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Meta y armas18 September 2026

Wardogs and the cursed faction: nobody wants to wear Lonestar blue

By Redacción UWLG · Source: Vida Extra

Imagen: Vida Extra

September is turning out to be a month packed with releases, and one of the noisiest is Wardogs, a tactical multiplayer FPS that drops up to 100 people into open-world maps and splits them into three factions. So far, nothing unusual. The problem, as reported by Vida Extra, is that one of those three factions has become the game's black sheep: Lonestar, the one in the blue uniform, is rejected by a large part of the community to a degree that borders on absurd.

It doesn't stop at memes. According to Vida Extra, some players would rather wait longer than usual in the queue just so the system assigns them to either of the other two sides. And that matters, because a game of this scale depends on all three factions having enough people for every match to work. When a community collectively decides that one side is the bad one, the entire design suffers.

Imagen: Vida Extra

What you need to know

  • Wardogs is a recently released tactical shooter with matches of up to 100 players in open-world settings.
  • Each player is assigned to one of three factions; the choice isn't driven by any gameplay advantage, since they all share weapons, vehicles and equipment.
  • The Lonestar faction, the blue one, is the most shunned, and it's hard to find anyone willing to play as it.
  • The rejection is so strong that part of the community accepts longer wait times just to avoid it.
  • Since there are no balance differences, the root of the problem seems to lie in the faction's identity and image, not its performance.

An identity problem, not a balance problem

The first thing to make clear is that, according to the source, Lonestar isn't any worse equipped. All three factions have the same weapons and the same vehicles, so whoever avoids it isn't doing so because they lose matches with it. That makes the situation far more interesting from a design standpoint: the community has built a social stigma around a side whose only visible difference is its aesthetic and the color of its uniform.

This is nothing new in faction-based games. In any title with fixed sides, an informal hierarchy eventually emerges: the cool side, the neutral side, and the side everyone makes fun of. The difference is that in many of those games the player chooses, and the imbalance gets corrected with incentives. In Wardogs, the system does the assigning, and once people discover they can force the outcome by leaving the queue and re-entering, matchmaking becomes a lottery that the community itself is sabotaging.

Who does it really affect?

Everyone, even if it doesn't look that way. If Lonestar only fills up with those who lack the patience to wait, or those who don't know it can be avoided, the blue faction ends up made of less committed players who are more likely to quit. That creates a vicious cycle: the faction loses, its reputation as the losing side grows, and even fewer people want to join. For the other two sides the effect is subtler but just as damaging: lopsided matches, less tension, and an experience that drifts away from the chaotic 100-player battles the game promises.

For the studio, it's an early warning sign. The game has only just launched and it already has a perception problem that no numbers-based patch note can fix, because there are no stats to tweak. What needs work is the faction's appeal: its presentation, its rewards, its presence in promotional content and, most likely, some direct incentive for those who agree to play as it.

Our take

At Underworld Lordz we see this as a textbook case of what happens when a faction system is designed with only the mechanics in mind and not the player's psychology. If all three are identical in gameplay, the only reason to belong to one is feeling part of something, and if one of them fails to sell that identity, people won't want to wear its colors. Blaming the community for being fickle is convenient, but making every side desirable is the studio's job.

For competitive players there's a practical takeaway: as long as matchmaking can be manipulated by leaving the queue, the blue faction's skill level will remain lower and matches won't be a true reflection of ability. Anyone who wants to take Wardogs seriously, whether in scrims or community tournaments, needs this fixed before it becomes entrenched. And for content creators, here's an idea: right now the blue faction is the juiciest story in the game. Running a series playing Lonestar against all odds has far more pull than yet another match with the popular side.

We're critical, but also optimistic. Problems like these get fixed with clear incentives, a better-built identity, and matchmaking that doesn't reward queue-dodging. If the studio reacts quickly, in a few months we'll be talking about this as a launch anecdote. If not, Lonestar will forever be the side of those who showed up late.

What do you think?

Have you played Wardogs and been assigned to Lonestar, or are you one of those who leaves the queue to avoid wearing blue? Do you think it's the studio's responsibility to fix it with rewards, or should the community simply play with whatever they get? Tell us in the team chat or on our Discord: would you fight for the faction nobody wants?

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