{"id":81569,"date":"2026-09-26T21:00:00","date_gmt":"2026-09-27T01:00:00","guid":{"rendered":"https:\/\/overcentral.com\/en\/?p=81569"},"modified":"2026-09-13T19:59:36","modified_gmt":"2026-09-13T23:59:36","slug":"wardogs-vehicle-controls-issues-ux-problems-fix-suggestions-bullethead-warnings-seat-shuffle-menus-frustration-gameplay-review-design-flaws-poor-interaction-system-performance-content-updates-differen","status":"publish","type":"post","link":"https:\/\/overcentral.com\/en\/wardogs-vehicle-controls-issues-ux-problems-fix-suggestions-bullethead-warnings-seat-shuffle-menus-frustration-gameplay-review-design-flaws-poor-interaction-system-performance-content-updates-differen\/","title":{"rendered":"WARDOGS Vehicle Controls Are Terrible \u2013 But the Devs Told"},"content":{"rendered":"<p>Here&#8217;s the weirdest thing about hating <em>WARDOGS<\/em> vehicle controls: the developers literally begged you not to buy their game. Bullethead released a &#8220;10 Reasons NOT to Buy&#8221; video before launch. They listed performance issues, slow content updates, their own failed history with Battalion 1944, and the fact that this game punishes dying like a medieval king punishing treason. They practically held a press conference saying &#8220;this won&#8217;t be for you.&#8221;<\/p>\n<p>And you bought it anyway.<\/p>\n<p>So when you&#8217;re holding down the 0 key, waiting for your soldier to slowly cycle through vehicle seats like a carousel operated by a sloth, remember: they warned you. Doesn&#8217;t make the controls less terrible though.<\/p>\n<hr>\n<h2>The Seat-Shuffle Shuffle<\/h2>\n<p>Hold down 0. Wait. Your soldier moves to seat two. Need seat one? Better hold 0 again and cycle through all of them. Want to get out? That&#8217;s a different button, held for a different amount of time, with a different menu interaction.<\/p>\n<p>The source material describes this as &#8220;probably my least favorite thing about the game at the moment.&#8221; That&#8217;s generous. It&#8217;s like driving a car where changing the radio station requires filing paperwork with the DMV.<\/p>\n<p>Here&#8217;s <a href=\"https:\/\/overcentral.com\/en\/star-wars-zero-company-fatal-error-fix\/\" title=\"Star Wars Zero Company Low Level Fatal Error \u2013 The Fix That Actually Works\" data-iacss-internal=\"1\">the fix that<\/a> should exist: hotkeys. Press 1 for driver, 2 for gunner, 3 for passenger. Simple. Intuitive. The fact that it doesn&#8217;t work this way suggests either a design philosophy (punishing quick vehicle entry) or a technical limitation they haven&#8217;t solved.<\/p>\n<p>One player noted that getting in is fine, but getting out requires &#8220;scrolling down, holding F, just doesn&#8217;t feel very good.&#8221; That&#8217;s the entire <em>WARDOGS<\/em> vehicle experience distilled: nothing feels natural, everything fights you.<\/p>\n<hr>\n<h2>The Scrolly-Wheel of Doom<\/h2>\n<p>The vehicle menu doesn&#8217;t use hotkeys for anything. Engine on\/off? Scroll. Get in? Scroll. Get out? Scroll and hold F. Change seats? Hold 0 and wait. It&#8217;s like the UI was designed by someone who hates efficiency.<\/p>\n<p>The source material suggests this might be intentional: &#8220;maybe this is an intended mechanic to make the vehicles not just instant getting in and out.&#8221; If that&#8217;s true, it&#8217;s a bad call. There&#8217;s a massive difference between &#8220;deliberately slow&#8221; and &#8220;frustrating to interact with every single time.&#8221;<\/p>\n<p><em>Escape from Tarkov<\/em> has slow, deliberate vehicle interactions. But they&#8217;re clear. You know what&#8217;s happening. <em>WARDOGS<\/em> hides everything behind vertical scrolling menus that don&#8217;t communicate well.<\/p>\n<p>Locking and unlocking vehicles adds another layer. Currently, only the driver can unlock a vehicle. If you bought a car for a friend, they can&#8217;t get in unless you walk up, unlock it as the driver, get out, and let them take over. The source calls this &#8220;musical chairs.&#8221; It&#8217;s accurate.<\/p>\n<hr>\n<h2>Vehicles Explode If You Blink<\/h2>\n<p>Here&#8217;s a fun one: vehicles self-destruct if you aren&#8217;t actively maintaining them. Drive a Ural to a forward operating base, deposit supplies, start building, and by the time you return, the truck has exploded. The source describes this happening constantly.<\/p>\n<p>The solution? &#8220;Be really cognizant of the Ural where its position is and listen out for it taking damage and then getting in to reset whatever time route it is.&#8221; So you&#8217;re supposed to babysit your truck like a toddler who might spontaneously combust.<\/p>\n<p>The developer logic makes sense: vehicles need cleanup to prevent map clutter. But for builders doing supply runs, it creates a loop where you can&#8217;t actually build because you&#8217;re too busy running back to your truck every 90 seconds to prevent it from exploding.<\/p>\n<p>The source suggests reserving at least one vehicle per player that won&#8217;t despawn. That&#8217;s reasonable. So is letting players sell vehicles back at a reduced cost, which the source also mentions. Neither exists yet.<\/p>\n<hr>\n<h2>The Ural Pallet Puzzle<\/h2>\n<p>Transporting supplies in <em>WARDOGS<\/em> requires a driver class level of 4 (now reduced to 3 after feedback). Before that, you&#8217;re stuck with small logistics crates that require manual unloading: drive to the FOB, get out, unpack each crate into your bag, walk the items into the FOB, repeat.<\/p>\n<p>The source describes this as &#8220;an incredible faf.&#8221; That&#8217;s British for &#8220;painfully tedious waste of time.&#8221;<\/p>\n<p>Once you unlock pallets, it gets better. But buying them is a mess: purchase a pallet, and the menu resets to the beginning. You have to click back through the entire menu to buy a second one. This is the kind of UI friction that makes you wonder if anyone at Bullethead actually played their own game long enough to find it annoying.<\/p>\n<p>You can&#8217;t reload pallets back into vehicles once they&#8217;re deployed, either. If someone puts a pallet in a stupid spot, it&#8217;s stuck there forever. The source asks <a href=\"https:\/\/overcentral.com\/en\/for-the-stars-space-exploration-game-78319\/\" title=\"For The Stars Reveals Vast Universe to Explore and Settle\" data-iacss-internal=\"1\">for the<\/a> ability to &#8220;pop it on the back of one of the Urals and move it a little bit.&#8221; That&#8217;s not an unreasonable request.<\/p>\n<hr>\n<h2>What <em>WARDOGS<\/em> Gets Right (Yes, Really)<\/h2>\n<p>The artillery is genuinely fun. The spotting system works well, despite a bug where you can&#8217;t spot through unbroken <a href=\"https:\/\/www.microsoft.com\/windows\" target=\"_blank\" rel=\"noopener noreferrer\" data-iacss-external=\"1\">windows<\/a>. The core loop of buying gear, heading to the hot zone, and fighting over objectives has potential.<\/p>\n<p>But vehicles are the game&#8217;s Achilles&#8217; heel. They&#8217;re clunky, unintuitive, and actively hostile to players trying to do anything beyond &#8220;drive from point A to point B and abandon the vehicle.&#8221;<\/p>\n<p>The vehicle blow-up timer alone kills the builder playstyle. Why spend 30 minutes setting up a logistics chain when your truck will explode halfway through? The source reports that experienced players just take whatever loadout they want and use a recon drone to level up spotting instead. They&#8217;ve found ways to play around the system.<\/p>\n<p>That&#8217;s not a solution. That&#8217;s an exploit of poor design.<\/p>\n<hr>\n<h2>The Real Fix: Treat Vehicles Like Tools, Not Obstacles<\/h2>\n<p>Bullethead has shown they can iterate. The progression system got reworked before early access. The driver unlock for pallets dropped from level 4 to level 3. They&#8217;re listening.<\/p>\n<p>But vehicle controls remain a stubborn problem. The source material suggests several fixes:<\/p>\n<p>Hotkeys for seats instead of the 0-key cycle. Persistent waypoints for navigation. The ability to sell vehicles back. Reserved vehicle slots for builders. Each suggestion is simple, implementable, and would dramatically improve the experience.<\/p>\n<p>The hard part is Bullethead&#8217;s stated philosophy: &#8220;War Dogs is not for everyone.&#8221; They want consequences. They want death to matter. They want the journey from base to combat to be meaningful. That&#8217;s fine for gunplay and survival.<\/p>\n<p>But vehicle controls being terrible doesn&#8217;t make the game more hardcore. It makes it annoying. There&#8217;s a difference between &#8220;deliberately challenging&#8221; and &#8220;poor UX.&#8221; <em>WARDOGS<\/em> vehicle system is firmly in the second camp.<\/p>\n<hr>\n<h2>The Bottom Line<\/h2>\n<p>Bullethead shipped <em>WARDOGS<\/em> knowing it had rough edges. They were honest about it. That doesn&#8217;t excuse the vehicle controls being a mess.<\/p>\n<p>The game has 21 vehicles at launch. That&#8217;s a lot of content if the controls worked. As it stands, most players will stick to infantry or helicopters because ground vehicles feel like punishment.<\/p>\n<p>The source material hints that the helicopter controls were also wonky in the beta\u2014the Z-20 Lakota had &#8220;sluggish pitch&#8221; until a day-one patch. So maybe there&#8217;s hope. Maybe Bullethead will address the same issues for ground vehicles.<\/p>\n<p>Until then, <em>WARDOGS<\/em> vehicle system is a running joke within the community. And the worst part? The developers told you to wait. They said &#8220;don&#8217;t buy it yet if you&#8217;re not sure.&#8221; They made a whole video telling you not to rush in.<\/p>\n<p>But you ignored them. Now you&#8217;re holding down the 0 key, watching your soldier slowly cycle through seats, wondering why you didn&#8217;t listen.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Here&#8217;s the weirdest thing about hating WARDOGS vehicle controls: the developers literally begged you not to buy their game. Bullethead released a &#8220;10 Reasons NOT to Buy&#8221; video before launch. They listed performance issues, slow content updates, their own failed history with Battalion 1944, and the fact that this game punishes dying like a medieval [&hellip;]<\/p>\n","protected":false},"author":7,"featured_media":81687,"comment_status":"closed","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"https:\/\/encrypted-tbn0.gstatic.com\/images?q=tbn:ANd9GcS75_ouHTQV6b5FnKled4FGTtpl0FPyONus9WFpFfV9XjH9cOK9W3ZXZI8&s=10","fifu_image_alt":"","footnotes":""},"categories":[2],"tags":[],"class_list":["post-81569","post","type-post","status-publish","format-standard","has-post-thumbnail","category-videogames"],"fifu_image_url":"https:\/\/encrypted-tbn0.gstatic.com\/images?q=tbn:ANd9GcS75_ouHTQV6b5FnKled4FGTtpl0FPyONus9WFpFfV9XjH9cOK9W3ZXZI8&s=10","_links":{"self":[{"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/posts\/81569","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/users\/7"}],"replies":[{"embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/comments?post=81569"}],"version-history":[{"count":1,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/posts\/81569\/revisions"}],"predecessor-version":[{"id":97817,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/posts\/81569\/revisions\/97817"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/media\/81687"}],"wp:attachment":[{"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/media?parent=81569"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/categories?post=81569"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/tags?post=81569"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}