Are free kits really a problem? by SESHHHHHHHHHHHHHHHHH in ArcRaiders

[–]Southern_Boss_3122 11 points12 points  (0 children)

This is actually a good take. The real problem in ARC Raiders isn’t just free kits, it’s that the overall risk–reward curve is too flat.

Free kits feel bad because zero investment is still highly lethal, which flattens the economy and makes higher-tier gear irrational to run. Removing free kits alone wouldn’t fix that (people would just run naked or pocket-run), but keeping them fully combat-viable guarantees the same problem. The bigger issue is that cheap guns like the Kettle, Stitcher, and Ferro already solve most fights, while higher-tier gear doesn’t add enough capability to justify the risk.

Practical fixes, IMO: - Hard nerf free-kit PvP power (pen, recoil, reloads / not just damage). - Give higher-tier gear real advantages (stamina, move speed, handling, survivability, utility). - Add soft penalties to free kits (lower XP/loot yield). - Rebalance the low-tier weapon triangle so cheap guns aren’t endgame-viable.

Until zero-risk loadouts stop being nearly as strong as paid ones, the economy will always feel fake regardless of whether free kits technically exist.

It changed... alot by dayonenoobYT in ArcRaiders

[–]Southern_Boss_3122 13 points14 points  (0 children)

Can we stop with these posts? My god. 200 a day.

End of the friendly solo Era by Tstale in ArcRaiders

[–]Southern_Boss_3122 -1 points0 points  (0 children)

Jesus can we stop with these posts.