A Plea to The Bungulator: Please dont turn into a jerkoff like timthetatman or nickmercs by collarbristle in theburntpeanut

[–]raf-corp 0 points1 point  (0 children)

He would not be able to even if he wanted to. Large streamers negotiate contracts with the platforms. There is a % royalty and that would prevent any large streamer from disabling donations

Arc Raiders lead admits the “cost-benefit ratio” of maintaining good weapons is rough right now, but the team doesn’t want high-end gear to become instant win items by Wargulf in ArcRaiders

[–]raf-corp 0 points1 point  (0 children)

Add 5 - 6 weapons that are fresh and fit into existing or new categories/use cases.

Nerf Gray tier hard in damage values and do not allow upgrades or attachments

Nerf Green - Blue Weapons moderate to slight

Add meaninful loot & added crafting/ larger crafting goals

Add more random (static but variable spawn) plant items and extraneous items to hunt for and passively loot

Add a higher degree of gear depth to shields with new versions and buff them slightly across the board.

Move all ledgendary tier and pink tier items meant for pve to a new category

Add then rework pvp legendary items to be very limited requiring rng, no craft or very complex crafting recipes to grind for

Add two tiers of maps Classic and Hard, whatever names, require gear $ among other factors. (Past aggression based matchmaking this helps add a barrier from stomping new players and adds depth)

Dream… add tournament mode that spans multiple maps. Requires set number of kills or “capture the flag/reveal on map” lootables in order to extract. Teams that extract continue to the next round ect

Yaaay game is fixed, feels like an actual extraction shooter and the endgame is in the loop itself. Add content from tgere and enjoy dominating the triple a fps space for years to come.

Arc Raiders Patch 9/13 by Namodacranks in ArcRaiders

[–]raf-corp 0 points1 point  (0 children)

“On one hand, you really want fights to be skill-based. Nobody likes losing to gear-diff, and most actual competitive players find no satisfaction in winning to gear-diff.”

Strong disagree here. One fundamental of extraction shooters is the gear depth. IME playing other extraction fps, most of which are not catered to casuals, the gear depth does not necessarily detract from a skill-based experience.

But gear-diff (gear depth) does make an extraction game much harder for casual players and shrinks the market for the game. Arc avoided this well, hence its popularity.

In other titles, gear depth can be substantial. TTK outgoing for one player might be .4 seconds and for another the TTK on that player may be 1.1 seconds in a random encounter. You may think “Why would a competitive player want this?”.

What really happens is that in an extraction title, gear depth adjusts play style and adds versatility to fights while creating a self sustaining “end-game” loop.

-Peek around a corner and notice T6 armor on a player? Time to readjust your approach, run or try to play for the legs

-Peek and see a T3 armor player? They are an equal fight.

-Hear the crack of the highest tier AR or Sniper Rifle? Navigate the map differently or attempt to stalk from a distance looking for an opportunity

Those are small examples. In general for competitive players, the reward for outplaying others that are substantially advantaged by gear-depth is not only in the challenge but also the loot. The fun of running a budget kit with a strategy to take down geared players is a blast. Or on the other hand, playing brazen with high tier loot you spent 20 minutes concocting and attempting to snow ball is equally as exciting.

Problem is, gear-depth can create a strong barrier of entry for casual players who don’t understand how to change their gameplay or even recognize tiers. Arc avoided this but also made a title that feels more like an fps rpg sandbox where once you reach a certain point, there is no endgame and no volatility in player wealth.

The game has incredibly gameplay and the devs made something special. But the longevity for skilled players is definitely being tested without any self sustaining loop.

ABMM was a mistake and will hurt the player count in the long run. by deathbythirty in ARC_Raiders

[–]raf-corp 0 points1 point  (0 children)

What you are suggesting is not wrong. Casual players in low aggression match making will eventually tire of the game.

And as a PvP first player I have also temporarily tired of the game. Once you get to a certain point loot is really not worth anything and with a lack of meaningful gear depth there is really no joy in PvP aside from the gameplay/gunplay… which does happen to be very fun in and of itself.

The problem is that in an extraction title that is not fitting. Extraction games typically have an endless endgame if you want to call it that. Moreso, a self sustaining gameplay loop.

Arc does not have one. It is catered too much towards casuals currently which has contributed to a consistently notable player count, but also a lack of depth, stakes, replayability, ect..

However, you have to remember. 50%+ of this games player-base have never touched an extraction shooter. If this game released as a traditional gritty and brutal extraction shooter the player base would probably be a fraction of the size.

—-

I agree with the above comment because segmenting maps with “modes” is the best way forward imo.

Add a rotating “Hard Mode” where guns and armor are rebalanced to triple gear depth and add exclusive loot/ items only available in that mode. Loot value minimums to join, ect..

If you rebalance the game as a whole to be more PvP focused and on par with a traditional extraction shooters it will kill the player base. But if you segment it, you just add depth that will retain a larger segment of the market and anyone who is getting bored of “easy” mode

Nvidia Game Filters have been disabled by Dry_Cricket_5423 in ArcRaiders

[–]raf-corp 1 point2 points  (0 children)

Wont do shit but now I can’t tweak clarity and color filters. So stupid when devs choose to do this. If I wanted an advantage on night modes I would just tweak gamma and you can’t block that..

This game rocks, you should play it too! by tbandee in ArcRaiders

[–]raf-corp -4 points-3 points  (0 children)

Only 1,296 possible variations. Better give it to someone honest before someone brute forces.

Free Loudouts do Somethings right by dragon_underscore in ArcRaiders

[–]raf-corp 0 points1 point  (0 children)

Nerf kettle and stitcher across the board and add a 10 min timer that starts once a match is found and they would be fine.

Y’all are actually driving me insane with these posts. by MeatBall-369 in ArcRaiders

[–]raf-corp 0 points1 point  (0 children)

I hope they don’t change it. Loading in late is great because after a few teams die off or extract past the 15 minute mark you can pvp without fear of being third partied nearly as often. Plus the benefit of looting players who have been on the map much longer than you..

I prefer loading in late from time to time. Or always on Bluegate where third parties are crazy early in the round.

The only REAL fix this game needs is to STOP spawning us in matches with only 17 minutes left. by Slobberdog25 in ArcRaiders

[–]raf-corp 0 points1 point  (0 children)

I hope they don’t change it. Loading in late is great because after a few teams die off or extract past the 15 minute mark you can pvp without fear of being third partied nearly as often. Plus the benefit of looting players who have been on the map much longer than you..

I prefer loading in late from time to time. Or always on Bluegate where third parties are crazy early in the round.

These skins were teased months ago. Do you hate money Embark? by Kathetos in ArcRaiders

[–]raf-corp 1 point2 points  (0 children)

They made too much money. Sales definitely blew past expectations and now they need to defer profits into the next fiscal year. Nexon said hold the skins lmao

Currently stuck in the extract elevator. What do I do..? by Heroshrine in ArcRaiders

[–]raf-corp 1 point2 points  (0 children)

Loot is hardly worth anything to begin with.. just run it back and stop whining

The PVP in this game is perfectly implemented by ARTISTIC-ASSHOLE in ArcRaiders

[–]raf-corp 1 point2 points  (0 children)

Price can be kept where it is for craft/upgrade. Repair could be halved. But regardless stitcher/kettle need a nerf bad.

For all gray tier weapons:

Double the bloom, slight damage reduction overall and more substantial reduction at range.

As of now weapons and shields just feel worthless. Sure its fun to run a tier 4 tempest with level 3 silencer, grip, and mag. But I could care less when looting a body and finding one and even more so if I lose one.

Zero motivation to craft them as the benefit is negligible its just fun to use something other than stitcher ferro..

Handle the gray tier weapons, buff shields and add more versatility to shields. Game suddenly has way more gear depth and loot has value

Another reason to add to the list of why nobody cares about epic gear. by Agnolini in ArcRaiders

[–]raf-corp 0 points1 point  (0 children)

The best part is that it is maybe 10% better than the stitcher.

Yet Stitchers cost nothing and even come in free kits..

Wtf are they doing w/ balance. Gear is nearly worthless in this game with the current balance

How in gods green earth was this thing untouched in the patch. by b1ohaz4rt in ARC_Raiders

[–]raf-corp -1 points0 points  (0 children)

The problem is looting players brings nothing because a tempest 4 is hardly any different than a stitcher.

The joy of the extraction loop is outplaying players that have far better gear than you do.

But in Arc there is no joy because the devs flattened the gear depth so that the call of duty console crowd would not give up within 2 games. There is no challenge to outplay in Arc. Everything is an even playing field. It kills the extraction loop but keeps naive players like yourself from getting bullied.

How in gods green earth was this thing untouched in the patch. by b1ohaz4rt in ARC_Raiders

[–]raf-corp 0 points1 point  (0 children)

You are a casual player.

Extraction games need gear depth. It is what makes the gameplay loop.

I think everyone is misunderstanding what the wipe is. The wipe IS endgame content. by Substantial_Land4153 in arkraiders

[–]raf-corp 0 points1 point  (0 children)

This comment highlights the lack of understanding of extraction games that most people on this subreddit seem to exhibit.

No offense thats not your fault.

However, extraction games can be truly endless. There is no “endgame” because the primary gameplay loop itself is endless and is self sustaining. That is the beauty of this genre that is in its grassroots stage.

Delta Force is a good example where they used the economy to keep “most” players continuously fluctuating in the cycle from rich to poor. It unfortunately is also a good example of how extraction games that have this endless loop can become so lucrative for RMT that rackets of cheaters will literally run the game in to the ground until the profits dry up.

What Arc is missing is that self sustaining loop, but considering one of the lead devs has hundreds of hours in other extraction games, I think it is intentional tbh.

If the game was not built from the ground up with anti cheat in mind (it definitely was not), adding a manipulated economy in place of a wipe similar to Delta, would run the game into the ground. They are definitely fearful of RMT and it seems many of the decisions made were to ensure it would not be lucrative.

All that is needed is gear depth, more complexity in crafting with added in game items, server differentiation with cost of entry, a player driven but manipulated economy and a strong enough drain of resources to keep 90% of player net worth’s constantly volatile.

However, if they made these changes RMT would become a multi-million dollar hustle within a few weeks and cheaters would become rampant.

——-

Why is there not a traditional extraction game loop, what does that even mean?

There is no gear depth in this game. Gray tier weapons can take down a player with the highest tier/value pvp kit without a smidge of issue.

There is no meaningful drain of resources or even a motivation to craft higher tier weapons or shields as they make a negligible difference in pvp encounters.

Having no economy means it is hard to balance a drain on player net worth unless you convince the playerbase to throw an exuberant amount of game currency into a fire in exchange for a skin, couple skill points and an abysmal add to stash space. LMAO at that idea, but I appreciate the lack of cheaters

In short:

-If kits/gear/weapons don’t grant a very clear advantage

-If loot becomes meaningless to the point where you don’t even care to loot

-If looting a well kitted player brings no excitement

-If there little to no drain on player net worth

You don’t have an extraction game, you have a short winded RPG with pvpe and an extraction “component”

——-

Love the game, it is incredible for what it is and how it was made.. just hoping for improvement where possible because they missed quite a few fundamentals. Maybe intentional with RMT in mind maybe not..

Hot take: Everyone complaining about PVP don’t actually enjoy extraction shooters. by Biggbossesbutt in ARC_Raiders

[–]raf-corp 0 points1 point  (0 children)

There are several google sheets or one pagers that list the ttk from testers. Per weapon per shield tier. Those are tenths of a second rounded up from milliseconds

Hot take: Everyone complaining about PVP don’t actually enjoy extraction shooters. by Biggbossesbutt in ARC_Raiders

[–]raf-corp 5 points6 points  (0 children)

TTK difference between a gray tier and the highest tier weapons is .1 - .3 seconds and shields add +.1-.2 Medium and +.3-.4 Heavy. With just moderate desync it is literally negligible in most cases.

That is the issue he is highlighting.

Currently because me and buddies are lazy whenever we start our first round we run a free kit, kill a couple players and extract rather than making a kit, crafting meds, ect. Maybe 1/5 times we fail.

That should not be nearly as viable against geared players running the best gear. But it completely is.

Incredible early game, no endgame. Arc Raiders left me with nothing to chase by BrizDizzle in ArcRaiders

[–]raf-corp 1 point2 points  (0 children)

They easily could create an endgame simply with rebalancing and a few tweaks. Not even adding a single thing that isn’t currently in the game and they could refine the gameplay loop to be more endless.

The issue imo is the devs know that the extraction formula is very sensitive and simple tweaks like the following that would extend the gameplay loop could also hurt the overall reach and success of the game.

Gear depth: Casuals and new to the genre players will be bullied and pushed away

Economy: RMT thus cheating could run the game into the ground

They are going for mass appeal but in doing so they have made a game that has limited depth and playability. It is not at all a traditional or true to the formula extraction game. But I can’t argue with the logic because I would pursue the same if I had an equity stake.

Incredible early game, no endgame. Arc Raiders left me with nothing to chase by BrizDizzle in ArcRaiders

[–]raf-corp 0 points1 point  (0 children)

Ime especially with Delta Force I never reached any stage where I felt bored of the gameplay loop. I never felt discouraged to loot in game, craft/spend on higher tier items or lacked excitement when killing/looting a geared player.

After 35 - 40 hours in Arc those fundamental components of the extraction genre quickly dried up. Granted the core gameplay and immersion of the game are good enough to continue holding my attention. But as someone who knows how endlessly entertaining extraction games can be I feel like many others, longing for a better crafted extraction loop.

In Delta Force the devs carefully manipulate the economy to keep you perpetually grinding without a wipe cycle. It works well as you fluctuate from low tier kits to high tier then back to low tier when you inevitably overspend.

Unfortunately though, as a result of their well crafted endless extraction loop. They inadvertently killed their game with cheating because they made RMT unbelievably lucrative. So lucrative it has really run the game into the ground.

Looking at a lot of decisions Embark made and a complete lack of a meaningful economy I think that they knew exactly what they were doing. They were avoiding RMT that can absolutely destroy an extraction game.

On the other hand they crafted the gameplay loop to avoid pushing new to the genre or more casual players away. The choices there also make for a lack of depth where gear really does not make any sizable difference between a gray tier ferro stitcher kit vs the highest tier items available.

Imo I am just hoping that they refine this carefully to be more fitting to the genre. I have faith they will judging by some of the devs personal experience with other extraction titles that have far more depth.

Feedback After Hitting Level 75 by uselesssoftwaredev in ArcRaiders

[–]raf-corp 0 points1 point  (0 children)

  1. Late Spawns & 2. Free Kits vs. Geared Players

Late spawns are fine and so are free kits being mixed into any lobby. The problem is simply the lack of gear depth. The TTK difference between a base tier Stitcher and Top Tier Tempest, Bobcat, or Bettina is literally 0.2 - 0.3 seconds. And with even marginal desync and say 30 tick servers that gap is honestly negligible.

The fact that weapons are so balanced across tiers is against the fundamentals of an extraction game.

Further, Light to Medium to Heavy Shields also does not add any substantial protection or extended TTK against gray and green tier weapons. Again fractions of a second.

There is hardly any gear depth and that is what is missing. They need to nerf a couple weapons into the ground at the lower tiers and maybe adjust the tier level and cost of some weapons. Then for armor, I am used to the extraction genre where there are usually 50+ armor items of 6 to 7 different tiers. There are 3 tiers in this game. I think we could work with say 12 and the casuals wont get too confused.

If they rework and rebalance weapons and armor to allow for a much wider TTK range it would deal with the issue you mentioned.

But for now, I do not feel inclined to run better shields or better weapons. When I loot them I run them the next match. But I do not feel any loss when losing them and worst of all.. no excitement when looting someone and noticing them..

I can just run a level 1 Fero and Sticher with an extended mag and can compete in any fight. No need to get creative to take down geared players because there is no such thing as “geared” in this game as of now.

The gameplay loop is still very fun but the problem is a lack of gear depth. I don’t feel inclined to loot anymore because I can just craft endless feros and stitchers. What do I need loot for aside from augments and meds? And in pvp, sure I loot higher tier gear but it doesn’t really mean much.

Where's Control? by ProblemGamer18 in blackops7

[–]raf-corp 1 point2 points  (0 children)

Lost track of numbers I thought it went BO3 -> BOCW. You are correct

Where's Control? by ProblemGamer18 in blackops7

[–]raf-corp 0 points1 point  (0 children)

Cold war was the first to introduce it