r/ArcRaiders • • 12h ago

Discussion Alternate PvE Proposal: Temporary Ceasefire map condition (see caption for details and reasoning)

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THE IDEA

Create a Temporary Ceasefire major map condition. Put it in the rotation with other major map events. Keep the loot super limited: no items beyond blue (rare) quality. Increase the arc presence. You can do your quests and hunt arc, but you can't gain a big power advantage.

THE REASONING

Why this, instead of an always-available PvE mode? Low-risk raiding should be a reprieve; a small treat. Not the standard.

If you remove most of the risk, you remove most of the reward. The danger is the whole point in a game like this.

Without danger, we lose lose the serendipity. You don't need to make friends or find out who people are and what they're up to. You don't have the little moments like accidentally shooting someone and then trying to make it up to them. Or the dilemma of deciding whether to defib a stranger who could be an adversary.

PvE also removes a lot of hard and soft gaming skills. I don't have to mind my aim in order to stay friendly. I don't have to say "Hey I'm friendly, what's up dude." There's no more flashlight friend-or-foe indicator. The sound of a powerful weapon no longer gets my hackles up. I don't need to listen for footsteps.

Lastly, open PvE could wreck the economy. You shouldn't be able to free-farm materials.

Adaptive matchmaking works. If you've earned your way deep into the friendly ranks, you can play all evening without getting shot at. This should suffice for most dads and uncles. But the risk is always there in the back of your mind.

And for those that need a boost now and then, we have a rotating Temporary Ceasefire map condition.

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149

u/SsssnakePlisssskin 12h ago

Counterpoint: If you don't want to play a PvE-only mode, don't.

Problem solved!

65

u/travhimself 12h ago

Respectfully, I don't think that solves the problem. An always-on PvE mode floods the economy with freely obtained items and gear.

6

u/SsssnakePlisssskin 12h ago

Embark said the test reduces the loot value in PvE, and personally I have noticed the difference.

I've also seen people claim that they are pulling all yellow drops in PvE, which I don't believe BUT who knows, maybe Embark is testing different levels on different servers to get more data. This is a test, after all.

As a supporter of a PvE-only mode, I think it needs to have a reduction in loot values. I would go so far as to say non-cosmetic loot (e.g., stencils) doesn't drop in PvE. And, I don't know, maybe even blueprints? Or yellow items?

In any event, Embark says they are looking at all of the data, and that's what you want something like this to be: data-driven. Not feelings-driven. Not PvE or PvP driven. Cold, hard data driven.

2

u/FreshmeatOW 9h ago

There's not reduced loot. I come out with more loot because there's 0 risk in PvE mode. Arc are easy to deal with when you don't have to consider enemy players. Resources spent against arc normally have to be carefully considered due to ther presence of enemy players, but no longer. Now your second weapon can be a hullcracker easily.

People will always choose the path of least resistance. I'm sure you understand what that means if you actually have critical thinking and are an unselfish person who understand how delicate this games economy and ecosystem is.

2

u/clueless_Medic 5h ago

I'm just going to point out that you say "People alw5choose the path of least resistance". People tend to choose the path of least resistance but don't always. If people always went the path of least resistance then who is playing PVPVE right now with this PVE trial run. No one should be playing PVPVE then.

Now one thing I am going to say is people hate change and will normally resist change if it does not benefit them immediately. Especially redditers lol.