Video summary

Wardogs Devs Talks Progression Systems

Main summary

Key takeaways

Gaming

Storyline / Setting

  • The video focuses less on a single narrative “campaign” and more on Warog/Wardogs’ ongoing live-service metagame.
  • Players earn money, invest it, unlock equipment/roles, and experience periodic “season” resets.
  • The developers describe Version 1.0 as a major turning point: V1.0 will be a completely different game compared to what’s available now, with additional metagame systems and content not present in the current build.

Gameplay Highlights & Key Systems Mentioned

Progression & Seasons / Wipes

  • Current build (pre-1.0):
    • Progression is built around leveling roles.
  • Season resets (current plan):
    • At season start, cash resets.
    • XP progress is also reset every season.
    • The team wants players to reach endgame and feel “ready to reset,” avoiding seasons that drag on too long.
  • Why wipes happen (and what improves later):
    • The team admits wipes “suck” and is working on more permanent account features.
    • They mention “player skills” and other content that’s held back until 1.0.
  • V1.0 expectation:
    • Developers emphasize that V1.0 includes the originally envisioned metagame, not just the current “King of the Hill in armor” style structure.
    • They also discuss backend tracking of XP so progression can be more consistent between wipes as systems mature.

Money & the Black Market Metagame

  • The core loop is: earn cash and use it in interesting ways.
  • A planned feature for the full game is a broader black market metagame, including ideas like betting dealer mechanics:
    • UK “accumulators” / US “parlays”
    • Players set conditions (e.g., “destroy five tanks,” “kill 50 players”)
    • If goals are met, players get money back; if not, they lose the bet.
  • The developers frame this as part of the journey toward 1.0, rather than trying to keep up with huge yearly content pipelines like CoD/Battlefield.

Equipment, Combat Depth, and Progression Customization (Future-Facing)

  • Weapon components: equipment modification via parts that change how rifles function and unlock new possibilities.
  • Tank/gear customization:
    • Adding armor to tanks is discussed as something that may become possible later, often tied to higher tech tree levels once component work is closer to V1.0.
  • Community/discovery-first design:
    • Mechanics are intentionally hidden so players discover them (e.g., tower capture mechanics were hidden to create an “eureka” moment).
    • Seasonal goals are meant to keep players finding new things to uncover.

Training vs. Discovery

  • They don’t want to “teach everything” up front.
  • Values include:
    • Beta weekend learning moments (watching streamers learn in real time)
    • Social learning and communication in-raid
    • Hidden mechanics (examples include mortar behaviors like firing mines, canceling escorts, and advanced reload behavior without a tutorial prompt)
  • They acknowledge players want better onboarding (some requested a “boot camp” style), but argue it would reduce discovery moments.

Teams / Squads and Community Reliance

  • The game is described as heavily dependent on community and voice chat.
  • Discussed systems/improvements:
    • A squad system to help players coordinate
    • Future improvement: squad purpose labels (e.g., squads focused on construction / hot zones)
  • The developers want players to learn how to collaborate and make friends without being forced into talking with people they don’t want to.

Tanks: Balance Philosophy and Counterplay

  • Tank-specific anecdotes included:
    • Weak point interaction (e.g., fuel tank damage causes much faster fuel loss, forcing repair decisions)
    • Concerns about tanks being too strong
    • Frustration around artillery/tank shooting speed differences
  • The dev approach:
    • Prefer adding countermeasures rather than nerfing away fun.
    • They want players to have tools to fight tanks:
      • Drones
      • Artillery
      • Tank hunters/solutions depending on the situation

“Spend Big” Moments: Freedom + Emergent Stories

  • In early access, players can purchase/field large numbers of vehicles (e.g., spawning many tanks).
  • Dev perspective:
    • This can be terrifying at first, but it’s part of freedom of action.
    • Even if “unbalanced,” it creates memorable stories rather than only “balanced” rounds.
  • Guardrails / long-term balancing idea:
    • If one team produces a lot of tanks, the other team should get automatic counter-players or mechanics (e.g., “tank hunters” spawning at bases and special equipment like “super tanks”).

Weather & Time of Day (Future)

  • Dynamic weather is planned/considered:
    • Multiple weather states already exist (about 5–6, including fog).
    • They want to evolve toward more dynamic in-match weather.
  • Technical challenge:
    • Moving shadows create system strain.
  • Gameplay focus:
    • Visuals alone aren’t enough—weather should affect gameplay (e.g., sliding, mud effects, wheel traction).
    • They reference using physical/material properties and rain presets tied to surface physics, though it’s not fully implemented yet.

Match Scale (100 Players) and Why Not More

  • The devs repeatedly emphasize that 100-player servers are an enormous technical challenge.
  • They describe the difficulty as exponential: as systems coexist in a compressed space for hours, complexity rapidly increases.
  • They state 100 is effectively the current limit, and increasing further would likely be impossible or collapse performance.

Beginner Experience

  • Discussed friction:
    • Some players try to play like Battlefield and leave when the game feels different.
  • Goals for early experience:
    • Teach group/squad play naturally without forcing it unnaturally.
  • Training outlook:
    • Beginner training will likely remain similar through early access, but V1.0 will add more learning opportunities as mechanics expand.

“Nuclear Bomb” / Extreme Power Scale

  • They strongly imply:
    • No nuclear weapon is planned.
    • Future items may be more expensive and difficult than tanks, but still realistically grounded.
  • They confirm:
    • No Titanfall-style mechs
    • Everything is intended to be based on reality / plausible reality.

Real-World Defense Contractor Issue (PR/Legal Pressure)

  • They mention a defense contractor pressuring them, requiring fast fixes.
  • The discussion frames it as part of industry reality when real-world weapon likenesses/credits trigger contracts.

Key Strategies / Tips Implied

  • For tanks (counterplay):
    • Don’t rely on direct shooting alone—use drones and artillery to stop or shape tank pushes.
  • On progression & resets:
    • Expect season wipe resets (cash and XP) in the current system; plan to get value before the endgame reset window.
  • For learning mechanics:
    • Use voice chat/squad communication—many mechanics are designed to be discovered socially (not fully explained in tutorials).
  • For weather-based play (future):
    • If weather affects traction/visibility, adapt routing and tactics—weather should change match dynamics, not just visuals.

Gamers / Sources Featured (Mentioned)

  • Peanut (player referenced; mortar discovery anecdote)
  • Howard (developer speaker)
  • Mark (developer speaker)
  • JP (speaker referenced in tank/vehicle discussion)
  • Tim (creative director)
  • Fantasy (CFO)
  • Joe (mentioned via a tweet/email anecdote)

Original video