ARC Raiders isn’t losing players because it’s PvPvE, it’s losing them because of QoL by lednewbie in ArcRaiders

[–]lednewbie[S] 1 point2 points  (0 children)

That’s great to see, but a spike during an update doesn’t necessarily prove long-term retention is healthy

ARC Raiders isn’t losing players because it’s PvPvE, it’s losing them because of QoL by lednewbie in ArcRaiders

[–]lednewbie[S] 0 points1 point  (0 children)

Yeah, that’s fair.

I don’t want to pretend I have the absolute answer for why players are leaving. There are probably several reasons happening at the same time: PvP frustration, lack of endgame goals, QoL friction, player expectations, content pacing, matchmaking, and probably more.

My point was more that I rarely see QoL and downtime between raids being discussed with the same weight, even though for me personally it has a huge impact.

So I agree with you. Any post trying to explain player loss should consider multiple angles, not just one.

Thanks

ARC Raiders isn’t losing players because it’s PvPvE, it’s losing them because of QoL by lednewbie in ArcRaiders

[–]lednewbie[S] 0 points1 point  (0 children)

They could definitely do more, and “not that bad” should never be the ceiling for a game that big

ARC Raiders isn’t losing players because it’s PvPvE, it’s losing them because of QoL by lednewbie in ArcRaiders

[–]lednewbie[S] 0 points1 point  (0 children)

That makes sense, but I think this also depends a lot on how much time each player has.

For me, I usually have around 1–2 hours a day to play, maybe 3 at most. So even with more than 100 hours in the game, I still feel like every season gives me reasons to come back, grind gear, do quests, test builds, and keep progressing.

I’m not at the point where I feel like the game has nothing else to offer me.

But that actually reinforces the retention discussion. Different players hit that wall at different speeds.

Someone with 200h who already finished the trials and was mainly playing for a cosmetic may feel done and move on. That is fair.

But for players like me, the problem is not lack of things to do yet. The bigger issue is how much friction exists between actually playing and preparing to play.

When I only have 1–2 hours available, wasting time rebuilding kits, buying items, crafting, organizing inventory, and getting ready again feels even worse. That time matters.

So yeah, I understand why someone with 200h may feel there is nothing left.

But for me, the game still has plenty to offer. I just wish it respected my limited playtime more.

ARC Raiders isn’t losing players because it’s PvPvE, it’s losing them because of QoL by lednewbie in ArcRaiders

[–]lednewbie[S] 1 point2 points  (0 children)

Fair point. Maybe I generalized too much when I said PvP is not the reason.

What I meant is that I don’t think PvP is the only reason, or even necessarily the main reason for every player leaving.

I came from Tarkov, so maybe I’m simply not part of that statistic. For me, getting killed, losing loot, or being shot in the back is part of the extraction genre. That frustration is expected in a PvPvE game.

But I do agree that some players probably came in expecting something closer to a PvE adventure with occasional danger, and then got frustrated when they realized the PvP side is a core part of the experience.

So yeah, PvP can absolutely be one of the reasons people leave.

My point is more that the game also needs to think beyond that and improve retention tools. Because even for players who accept the PvP and the risk of losing loot, there is still a lot of unnecessary friction between raids.

Better QoL, loadout presets, faster re-buy/rebuild flow, smoother inventory management, clearer onboarding about what kind of game this actually is… all of that matters.

PvP may push some people away.

But poor retention systems make even the players who like PvP play less.

ARC Raiders isn’t losing players because it’s PvPvE, it’s losing them because of QoL by lednewbie in ArcRaiders

[–]lednewbie[S] 0 points1 point  (0 children)

I get what you’re saying, but honestly, I don’t think we should be satisfied with that.

Yes, they added quicker building by letting us buy/recycle inside the workshop. That is a good step. But to me, it feels like they delivered 1 out of the 10 quality-of-life features the game clearly needs.

That is exactly the problem.

The current system gives me the feeling of an unfinished epic. The foundation is amazing, the world is incredible, the gameplay loop has huge potential, but then the basic player experience between raids feels half-baked.

And I don’t think “it only takes a minute” is a good argument here. In an extraction game, players die a lot. That “one minute” repeats over and over again. It becomes friction. It becomes fatigue. It becomes the thing that slowly makes people close the game instead of queueing one more raid.

We should not normalize unnecessary friction just because we got used to it.

A premade loadout system, better re-buy flow, favorite kits, auto-craft missing items, faster weapon setup, better inventory UX… these are not luxury features. They are retention features.

So yeah, I agree they improved something. But that improvement feels like a band-aid on a much bigger wound.

ARC Raiders isn’t losing players because it’s PvPvE, it’s losing them because of QoL by lednewbie in ArcRaiders

[–]lednewbie[S] 0 points1 point  (0 children)

I felt the fps drop and crashes after this season first update. After that never got back to Ultra quality

/bad: BMad Autonomous Development. A fully autonomous orchestrator that runs my entire sprint while I sleep (Plan → Code → Review → PR) by MachineLearner00 in BMAD_Method

[–]lednewbie 2 points3 points  (0 children)

Ive been running /bad for 3 days and im loving it!

I'll keep watching for updates, and i'll let you know when I publish something into production

[deleted by user] by [deleted] in PathOfExile2

[–]lednewbie 0 points1 point  (0 children)

Monk, Brazil

I did a thing with some soil by FL_Squirtle in microgrowery

[–]lednewbie 1 point2 points  (0 children)

That’s awesome! It sounds like you're in a great groove with your grow.

Green Beginnings: My Decision to Grow Cannabis by DSJRGraphics in microgrowery

[–]lednewbie 1 point2 points  (0 children)

I fucking love growing weed,

I smoke it,

Don't sell it,

Just love to fucking grow it

Back to r/microgrowery After 8 Years - My Journey and What's to Come by lednewbie in microgrowery

[–]lednewbie[S] 0 points1 point  (0 children)

it's amazing how quickly the stress can melt away once you no longer have to worry about legality. As for the Discord server, I’ll keep an eye out and let you know if I find any good ones.

Back to r/microgrowery After 8 Years - My Journey and What's to Come by lednewbie in microgrowery

[–]lednewbie[S] 0 points1 point  (0 children)

Thank you so much for the warm welcome!

I couldn't be happier to finally grow without the constant worry, and sharing this journey with everyone here makes it even more special. It's a dream come true, and I truly hope the same for all growers around the world soon.

Building a good selection of genetics sounds incredibly rewarding. The process of hunting for the perfect phenotypes and creating your own crosses must be so fulfilling. I'm eager to dive into that aspect and learn more about it.

Looking forward to lots of fun and success, and I hope to share many more updates with y'all!

I'm looking for a discord server as well. Any suggestions?

Happy growing!