r/ArcRaiders • • 7m ago

Media Patrolling with my Vaporizer and Spider-Man escape

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r/ArcRaiders • • 8m ago

Discussion Can we please nerf the fucking pops

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Why the absolute fuck am I walking into a building on buried city. Only to be met with 7 pops in regular pvevp that instantly lock onto me giving me absolute0 chance to react. Wtf am I supposed to do in that situation what can I do💀 the robots have been acting so buggy lately kinda starting to get annoying, like why are the big ball dudes getting stuck in one place. Or the ticks roaming around far outside of any buildings.


r/ArcRaiders • • 10m ago

Media Introducing New raiders to the Turbine

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they will have to feel it some day


r/ArcRaiders • • 12m ago

Question Desperate looking for sentinels

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As title says. I've been searching for Sentinels for days and have only found one. But I forgot to bring a grappling hook, and it was in an unreachable spot...

I've checked the usual spawn spots, tried during the hurricane and the thunderstorm, but still nothing... ​I'm completely stuck.

I need it to upgrade the gunsmith to level 3, and it's starting to get real frustrating.

​If anyone has Sentinel firing cores to spare, I'm down to trade them for a Bettina blueprint.

I'm not sure if this post violates the rules. If that's the case, I'll delete it.


r/ArcRaiders • • 13m ago

Discussion Embark, thank you for the PvE!

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I had left Arc raiders (after 500 hours) because I enjoy PvP in general but I can't stand it in Arc raiders. The 3rd person view, the fiddling in the inventory during a fight, the awkward movement and rolling around, etc, really not my cup of tea. So it was kind of ruining the experience for me (and my friends left very early because of that too), and I went to Marathon instead where I found the best PvP experience ever tbh.

Now I've just come back to Arc because of the PvE toggle, and I'm having such a good time. Being able to blast all the arcs in lots of different ways, discover all the new things (the new maps!) I missed in the past few months, and doing the missions, all of that while simply chilling with other players is such a fun and relaxing experience.

And the Arcs are as interesting and dangerous as ever, so it's never dull fighting them. Best PvE fighting of any game for sure.

I will definitely come back (at least for new content) whenever the PvE toggle is there again.

Thanks for all the new cool stuff too!


r/ArcRaiders • • 13m ago

Media Solo lobby teaming to rat people with high value loadouts.

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r/ArcRaiders • • 17m ago

Discussion PVE mode is amazing! (Should be added to all games, including COD)

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I am LOVING the new PVE mode, literally the only thing better than a Survival Extraction Shooter PVPVE is an Extraction PVE game.

Since it’s been so successful I’m thinking this game mode should be applied to all games particularly Call of Duty, Battlefield and maybe the upcoming GTA game, so we can run around in peace, enjoy the scenery and grab loot boxes.

What are your guys thoughts? PVE for all games?


r/ArcRaiders • • 20m ago

Discussion I've been playing PVE for 2 days; here's my suggestions on it so far.

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  1. There needs to be a new PvE-exclusive threat that emulates the risk (and rewards) PvP otherwise have brought. And no, I don't mean "Arc needs to hit harder", I mean stuff as in; NPC Raiders - or Arc Mimics - that
    • roam around the surface map more widely
    • can carry and use weapons, throwables and utilities
    • react more aggressively to sound
    • actively hone in on long-range cues (raider flares, gunfire, etc)
  2. PvE needs to be a separate inventory/progression instance, so that people cannot cakewalk their progression for all benefits with none of the risks. This also preserves reason for people to still play PvPvE, and thus keep both gamemodes purposeful and interesting.
  3. To compensate the above, this also means PvE doesn't need any nerfs like reduced containers and loot value, as progression then can't leak into one or another.
  4. For PvE exclusively, I think a player market could work. Since PvP normally is how loot 'exchanges hands', this helps keeping items valueable and rotating around more fluently.
  5. PvE needs to have a choice whether to join private instances with no other players from other squads. As we've seen in the beta, PvE is still soft-PvP, and is extremely prone to: Vultures hounding YOUR key rooms / elite arc kills, Loot Goblins speedrunning POI's around the map causing maps to dry out really fast, tether PvPers, griefers that bodyblock or bullrush, etc.
  6. Some "PvP oriented elements" also need to be unable to be used on other players. Refering to the above, Bullrushing other players or Tethering non-squadmates obviously seems not intended.
  7. Free Loadouts don't need to have late-join punishments as this difference was a PvP offset against wellfare/freebie pile-jumping.

r/ArcRaiders • • 21m ago

Question After 48 hours of the PVE toggle, where is the longer queue time for pvpve lobbies promised by the naysayers ?

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We heard it for weeks and days recently by the naysayers hating PVE, they promised very long queue times because of the PVE toggle.

Of course it's not happening and it's a myth.

Have a nice day all,


r/ArcRaiders • • 28m ago

Question Best way to loot Emperor Dungeon without loot goblins?

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What's the best strat?

I think using the key at the last 12 mins and going straight for the final room might be the best idea in my opinion since the loot inside is not always good but RNG.

What are your thoughts? I know you can shoot people and all but you won't know that if you are inside the dungeon and others are looting the final loot room.


r/ArcRaiders • • 29m ago

Media Tired of people waiting here and loot your final

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I'm tired of losing my key because people just wait up there and come back without doing the dungeon I hope it will be patch


r/ArcRaiders • • 43m ago

Discussion Opinion on new PvE mode

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I'm convinced that PvE players needed the boogeyman, the oh so scary PvP player to keep the PvE players in check and to make them stick together. Now PvE players have become angry towards each other, because they hungrily loot everything and now can't do anything about it.


r/ArcRaiders • • 47m ago

Discussion What is Embark supposed to do ? Part of this community is everything wrong and everything right with this game.

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At first, I was just gonna make a rant post but I felt it would be unfair to only talks about the bads so I'm going to summarize my thoughts about the community this way.

ARC Raiders for me is just a more interesting extraction shooter than other options because of the social interactions introduced partly by ABMM. It's not just a free-for-all deathmatch because you are all trying to survive and loot the place.

I've have some great interactions with a lot of the community and it's clear it's the reason why I like ARC Raiders. But another part of the community is what just ruins this game as well :

-If I go PvP with duo/trio, I get cheaters every now and then which just doesn't wanna make me play duo/trio just to lose my loot to something I can't control or fight against.

-If instead I go solo to get a carebear lobby, then I get killed by people who abuse the matchmaking or the ABMM by doing things like matchmaking at the same time or putting themselves in the way of my damage so they can freely shoot at me without being punished.

-So I even tried PvE to see if things would be different... and there is just so many loot stealers and griefters.

People who will abuse the game exists everywhere within the game... and it doesn't feel like there is a place away from them. (Though carebear lobbies are definitely the least frustrating in that regard)

What is Embark even supposed to do when part of the community is the problem and will continue to find way to abuse the game ?


r/ArcRaiders • • 48m ago

Media Arc Frigate Exit. If you encounter a thing like this, be careful

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r/ArcRaiders • • 49m ago

Discussion PvE Close Scrutiny Bro-Down in Solos - No Man Left Behind

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PvE has been an absolute blast. Close Scrutiny is perfection as a PvE event, especially when there's cooperative play. I foresee they'll figure out the proper incentives and balance so people aren't lurking downed raiders like vultures. With double digit seconds left on the clock, 3 or 4 of us see a raider go down and go rushing into the marsh to save him from the Vaporizer. We're collectively running circles around the Vaporizer avoiding aggro for several seconds, failing to find the downed raider. Everyone flees back to extract while I went wide and, without aggro, managed to find him flashing his light. No man left behind! Cheers to LooseyGoosey and ScorcherDude!


r/ArcRaiders • • 50m ago

Question Did they fix Emperor back door opening bug in the recent patch?

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I know they mentioned in the patch notes, but still wanted to know from the community if they actually fixed so I can peacefully use my keys.


r/ArcRaiders • • 54m ago

Discussion Alright so are we able to tie leaper's legs eachother like primal age hunters now?

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I don't mean connecting it to a wall or ground etc, I mean connecting its legs eachother.


r/ArcRaiders • • 57m ago

Discussion The issues with PVE's setup and just how easy it is to solve

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Oh yeah baby it's a wall of text!!🤑 Note this is mostly just my opinion based on my experience with a very wide range of genres so read this with a bit of sarcasm in mind... please don't hurt me.

As it stands, I'm more or less convinced they did this just to see what would happen. With PVE out and the pop increased by a hilarious 120k+ people in the matter of 12 hours, the way Embark decided to introduce PVE is quite interesting. There's a lot of very small changes they just didn't make that should have been obvious, and it's shocking to me it wasn't done prior to launch. There's a reason Tarkov removed random players in their PVE mode and swapped to AI PMCs. As it stands, it doesn't seem like Embark did any research into how they should have done this and instead all gathered around the table and went "ok, let's just remove ALL player to player damage and see how that goes." Which, sure, did it work? Yeah :D, but as this Reddit and a lot of the Steam reviews have pointed out, it's got some problems. Some pretty big ones.

Let's get down to the obvious part, griefing. As it stands, PVE on the later areas and with bosses is just nothing but grief, insults, or general sabotage. No thanks to Embark adding the bullrush perk. From blocking doors, pushing people off lootables, to spamming snitch grenades and drawing aggro, it took 24 hours to show just how bad the toxicity in Arc Raiders had really gotten. I've seen Gmod Dark RP servers with less slurs than a queen fight, and the amount of people I've seen purposely luring fireflies onto looting raiders because they have a gun they want is quite funny. The best part is all of this requires very basic systems that have existed since the early WoW era to fix.

The first fix is simple. Loot locks, things that remove the ability for anyone outside of your party to loot something. In the most common example, this would be team damage thresholds and door unlock triggers. You want to loot a queen? Hope your team actually did the work, otherwise it won't let you open the boxes. You want that bastion someone just killed? Too bad, since your team didn't do at least 25% of the total damage, you don't get squat. Oh, someone opened the door to the control tower and you want some of that loot? Better hope they dropped some because only the team who opened that door gets to loot what's inside. This fixes almost every part of the problem that currently surrounds looting and bullrush griefing. Plus, the nice bonus is you can make them time limited. Someone killed a bastion 5 minutes ago and the corpse is untouched? Loot it, we don't need to lock the loot forever!! It's shocking that wasn't added in the first place, especially since it's not a very hard system to add. It's simply just tracking a team's total damage to an enemy and then making a trigger on that enemy to only allow those who did a certain amount of its total HP in damage to loot it.

Now, of course, the other large problem, door blocking. How do we stop door blocking, you ask? Turn off player collision.... I don't know why this wasn't done from the start, as it stands there's no real reason for player collision to be turned on in this mode to begin with. The average proximity you will get to a raider is like 30 feet unless it's inside. There's also the alternative option of adding an interaction with raiders that allows you to "walk past them." Make it some kind of animation or trigger that happens if they are in a doorway. Either or, there are very easy ways to fix this.

Now I get it. This is a test, obviously there's gonna be issues. Rome wasn't built in a day. But these are some pretty common issues with games like this, and if I haven't said it enough already, shocked they weren't addressed before launch. Of course, some people are gonna disagree with this. Actually, knowing what I've seen already, a LOT of people are gonna hate what I just said especially loot locks, but that's ok because I'm simply stating how they could fix the issues I saw most commonly brought up. Will they fix them? No idea, probably not to be honest. Really, I'd expect them to likely just leave the gamemode as is. Of course, they might also choose a different path. There's a few I can think of, like PVP areas for high loot zones or special events (think Dune Awakening) or allowing you to kill players who steal or grief (think The Division). There's also the option of adding PVE centralized areas instead of a general toggle (basically going back on their originally planned "raid" style idea) or making it a modifier. Either or, I'm loving the new mode. It's really the only reason I came back after leaving many months ago, and the same goes for about 80% of my friends list it would seem. So if anything happens, I'm glad I got to at least try it out :)

(Side note, I sorta "guesstimated?" the pop increase numbers after a like... 5 minute look at steamdb? The games up by a good 340% though.)


r/ArcRaiders • • 57m ago

Discussion Suggestion for the Frigate: minimum kit value and locked pods

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After several days playing the Frigate mostly solo, I really like the event, but one thing gets frustrating pretty quickly. A lot of players seem to join with absolutely nothing, rush the breachable pods hoping to get a Frigate Inductor or Amplification Module, and then leave. Meanwhile, a handful of players are trying to fight the ARC, complete the puzzle and release the cargo.

I think the event could benefit from two changes:

1. Minimum kit value to enter

I'd suggest a minimum kit value of around 35k credits. Not to force everyone to bring expensive weapons, but to prevent completely naked runs where players risk nothing and contribute nothing.

A player bringing an Anvil or Renegade, several stacks of ammo, healing items, shield rechargers, defibs and grenades should absolutely qualify. You shouldn't need a Hullcracker IV and an expensive loadout to participate. The goal is simply to encourage people to bring a functional kit and have some investment in completing the event.

2. Breachable pods unlock only after destroying the nearby Power Coil

Pods in each area should become breachable only after the corresponding Frigate Power Coil has been destroyed. This could be indicated by lights changing the colour or/and a sound cue or another visual indicator.

That way, players have to participate in the objective instead of bypassing it just to loot the pods. I'd also keep Frigate Inductors exclusive to the final cargo reward, making successfully completing the event more meaningful or/and reduce drop rate in breachable pods to minimum.

I don't want to gatekeep newer players or make the event easier. I just think these two changes would encourage more people to bring useful gear and actually work together towards completing the Frigate.

What do you think? How can this event be improved?


r/ArcRaiders • • 59m ago

Question How to run frigate??

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Literally tried my first frigate run & got pushed off by another player like an asshole. Then finished off by a free kit down below... so if anyone has tips too run frigate NOT kitted please lmk i am tired of trying new things just to lose everything


r/ArcRaiders • • 1h ago

Discussion Frigate events are getting worse

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In terms of ratio of people who try to do the event, and people who come naked or very minimal gear and just speed run containers.

I absolutely have no issue with people who need Frigate Inductor or want to stock up on some of crafting materials, but it has come to the point, that the event became useless.

In first days of this event there used to be about 8 people interested into pushing as far as I can. Now getting 3 feels lucky.
Imo a lot of them are RMT people spamming lobbies to the point that no one can play game purposely.


r/ArcRaiders • • 1h ago

Discussion PvE-only Mode is Neat, But Not the Solution to This Game's Woes

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I have ~200 hours in this game but haven't played in about a year. When I was playing I enjoyed the PvE and also the PvP -BUT- only when the PvP was consensual and felt like a real war. Two fully kitted out endgame monsters slugging it out, guns roaring, full minute of positioning and smart grenade/gear use, multiple shield recharges, etc. This was even better when in happened in trios because then it felt like you were in a full-on firefight with your buddies. In this scenario, win or lose, I had fun and therefore got what I needed from a videogame.

The issue, however, is that such PvP scenarios were few and far between. It was way more common to be getting ambush-sniped by some goof camping with an elevation advantage (and having elevation adv. is magnified with 3rd person camera), getting shot at from bushes on the flanks, etc. And here is where we get to the MAIN ISSUE with this game, and it is: the TTK is way too low especially with it using a 3rd person camera, which makes ambushing from behind cover very easy to do. If you're talking ~1-2 sec or even sub-1 sec TTK then you automatically make getting ambushed simply the most effective and efficient way to play the PvP, because your opponent simply can't react. It becomes more like "Pvp" instead of "PvP" because one player isn't meaningfully participating in the encounter. Devs create incentive structures for a game's intended gameplay, players only use them. I think this is really what most players are disliking but not voicing correctly about the PvP in this game.

If the TTK was more sensible, like on the order of ~5-10 sec, and maybe even meaningfully buffable with defensive tools like shields (the shields or "armor" in this game is garbage), then it would be very easy to defend yourself and respond to an ambush. You might eat the first couple shots, then adjust and reposition, maybe throw out zone-denial grenades while you heal back up and reset the fight, etc. Now we would have a real PvP fight on our hands. The "worthless encounter with rats" instead becomes a fun combat experience with another player. As it is, those first "couple shots" more often than not just down you and that's the game, basically. It's a waste of time. Making PvE-only gamemodes doesn't address the fact that this game's PvP mechanics are trash-tier, it just lets the devs avoid having to take a detailed look at core gameplay systems. They could release 100 new gamemodes, 100 new cosmetics, 100 new grind-inducing "awakening" nonsense systems to eek out a few more hours out of their players before they quit, but the game's trajectory will stay the same because the core gameplay I described is bad. To truly fix it, they need to take a long hard look at how the PvP combat is structured, and introduce tactical and strategic "layers" where things like defenses, positioning, gear quality, gear type, accessory gear, etc. all play important parts. And, equally importantly, they need to slow down the timespan of PvP encounters so that all of these factors can be meaningfully brought to bear, probably by lowering weapon damage numbers, overhauling the shield and defensive gear system, and maybe also increasing player health, whatever makes the numbers work. This game has some potential, but in its current state it has no meaningful future, because the devs keep trying to make it some sort of fortnite knockoff when it is an extraction shooter, which has to be tactical by nature of the time investment required to fully participate in the gameplay.

( Bold to highlight some cool stuff ;) )


r/ArcRaiders • • 1h ago

Discussion Hopefully, they will fix the visual bug for raider tool.

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Its kinda disappointing to not enjoy your unlocked raider tools.


r/ArcRaiders • • 1h ago

Bug Possessed Bully. Does anyone know Raider Exorcist? Leave a number.

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r/ArcRaiders • • 1h ago

Discussion PVE THIS PVP THAT, WHERE ARE MY SAVED LOADOUT PRESETS EMBARK?

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IT'S BEEN A YEAR!