Dogs… have… hard… time… thinking… 
But seriously, another observation I noticed in these Korean games is that they have in-game currency, and a “Premium Currency”. But the way they configured it is that some items, all the way up to the top-tier, are easily bought with just in the in-game currency with very little amount of time. Then they have other items that carry gameplay perks and have unique cosmetics that are only bought with the Premium Currency.
For example, in one of these shooters, just joining a clan and going at it for a week, with my terrible K/D, I have millions of in-game currency and all the weapons in the game. However, all the attachments like Silencers, ACOG scopes, stealth hoodies are bought with the Premium Currency which you either buy with real money, or you grind through levels to do it.
However, what some of these games do is they shower you with Premium Currency such that you get +1 Premium Currency each level, then +10 Premium Currency every tenth level. Some of them even have this concept where if you are part of a Clan every time that Clan wins a game (even if you are offline) you gain some share of in-game currency and XP that the Clan earned while you were away.
If you apply this to Dirty Bomb, to get the same experience that I had in these Asia-spec games, it would be like if:
- Dirty Bomb uses an active “Nexon Dollar/Cycles/Premium Currency” system instead of a direct charge in USD. The Premium Currency can then be bought with USD.
- All the Bronze Cards were available for about 300 to 500 Credits each rather than what they cost now. (ie: Everybody can get all Bronze within a few days. Everybody can get trading fodder with little time sink)
- You got a huge XP boost for winning the match.
- You got in-game credits to go with each of your badges, kills, assists, etc.
- You get a “Nexon Dollar/Cycles/Premium Currency” every level and 10 of them every tenth level.
- Dirty Bomb would have very high price stratification for items in-store. Approximating how some of this works in these Japan/Korea games it would be like if the regular Cases were sold for something like 15k to 20k in-game credits (with no Premium Currency price), and then Elite Cases or other guaranteed-good Cases would go for something like 50 - 60 Premium Currency only.
- A clan system that earned you regular cases or Credits as long as the Clan is active even if you were away, with a multiplier tied to the rank of the Clan worldwide.
I did see in these games that they would sort of go Gran Turismo style with the prices of some of the weapons. Like a rocket launcher would be 800,000 in-game currency. But on the other hand the basic all-rounder stuff would be selling for about 25k - 50k in-game currency. There’s other things to spend on (the game I played had you buying every bullet, grenade, and rocket, and other consumables), but a dedicated guy can get everything in a week (I was swimming in paid-for bullets in a single weekend), save for the Premium-only stuff.
In the early going, when you have no Clan, the reward grind felt very similar to Dirty Bomb. I was getting a few thousand in-game currency here and there in a deathmatch here a deathmatch there. A kill here, an assist there. A Premium penny every level. But they have a huge multiplier applied once you are part of a Clan, and another multiplier based on the Clan’s world rank.
On a good day, with your Clan winning a lot, you make something like almost 1,000,000 credits a day (so you can blow it on something like the Rocket Launcher but that would be the end of your day) and they basically focused on allowing almost anyone (remember my K/D!) to get their game on really quickly without ever feeling that they are having a bad time. Actually you can have a bad time in-match, but because the game keeps showering you with goodies you don’t feel too bad. For that game I tried out in particular, just logging in after your Clan-mates did good in matches while you slept earned you a shower of rewards!
I also noted that what keeps these millions of subscribers on these games is not completing all the stuff (since you get everything pretty much within half-a-year of casual playing). Their key was the Clan/Community. It was tied to reward system (when your Clan wins you win no matter where you are in the world), so everybody was helping everyone to get good at the game and there was “social pull” to get you playing.
They also sometimes have this unique meta where the Clan rewards also had a multiplier based on their global rank or map control. So that added to the incentive. I had the good fortune of being in the No. 2 ranked clan of that game so there definitely was this effect where “the rich get richer”.
They are also very aggressive with rolling out maps and assets. But frankly, these games make Dirty Bomb look like Call of Duty Infinite Warfare in terms of graphics. Splash Damage should be commended for making a free online game that looks as good as this does because everywhere else the games look like they were made in 1995.
Speaking of 1995, my other observation was that the actual gameplay was very basic. It’s really just a few ticks above games like Monolith’s Blood (1997). Nobody seems to bother with checking ADS-times or TTK. It’s all about what’s going on OUTSIDE the matches. I guess it’s because they know that given a considerable amount of time, most everybody would have the same “basic material capability”, with the differentiator being that the people who spent a lot of Premium Currency got all the attachments, all the buffed ski-masks, etc.
I won’t state the name of the game (since I don’t really want to plug it), but it’s really popular in Asia where I live, and there was a lot of Portugese in the chat so I’m guessing it’s also popular in Brasil? My bro is taking over that account - you see, he got hooked on that game.
Just wanted to share what I saw in other lands. 
P.S.: I also hope my observations will help Splash Damage improve Dirty Bomb in terms of gaining players (which is probably how they are going to please their partners at Nexon).