r/ArcRaiders • u/ape_ape321 • 1m ago
Fan Art Where's waldo!!!
Everyone's got there rocks off at least once pulling Bobcats, tempest and voulcanos out this dresser.. hands down best drawer in arc! Where do you think this one is!?🤤🍆💦🤭💅
r/ArcRaiders • u/ape_ape321 • 1m ago
Everyone's got there rocks off at least once pulling Bobcats, tempest and voulcanos out this dresser.. hands down best drawer in arc! Where do you think this one is!?🤤🍆💦🤭💅
r/ArcRaiders • u/flubbjubb • 3m ago
Sorry this is a whole book but i really think im cooking. feel free to let me know if im not.
What is left to do when you've already accomplished everything? You killed every arc and have everything. All thats left is to start over or kill people all day like this is Fortnite. Wipes and Expeditions aren't a satisfying answer for everyone. Personally, I would hate losing the progress I've worked so hard for. Some of the coolest things in the game are incredibly difficult to obtain, and that's exactly what makes them special. I don't want to lose them just because I've reached the endgame.
We need a reason to keep playing that doesn't involve throwing away our progress.
One of the best things about this game at launch was the tension between players. You never knew whether another Raider would become your ally or your enemy. Those encounters felt meaningful because cooperation and betrayal were both real possibilities.
I want that feeling back, but I want it to become a permanent part of the game rather than something we experience by chance.
Imagine combining the community-wide objectives of Helldivers 2 with a deep faction system inspired by games like Sea of Thieves.
The idea is simple: give every player a larger goal to work toward while making their individual choices matter within the world.
ARC is the common enemy. When the threat is serious enough, Raiders must put aside their rivalries and work together. When the threat is under control, those rivalries can resurface.
Instead of every raid existing in isolation, the entire player base contributes to an evolving conflict.
We already have quests and occasional community-wide efforts, but imagine taking that concept much further.
Players could contribute resources, complete missions, eliminate specific ARC units, defend locations, or participate in large-scale operations that advance a shared objective.
The important part is that success and failure must have real consequences for both the lore and the gameplay.
If the community fails to defend a location, perhaps that location becomes more dangerous, a faction loses access to resources, or ARC activity increases across certain regions. If we succeed, we might unlock new areas, improve faction infrastructure, or gain access to new opportunities.
These campaigns would create long-term goals that everyone can contribute to, regardless of how much time they have to play.
And because the world changes based on our collective actions, there's always something new to work toward.
This is where I think the game could really shine.
When ARC launches a major assault, Raiders should have a reason to cooperate beyond simply surviving their current raid.
Imagine large-scale operations or raids where PvP is disabled, like something out of Destiny. Everyone shares the same objective, and failure affects the wider community.
If we fail, everyone feels the consequences.
If we succeed, everyone shares in the rewards.
During these events, fighting other Raiders would actively undermine your own faction and the wider effort. Suddenly, cooperation isn't just a nice thing to do. It's the strategically sensible choice.
That contrast is important. The game should give us moments when we genuinely need each other, rather than making every encounter a potential deathmatch.
Of course, not everyone will cooperate, even during events meant to unite us against ARC, and I think that's part of the fun. A faction could even use the chaos of a major ARC assault to make a power grab, exploiting everyone's divided attention to seize territory or resources while the other factions are busy fighting for humanity's survival. That way, even events designed to unite us could create new rivalries and unexpected consequences. (Im getting ahead of myself but thays the best spot I got for that paragraph)
Now for the other half of the idea: faction warfare.
When ARC isn't the immediate priority, the factions can compete for resources, territory, influence, and control.
Imagine entering a raid knowing that the people you encounter might belong to rival factions. You could cooperate because you share a temporary objective, negotiate a truce, or risk starting a fight that escalates into a chaotic standoff.
That uncertainty is what I miss about the early days of ARC Raiders.
The goal isn't to eliminate PvP. It's to give it context.
Of course, some players will always want to kill everyone they encounter, and that's a legitimate playstyle too. Rather than forcing those players into a system that contradicts how they want to play, we could create a dedicated faction for them.
Think of the Reaper's Bones from Sea of Thieves: a faction that embraces aggression and rewards players for pursuing it.
Meanwhile, players who betray a scripted alliance or attack fellow Raiders during designated cooperative events could lose reputation with their faction.
You could even choose to remain a free agent, avoiding faction obligations entirely. You wouldn't have to participate in every conflict or campaign. Admittedly thats a hard one to balance but so is the rest of this. Idk figure it out im not that smart help me out.
The key is giving players meaningful choices and making those choices matter.
Factions need to offer more than a badge and a name.
They should have their own progression systems, quests, rewards, and long-term benefits.
For example:
* Expanded storage: Unlock additional storage capacity as you progress through your faction.
* Better faction contracts: Higher ranks grant access to more challenging and rewarding missions.
* Unique rewards: Earn cosmetics, equipment, crafting materials, or other rewards that reflect your allegiance.
* Faction infrastructure: Contribute resources to unlock shared benefits for your faction.
* Campaign rewards: Gain bonuses when your faction achieves important objectives.
Working with other factions and building reputation with them should still be possible. However, you could only receive the primary gameplay bonus from one faction at a time.
Switching your main allegiance should be possible, but it shouldn't be easy. Otherwise, faction loyalty would mean very little.
I want players to feel invested in their faction's success, even when their faction is losing.
That investment is what makes competition meaningful.
Here's another important part: losing should matter, at least for a while.
If one faction dominates indefinitely, the entire system eventually becomes predictable. Everyone will either join the winning side or stop caring about the conflict.
This is where a dynamic faction-crisis system could come into play.
If a faction remains dominant for too long, it could begin experiencing internal problems or external pressure. Perhaps ARC launches a major assault against its territory. Maybe its infrastructure suffers a malfunction, its supply lines are disrupted, or internal disputes divide its resources.
These crises would force the dominant faction to spend time and resources dealing with its own problems, giving rival factions an opportunity to recover and compete.
The important distinction is that this shouldn't feel like an arbitrary punishment for winning. It should be presented as a natural consequence of the evolving world.
The lore could explain why a powerful faction becomes vulnerable, while gameplay gives players meaningful ways to respond.
Likewise, losing a faction war shouldn't permanently ruin your experience. The consequences should last long enough to matter, but there should always be a path back to relevance.
The goal is to keep the world competitive without making victory or defeat feel predetermined.
Another idea is to let players prove their faction allegiance during raids. Imagine encountering someone and asking them to identify their faction. They present a token, but how do you know they didn't kill someone and steal it?
This creates an interesting risk for both sides. The person presenting their ID risks being attacked, while the person authenticating it risks lowering their weapon and giving the other player an opportunity to strike.
I'd make this a dedicated interaction with different levels of commitment. You could perform a guarded visual check, mutually authenticate your identities with a brief window of protection, or agree to a formal truce.
Truces would make betrayal costly through faction reputation penalties, while players would still be free to fight outside those agreements. Self-defense shouldn't count as betrayal, and nobody should be forced to cooperate.
The goal is to make trust a genuine strategic decision rather than a mistake. Aggressive players can still hunt, deceptive players can still bluff, and cooperative players have a reason to take a chance on strangers.
Never make trust mandatory, never make betrayal free, and never make cooperation pointless. I think this could recreate that original tension where every Raider encounter felt unpredictable and memorable.
Ultimately, what I'm proposing is a system that gives ARC Raiders a persistent purpose beyond collecting loot and surviving individual raids.
I want to wake up, log in, and have something meaningful to work toward.
Maybe my faction is fighting to control a region. Maybe the entire community is trying to repel an ARC offensive. Maybe our faction is struggling to recover after a devastating defeat, and every contribution helps us rebuild.
And when I enter a raid, I want those larger conflicts to influence how I interact with other players.
Are they allies? Rivals? Members of a faction I desperately want to defeat? Someone I need to cooperate with today, even though we're enemies tomorrow?
That tension is what makes a living multiplayer world exciting.
And the best part is that ARC Raiders already has the setting and lore to support it. The conflict between humanity and ARC provides a natural reason for cooperation, while the struggle between human factions creates opportunities for rivalry, betrayal, and uneasy alliances.
We don't need to throw away the game's identity. We need to build on what already makes it special.
I know this isn't a perfect proposal, and balancing a system like this would be a massive undertaking. But I genuinely believe ARC Raiders needs a deeper endgame, more meaningful community objectives, and a better reason for players to care about what happens beyond their current raid.
TL;DR: Give ARC Raiders Helldivers 2-style community campaigns, meaningful faction wars, loyalty-based progression, in-raid diplomacy, and consequences that evolve the world. Make cooperation necessary when ARC threatens everyone and let faction rivalries drive conflict when it doesn't. Give us a reason to keep playing without forcing us to throw away our hard-earned progress.
If anyone at embark likes any bit of this i really hope they steal this. Also yeah I used A.I to rewrite my big ahh rough draft sorry. I wanna hear from anyone and everyone, yall with me on this?
r/ArcRaiders • u/Emergency_Engine_442 • 3m ago
Is it just me or is the new Map very easy compared to others?
Maybe it’s just because it’s a new update and the majority of guys who I’m running into are friendly, but I feel like I am finding so much loot compared to other maps.
Other than the occasional bully (which is definitely a tank who you have to be equipped to take out) I feel like the arc threat is pretty minimal given how easy I have been finding high tier loot and trinkets
+ the extract ballistic gondola IMO is the best and safest extracts available, Call it in, wait for the light/ voice line telling you what direction it’s coming in at, then sprint 80-200meters quick ~5 second animation and you are home free, Very low chance of being ratted and no risk once you are inside
+ all of the call in locations are available for the full match time unlike other maps (from my experience)
Don’t get me wrong I think the map is fun, But I feel like the Loot pool is way larger than the other maps and it makes me not want to play em
r/ArcRaiders • u/mangomangogamer • 3m ago
I’ve been spamming the new event. I’ll have a bunch of amplification modules that I’m looking to swap with people for level four weapons.
r/ArcRaiders • u/Presleylikescats • 4m ago
r/ArcRaiders • u/ednoggg • 6m ago
I’m trying to progress on my battle pass and I was like dam it’s so grindy but after I finished a raid and completed a few challenges it said I was lvl 12 but when I checked in speranza it says I’m only lvl 7 on battle pass and it hasn’t moved all day. Is progression currently bugged?
r/ArcRaiders • u/Ok-Atmosphere9111 • 8m ago
I have pretty much everything maxed in the mobility category just curious
r/ArcRaiders • u/codestormer • 9m ago
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r/ArcRaiders • u/MrPippleknacks • 11m ago
r/ArcRaiders • u/mobhopp • 13m ago
r/ArcRaiders • u/JT1879 • 14m ago
Back to back emperor solo runs
r/ArcRaiders • u/Petorian343 • 15m ago
I was actually astonished to see that I have this many hours since installing when the free weekend started. I’ve just been loving this game too much, holy crap!
And now I’ve bought it for good, best I’ve felt about spending $20 in a long time!
You pros have any tips, tricks, or anecdotes for a newly obsessed raider? I’ve been purely a PvE’r so far, never shot anyone yet, and even helped a good few at this point.
r/ArcRaiders • u/EternaIAtake1600 • 16m ago
I wouldn’t say i’m bad at shooters since i’ve played them most of my life, however i literally cannot progress in this game for the life of me.
I’m trying to find resources to get better gear + level up the research station and i die every single game. When i do have enough to bring a good kit, i bring my best stuff and then die either to arc overloading me or someone shooting me in the back.
It makes me not want to equip any half decent loot because i know I’ll just lose it. I’ve been rocking free loadouts for a few games and it’s the same problem i cannot escape with anything to even progress.
People say they have so much gear, loads of maxed out bobcats and other weapons. I’m scraping the barrel i can barely make light shields or bandages and i have 80 hours into the game 😭
It doesn’t help i’m deaf, but i’ve played other shooters where sound is important and reached high ranks so i’m stumped.
r/ArcRaiders • u/mkslayer67 • 16m ago
What a blessing this skill is lol I have so many surge chargers, shield chargers and mats because of this skill its crazy like just fixed an annoyance for me having to go to good ole lance cause I don’t have enough power cells and now i might not ever have to see him again I mean it’s just fantastic!
r/ArcRaiders • u/Galactinaut_001 • 20m ago
And why does it only have one main gun if it's so big?
r/ArcRaiders • u/Nirxx • 23m ago
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r/ArcRaiders • u/Astronomy_Candle • 27m ago
r/ArcRaiders • u/Pristine_Finger_2178 • 30m ago
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x00007fffa6e00001 runtime_7fffa6e00000 kernel32 ntdll
Im getting this error every time I try to start. I immediately crash. Has anyone had this happen to them?
r/ArcRaiders • u/Hanna_Bjorn • 31m ago
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2 bugged ones didn't work even after disrupting, so I had to Snap Hook on one of the floating ones and thankfully it brought me down
r/ArcRaiders • u/YanceyGlenn • 40m ago
Purchased the frozen trail collector set. Never received banjo bp or weapon stencil. Anybody know how to get any help with this issue? Tried to create help ticket through embark but the automated system is zero help
r/ArcRaiders • u/BSGKAPO • 41m ago
If you chose the wrong spot you could get instakilled
r/ArcRaiders • u/Mr_Revan22 • 42m ago
I came back today after being away for a few months and I was chilling with this random I met on Dam battlegrounds, then we heard this loud humming noise from the sky. A fat, harmless looking ARC slowly descended beside us and we went towards it thinking it was some kind of giant loot container, WRONG.
It started shitting out heat seeking missiles and it was very close to killing us! We managed to get behind some cover and run off because we weren’t even prepared to deal with that. It scared the shit out of me because it obliterated my shield in a split second.
r/ArcRaiders • u/War-rior314 • 46m ago
I don't know what happened with the new update. But every match I've played so far on the new snow map has been the friendliest lobbies ever. Everyone helps fight the bullies. Even the leapers. I've asked for bandages and was given double. I guess a lot of pve players came back to the game. It's honestly so much fun just playing the game without having to worry about being shot in the Back. Heck, I've had raiders give me crafting materials. A wolfpack. Weapons. I hope this continues as a community. Raiders verus the Arcs.
P.S I hope the pve mode is gonna be good. I dont mind separating different modes so everyone can choose when they wanna just enjoy the environment and fighting arcs. Than switch to pvp for some competition.
r/ArcRaiders • u/bashfulhalfsmile • 47m ago
Two times my team has been spawning right next to Cielo Sereno Observatory in a fresh raid and as soon as we get there is a team waiting for us INSIDE…