Arc Raiders

I'm a bit confused by the services from the new trader. Will it just be the option of 1 extra expedition pocket and 12 extra stash slots for people who do the expedition, or will we have the chance to get more stash slots and expedition pockets before the season is over (which I noticed they also changed the dates for as now its 48 days till season ends, prior to patch it was 30ish iirc). It's clear that the rewards below that will cycle every 7 days but not so clear on the services.


rp2000
 
I'm a bit confused by the services from the new trader. Will it just be the option of 1 extra expedition pocket and 12 extra stash slots for people who do the expedition, or will we have the chance to get more stash slots and expedition pockets before the season is over (which I noticed they also changed the dates for as now its 48 days till season ends, prior to patch it was 30ish iirc). It's clear that the rewards below that will cycle every 7 days but not so clear on the services.


rp2000

I assume both stash and vault services will be on offer permanently.
And current pricing of stash and vault upgrades is to get some feedback, and make a decision on how many stash upgrades they will make available. 5 vaults seems to be a final figure already, and seems fair.

"For the first week, a single Stash expansion and 5 expedition vault spaces will be available to gather initial feedback and give us a chance to adjust prices before adding more space."
 
Oh, I looted the Rascal too, have not used it in a raid yet, thought I would try it out in the practise area, but it turns out there is no Hullcraker ammo in there, so I got one shot off :D
 
I assume both stash and vault services will be on offer permanently.
And current pricing of stash and vault upgrades is to get some feedback, and make a decision on how many stash upgrades they will make available. 5 vaults seems to be a final figure already, and seems fair.
I read it as you are "buying" an extra expedition slot on top of the 5 they already give you. I.e. 5+1

I just bought the stash service and it instantly added 12 to my max stash. Gonna go for the expedition vault slot next.


rp2000
 
Do you keep the extra stash slots after a character wipe?
No. I had a look at tempest blueprint and a million!!! I mean, I get not letting it go for peanuts but that's pretty pricey, esp when the cosmetics are half that. I'd rather cough up a fiver and get it from someone online
 
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No. I had a look at tempest blueprint and a million!!! I mean, I get not letting it go for peanuts but that's pretty pricey, esp when the cosmetics are half that. I'd rather cough up a fiver and get it from someone online
In that case I will not bother.

With the extra ones from the expeditions (Done 2 so far) I have finding it ok atm for space
 
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New information regarding matchmaking, they're sticking to their guns and not giving in to "PvE only mode" mob.

I'm not a pvper but enjoy knowing that you could bump into a murderer with a stitcher 1 at any point..keeps me focused.


Notes on The Matchmaking System​

May 20, 2026

70e429c1-5d65-ARC-Raiders_Header_Matchmaking_1920x622-1024x332.png

You’ve probably seen plenty of discussion about matchmaking in ARC Raiders. We’ve been reading it too - and we want to bring some clarity to what the system is trying to do, what it does in practice, and what it doesn’t do.

What we strive for

In the Rust Belt, the kind of Raider you become should be up to you.

Topside works because it’s unpredictable. You can never be sure if you can trust the people you meet, or how dangerous they might be. That freedom - and the uncertainty it creates - is what drives the tension, the encounters, and the choices that make every run feel like its own story.

At the same time, we don’t want dedicated PvP players to consistently steamroll Raiders who aren’t as interested in PvP, or who are still finding their footing. So our matchmaking is built around two goals:

  • Fairness: We do our best to match players who have a similar likelihood of succeeding in the round. One simple example: we prioritize matching equal squad sizes where possible.
  • Enjoyment: We do our best to match players who are likely to have fun together. In practice, we’ve found that matching players based on playstyle drives enjoyment and reduces friction.
And like any matchmaking system, we pursue those goals while respecting real constraints, such as matchmaking time and latency.

Playstyle-based Matchmaking

We take multiple factors into account when forming a lobby. One of the strongest is your playstyle across previous rounds, especially as it relates to how you engage with other Raiders.

It’s important to understand that playstyles aren’t binary. This isn’t “friendly” vs. “shoot on sight.” It’s a continuous scale.

  • Some Raiders are almost always cooperative.
  • Some Raiders are highly engaged in PvP.
  • Most Raiders fall somewhere in between - maybe friendly until threatened, maybe opportunistic, maybe cautious, maybe unpredictable on a bad day.
Our system tries to place you with players who sit closer to you on that scale, while still keeping Topside from becoming completely predictable.

756257f1-5359-ARCRaiders_Matchmaking%20Chart-1024x576.png

What it does

There are two simple rules to how playstyle-based matchmaking behaves:

  1. Similarity is more likely, not guaranteed. You have a higher chance of being matched with Raiders whose past playstyle is similar to yours - and a lower chance of being matched with Raiders whose playstyle is very different. But there is no hard guarantee.
  2. Your behavior shapes your future lobbies - gradually. If you change how you play, the kinds of Raiders you tend to meet will gradually shift over time. Your behavior influences what’s most likely - but never locks you into a single experience.
This is why we see such a wide range of interactions Topside: Raiders forming impromptu musical bands and others vibing along; strangers lending a hand in a tough moment while scavengers thrive on remains; betrayals when you least expect them and justice when you need it most; firefights that start on sight - and negotiations that end with everyone walking away.

Some outcomes are rarer than others - but they’re all part of what makes each round a unique adventure. This isn’t a full-blown attempt to segregate playstyles. Topside wouldn’t be Topside if it didn’t throw you a curveball every now and again. We want you to have fun - but danger always lurks, and you will still meet Raiders who surprise you.

Mythbusting

We want to keep some level of mystery in matchmaking, because unpredictability is part of the experience - but we can clear up a few common myths:

  • There are not only two kinds of lobbies - friendly and aggressive.
    It’s a scale, not two buckets. Most players land somewhere between the extremes, and matchmaking is more likely to pair you with Raiders whose playstyle is similar to yours on that scale - without guaranteeing a specific outcome every round.
  • One shot or kill does not immediately put you in “PvP-focused” lobbies.
    Matchmaking isn’t meant to overreact to single moments - it looks at patterns over time, and changes tend to be gradual rather than instant.
  • There are no “PvE-only” lobbies/servers where other Raiders will never attack you.
    Topside always carries risk. You may trend toward meeting Raiders with similar preferences, but there’s no guarantee you’ll never be attacked by another Raider.
  • Your end-of-round feedback does not affect matchmaking.
    The survey is valuable for us when we look at trends and make design decisions, but it isn’t used as a “next lobby” lever.
  • Your loadout does not affect matchmaking.
    Matchmaking isn’t driven by your kit, and we don’t scale lobby difficulty based on how much your loadout costs.
  • Patches and updates don't reset your matchmaking profile.
    Your playstyle history carries over across patches. You may notice slightly rougher matches in the first few minutes after an update - that's just because the pool is small while players are still updating - but it recovers quickly as more Raiders come online.
  • Looting knocked-out players doesn't affect your matchmaking.
    Matchmaking looks at how you engage with other Raiders, not what you do with their gear afterward.
  • We don’t matchmake based only on the squad leader.
    Each member influences the squad profile - the leader has no special weight compared to their squadmates.
  • Turning crossplay on or off does not impact the level of cooperation / PvP in the round.
    Changing crossplay changes who’s in the matchmaking pool (and thanks to that, the matchmaking time), but it doesn’t guarantee the tone of your encounters.

New matchmaking changes

Based on community feedback, we've identified two major shortcomings in how we used to estimate playstyle - and both are getting addressed:

1. Defending yourself is no longer treated the same as starting a fight. Previously, your playstyle didn't capture whether you started a PvP encounter or merely defended yourself. This meant cautious Raiders could be treated as more PvP-focused than they actually are. Now, the two are treated differently.

2. Low-activity rounds carry less weight in your playstyle history. Rounds with little Topside interaction - like spawning and surrendering - used to impact player’s estimated playstyle more than expected. Reducing their weight helps the system reflect how you genuinely play when you're out there making choices.

These are live now, and we'll keep tuning them as we see how they play out.

Raid, your way

To sum it up: we’re committed to making Topside more fair, more fun, and more rewarding - without sanding off the edges that make ARC Raiders what it is.

Play how you want to play. Over time, your behavior helps shape the kinds of Raiders you’re most likely to encounter. But there will always be room for the unexpected.

See you Topside,
The ARC Raiders Team
 
Managed to complete the expedition tonight with 47 days remaining so can have a break for a bit.

I guess they will do the 100K arc damage again during the 2 week sign up period
 
I got the +12 stash for 200k Epic/Legendary cells yesterday, and today I got the 200k for expedition Vault slot for another 200k worth. Close scrutiny, killing Vaporizers is the best option imo, as each regulator is 6k (1 or 2 dropped per Vaporizer). Assessor is 5k, Bastion and Bombardiers are 3k (although they drop 6-10 cells each!)

Now I realise the second expedition Vault slot will cost 400k of the same high level cells! By that pattern the last slot will cost 1million! I really hope they adjust the prices a bit!


rp2000
 
I got the +12 stash for 200k Epic/Legendary cells yesterday, and today I got the 200k for expedition Vault slot for another 200k worth. Close scrutiny, killing Vaporizers is the best option imo, as each regulator is 6k (1 or 2 dropped per Vaporizer). Assessor is 5k, Bastion and Bombardiers are 3k (although they drop 6-10 cells each!)

Now I realise the second expedition Vault slot will cost 400k of the same high level cells! By that pattern the last slot will cost 1million! I really hope they adjust the prices a bit!


rp2000
Maybe do some resource gathering and not buy the upgrades as they did say in the notes they will be adjusting the costs based on feedback.

I assume you loose the extra stash slots if you do the reset or do you keep them?
 
Maybe do some resource gathering and not buy the upgrades as they did say in the notes they will be adjusting the costs based on feedback.

I assume you loose the extra stash slots if you do the reset or do you keep them?
The +12 stash slots are lost when you next do the expedition. For the expedition vault slots, not sure if they will be kept for subsequent expeditions or need to be re-earnt each time.

In hindsight I didn't really need the 12 extra stash....for 47 more days.


rp2000
 
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New information regarding matchmaking, they're sticking to their guns and not giving in to "PvE only mode" mob.

I'm not a pvper but enjoy knowing that you could bump into a murderer with a stitcher 1 at any point..keeps me focused.


Notes on The Matchmaking System​

May 20, 2026

70e429c1-5d65-ARC-Raiders_Header_Matchmaking_1920x622-1024x332.png

You’ve probably seen plenty of discussion about matchmaking in ARC Raiders. We’ve been reading it too - and we want to bring some clarity to what the system is trying to do, what it does in practice, and what it doesn’t do.

What we strive for

In the Rust Belt, the kind of Raider you become should be up to you.

Topside works because it’s unpredictable. You can never be sure if you can trust the people you meet, or how dangerous they might be. That freedom - and the uncertainty it creates - is what drives the tension, the encounters, and the choices that make every run feel like its own story.

At the same time, we don’t want dedicated PvP players to consistently steamroll Raiders who aren’t as interested in PvP, or who are still finding their footing. So our matchmaking is built around two goals:

  • Fairness: We do our best to match players who have a similar likelihood of succeeding in the round. One simple example: we prioritize matching equal squad sizes where possible.
  • Enjoyment: We do our best to match players who are likely to have fun together. In practice, we’ve found that matching players based on playstyle drives enjoyment and reduces friction.
And like any matchmaking system, we pursue those goals while respecting real constraints, such as matchmaking time and latency.

Playstyle-based Matchmaking

We take multiple factors into account when forming a lobby. One of the strongest is your playstyle across previous rounds, especially as it relates to how you engage with other Raiders.

It’s important to understand that playstyles aren’t binary. This isn’t “friendly” vs. “shoot on sight.” It’s a continuous scale.

  • Some Raiders are almost always cooperative.
  • Some Raiders are highly engaged in PvP.
  • Most Raiders fall somewhere in between - maybe friendly until threatened, maybe opportunistic, maybe cautious, maybe unpredictable on a bad day.
Our system tries to place you with players who sit closer to you on that scale, while still keeping Topside from becoming completely predictable.

756257f1-5359-ARCRaiders_Matchmaking%20Chart-1024x576.png

What it does

There are two simple rules to how playstyle-based matchmaking behaves:

  1. Similarity is more likely, not guaranteed. You have a higher chance of being matched with Raiders whose past playstyle is similar to yours - and a lower chance of being matched with Raiders whose playstyle is very different. But there is no hard guarantee.
  2. Your behavior shapes your future lobbies - gradually. If you change how you play, the kinds of Raiders you tend to meet will gradually shift over time. Your behavior influences what’s most likely - but never locks you into a single experience.
This is why we see such a wide range of interactions Topside: Raiders forming impromptu musical bands and others vibing along; strangers lending a hand in a tough moment while scavengers thrive on remains; betrayals when you least expect them and justice when you need it most; firefights that start on sight - and negotiations that end with everyone walking away.

Some outcomes are rarer than others - but they’re all part of what makes each round a unique adventure. This isn’t a full-blown attempt to segregate playstyles. Topside wouldn’t be Topside if it didn’t throw you a curveball every now and again. We want you to have fun - but danger always lurks, and you will still meet Raiders who surprise you.

Mythbusting

We want to keep some level of mystery in matchmaking, because unpredictability is part of the experience - but we can clear up a few common myths:

  • There are not only two kinds of lobbies - friendly and aggressive.
    It’s a scale, not two buckets. Most players land somewhere between the extremes, and matchmaking is more likely to pair you with Raiders whose playstyle is similar to yours on that scale - without guaranteeing a specific outcome every round.
  • One shot or kill does not immediately put you in “PvP-focused” lobbies.
    Matchmaking isn’t meant to overreact to single moments - it looks at patterns over time, and changes tend to be gradual rather than instant.
  • There are no “PvE-only” lobbies/servers where other Raiders will never attack you.
    Topside always carries risk. You may trend toward meeting Raiders with similar preferences, but there’s no guarantee you’ll never be attacked by another Raider.
  • Your end-of-round feedback does not affect matchmaking.
    The survey is valuable for us when we look at trends and make design decisions, but it isn’t used as a “next lobby” lever.
  • Your loadout does not affect matchmaking.
    Matchmaking isn’t driven by your kit, and we don’t scale lobby difficulty based on how much your loadout costs.
  • Patches and updates don't reset your matchmaking profile.
    Your playstyle history carries over across patches. You may notice slightly rougher matches in the first few minutes after an update - that's just because the pool is small while players are still updating - but it recovers quickly as more Raiders come online.
  • Looting knocked-out players doesn't affect your matchmaking.
    Matchmaking looks at how you engage with other Raiders, not what you do with their gear afterward.
  • We don’t matchmake based only on the squad leader.
    Each member influences the squad profile - the leader has no special weight compared to their squadmates.
  • Turning crossplay on or off does not impact the level of cooperation / PvP in the round.
    Changing crossplay changes who’s in the matchmaking pool (and thanks to that, the matchmaking time), but it doesn’t guarantee the tone of your encounters.

New matchmaking changes

Based on community feedback, we've identified two major shortcomings in how we used to estimate playstyle - and both are getting addressed:

1. Defending yourself is no longer treated the same as starting a fight. Previously, your playstyle didn't capture whether you started a PvP encounter or merely defended yourself. This meant cautious Raiders could be treated as more PvP-focused than they actually are. Now, the two are treated differently.

2. Low-activity rounds carry less weight in your playstyle history. Rounds with little Topside interaction - like spawning and surrendering - used to impact player’s estimated playstyle more than expected. Reducing their weight helps the system reflect how you genuinely play when you're out there making choices.

These are live now, and we'll keep tuning them as we see how they play out.

Raid, your way

To sum it up: we’re committed to making Topside more fair, more fun, and more rewarding - without sanding off the edges that make ARC Raiders what it is.

Play how you want to play. Over time, your behavior helps shape the kinds of Raiders you’re most likely to encounter. But there will always be room for the unexpected.

See you Topside,
The ARC Raiders Team

They can design the game however they want, but the PVP / extract camping element has finally pushed me away from the game completely. Despite playing completely passively, I had two matches in a row where I got extract ambushed whilst I was doing the computer, and the 100s of steps you have to jump through to get your build back is "meh".

I'm done for now.
 
Been a while since I played this, i heard they are doing only 2 uptaes per year. is the player base falling off?
Look at post below, this has the update changes and why

 
Thought I'd give a harvester event a shot - loaded up with hullcracker ammo, defibs and tonnes of heals...

...then promptly got pasted by two Rocketeers & a Vaporizer.

Going back to Bird City to cry.
 
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