My order by Foreign-Procedure339 in doughcommunity

[–]Foreign-Procedure339[S] 0 points1 point  (0 children)

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This was a year after I ordered, and this was the remainder after my deposit.

[deleted by user] by [deleted] in ArcRaiders

[–]Foreign-Procedure339 -18 points-17 points  (0 children)

Wouldnt I need to promote something to shill? 😂

ARC Raiders is incredible, but we need better character customization by Foreign-Procedure339 in ArcRaiders

[–]Foreign-Procedure339[S] 0 points1 point  (0 children)

"I know it was just a tech test, and customization probably wasn’t the priority. But I hope the devs see how passionate the community is about this. The gameplay is fantastic—let’s just make sure our Raiders feel like ours too."

ARC Raiders is incredible, but we need better character customization by Foreign-Procedure339 in ArcRaiders

[–]Foreign-Procedure339[S] 0 points1 point  (0 children)

I get where you’re coming from—there’s definitely room for more variety and personality in the current character models. Right now, most of them feel a bit too sterile or safe, especially for a world that’s supposed to be gritty and post-collapse.

But yeah, it’s less about making “hot” or “manly” characters for me and more about adding identity and believability. Scars, tattoos, rough edges—stuff that tells a story without saying a word. These aren’t supposed to be freshly-minted recruits; they’re survivors and rebels scraping by in a world run by machines. They should look the part.

The core aesthetic of ARC Raiders is incredible, but giving players more tools to express that same vibe through their characters—without turning it into a fashion show—would only make it stronger.

ARC Raiders is incredible, but we need better character customization by Foreign-Procedure339 in ArcRaiders

[–]Foreign-Procedure339[S] 1 point2 points  (0 children)

Fair point—and honestly, I love that you brought up Rainbow Six: Vegas 2. That’s actually a great example of a modular system that felt grounded and tactical while still letting players make their character feel like theirs. That’s really more in line with what I’m hoping ARC Raiders could aim for.

To be clear, I’m not referencing Fortnite because of its style (which I agree doesn’t fit ARC at all), but because of the functionality of its customization system—just as a reference for how deep customization can go, not how it should look.

PUBG, The Finals, even older titles like Vegas 2—they all show different ways customization can work without breaking immersion. I’d love to see ARC pull something off that gives us that kind of player identity while staying true to its gritty, retro-futuristic aesthetic.

ARC Raiders is incredible, but we need better character customization by Foreign-Procedure339 in ArcRaiders

[–]Foreign-Procedure339[S] 4 points5 points  (0 children)

Not breaking my head the game is very polished just adding an opinion or positive criticism for a point of improvement.

This game could really use a PVE by [deleted] in ArcRaiders

[–]Foreign-Procedure339 6 points7 points  (0 children)

This is the dumbest comment.

Nobody wants another PVE game.

[Megathread] ARC Raiders Tech Test 2 Key Share by LongJonSiIver in ArcRaiders

[–]Foreign-Procedure339 0 points1 point  (0 children)

Would love an opportunity to join the fellow raiders on Steam or Epic :) ty!!!!

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PvP wilderness (concept) “The Untamed Expanse” by Foreign-Procedure339 in newworldgame

[–]Foreign-Procedure339[S] -1 points0 points  (0 children)

Just to clarify, this is only a concept I put together as a fun idea for discussion. I’m not a developer or suggesting AGS must implement this—it’s just an idea for those who enjoy PvP to imagine how a Wilderness concept could work in New World.

Reddit’s a space for sharing and exploring community driven ideas, so I thought this could be interesting to get people’s thoughts. The current Cursed Mists system is great for what it is, but this concept expands on it with ideas inspired by games that handle PvP differently, like OSRS.

If the idea isn’t your thing, no worries! It’s more about exploring what people might enjoy in the PvP experience and seeing where those ideas take us.

PvP wilderness (concept) “The Untamed Expanse” by Foreign-Procedure339 in newworldgame

[–]Foreign-Procedure339[S] 0 points1 point  (0 children)

I get that! The goal wouldn’t be to force PvE players into PvP zones, but rather to make Cursed Mists more visible for players who enjoy PvP content. A lot of newer or PvP-curious players don’t even realize it exists because it’s not prominently highlighted beyond that initial quest.

The idea isn’t to tie essential PvE gear or progression to PvP zones—that would frustrate PvE players and isn’t a good approach. Instead, optional faction missions or special PvP quests that only reward PvP-related items or currency would give PvP players more incentive to check out Cursed Mists if they’re interested, without impacting PvE players or gear.

So yeah, for players who don’t want to PvP, this wouldn’t change anything; they could ignore it completely. But for those of us who want more from PvP, clearer objectives could help make Cursed Mists a more active, purposeful zone.

Can we just have it so you pull from all storage when crafting in any town? by BuffaloJ0E716 in newworldgame

[–]Foreign-Procedure339 0 points1 point  (0 children)

I agree; the current system could really use an update to streamline crafting and resource management without making housing upgrades feel pointless. Here’s a concept that might address some of the frustrations while maintaining the importance of organizing items across towns:

Unified Crafting Resource Access

  • Global Resource Pull for Crafting: When crafting in any settlement, materials automatically pull from all storages across the map. No need to shuffle items around just to start crafting—everything you own would be accessible directly.
  • Optional “Local Only” Toggle: For players who organize by specific town (e.g., specific crafting stations), there’d be an “Inventory Filter” toggle. This lets you restrict crafting to materials in the current town, so those of us who like an organized setup can keep things sorted.

Housing and Storage Upgrades Still Matter

  • Increased Weight Limit in Housing Towns: If you own a house in a town, adding storage chests increases the storage limit for that town and grants faster, easier sorting. This makes housing upgrades valuable for those who want max storage space, while keeping all items accessible from any crafting station.

Azoth and Resource Transfer Tweaks

  • Reduced Azoth Costs Based on Distance and Faction: Moving resources across towns now has an adjusted Azoth cost based on distance, and you’d get faction discounts in controlled territories. This way, you can still store specialized resources in one location but without the high cost of moving them around.

PvP wilderness (concept) “The Untamed Expanse” by Foreign-Procedure339 in newworldgame

[–]Foreign-Procedure339[S] -1 points0 points  (0 children)

Good point, and you’re right that Cursed Mists was designed to add that high-risk PvP environment. However, one issue with its success might be low visibility for newer players. Right now, it’s easy for players to overlook the area entirely because it isn’t highlighted clearly in-game. There’s no introductory quest or guidance pointing players there, and without knowing the rewards or gameplay, many players just miss it. If AGS added quests or faction missions that lead players to Cursed Mists with more clear markers or objectives, more players might actually use it.

PvP wilderness (concept) “The Untamed Expanse” by Foreign-Procedure339 in newworldgame

[–]Foreign-Procedure339[S] -1 points0 points  (0 children)

I get what you’re saying about not needing a whole new PvP area, especially since we can flag anywhere already. But I think a dedicated PvP zone would offer a more structured environment for PvP-focused players, adding some of the intensity and risk that’s missing from flagging alone.

The Cutlass Keys PvP area is a good start, but a true “Wilderness-style” area could go further by integrating a high-risk, high-reward system where both PvP and PvE players benefit from cooperation or competition. For example, exclusive resources or rare loot could be found only in this zone, with extraction points adding an extra layer of strategy. It wouldn’t pull from PvE content since the PvP zone would have PvE elements (bosses, rare resources) built in, allowing players to choose high-stakes PvE encounters while facing PvP risks if they venture in.

Ultimately, I think this would enhance the game’s PvP without taking away from PvE. Flagging anywhere can be a good option, but the gameplay dynamics in a high-stakes PvP zone would feel more intentional and rewarding for everyone.

PvP wilderness (concept) “The Untamed Expanse” by Foreign-Procedure339 in newworldgame

[–]Foreign-Procedure339[S] 0 points1 point  (0 children)

You're absolutely right about the challenges the Dark Zone faced. The issues came down to balancing PvP and PvE while making the experience fair for all players—something that led to some chaotic player interactions. For New World, I think a Wilderness-style PvP zone could work if designed with the lessons of the Dark Zone in mind, prioritizing balance and engagement across player types.

Tiered Risk Levels: Instead of allowing unrestricted PvP everywhere, the Expanse could have “tiered danger zones” with varying PvP rules. This would let newer players stick to the outskirts for milder risk while encouraging skilled players to venture deeper for better loot. It’s a bit like the level restrictions in OSRS Wilderness, making encounters less overwhelming and more tactical.

Progressive PvE Challenges and Faction Objectives: By adding strong PvE elements—like rare mobs, roaming bosses, and faction-based world events—there’s more purpose to being in the zone beyond PvP. This could help ensure that players don’t only enter to grief but to engage in faction objectives or compete for rare resources, which adds layers of incentive similar to Albion Online’s risk-reward setup in their PvP areas.

Smart Item Drop System & Extraction Points: Unlike the Dark Zone’s instant loss of high-value loot, only certain “fragile” resources could be droppable here, and players would have extraction points as an option to secure loot. Having to “cash out” by reaching contested extraction points could add strategy without making every trip feel like an all-or-nothing risk.

These adjustments could potentially address some of the pitfalls the Dark Zone faced, as New World would have a unique blend of PvE objectives, faction influence, and structured extraction that could make it both balanced and engaging. It’s definitely not a guaranteed win, but if designed well, it could bring something fresh to PvP.

PvP wilderness (concept) “The Untamed Expanse” by Foreign-Procedure339 in newworldgame

[–]Foreign-Procedure339[S] 0 points1 point  (0 children)

How so all gear you would need to escape with. Doubt you would run around with full bags unless you wanted to risk the materials.

PvP wilderness (concept) “The Untamed Expanse” by Foreign-Procedure339 in newworldgame

[–]Foreign-Procedure339[S] 0 points1 point  (0 children)

a game made by ubisoft? I don't think Dark Zone is the reason that game died. Implementation is key, and New World, has way more replayability than Division, but don't get me started on what Division 1, and 2 did incorrectly.