performance.

Our take

At Underworld Lordz, we're not entirely sold. Publicly admitting that one of your teams loses more than it should is honest, and we appreciate that, but the response strikes us as a shortcut. If Team Blue is at a disadvantage by design, the solution is to adjust the design. If it's at a disadvantage because of population, incentives are a temporary fix that, at best, postpones the problem until the rewards run out.

For competitive players, this also introduces an uncomfortable distortion. Any ranking or statistic from Season 2 will carry an invisible asterisk: did Blue win because it improved, or because the best players were bought onto that side? When in-game progress and currency depend on the jersey you choose rather than on how you play, any reading of merit becomes muddled, and that's poison for any scene that hopes to be taken seriously.

For content creators, on the other hand, there's opportunity. The experiment is prime material for debate, live challenges and before-and-after comparisons. If Wardogs later publishes data on the impact of the measure, it will be a fantastic case study on how communities react to bribes, even virtual ones. We just hope the studio doesn't stop at the incentive and uses the season to take a real look at why Blue is losing.

What do you think?

Some will see this as a pragmatic solution, and others will take it as a confession that the game is broken. We lean toward the latter, but we want to hear from you: would you switch teams for cash and XP, or do you believe a competitive shooter should never buy its players? Tell us in the team chat or on our Discord.

…

Your turn

What do you think?

Share your take in the team chat or on Discord. We feature the best opinions in the next article.

How did it land?

Community takes

…

Keep reading