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Arc Raiders

Forget my post, I was asking about Gray Zone Warfare, I have no idea how I got onto Arc Raiders, lol

I have found out its 4pm GMT by the way if anyone is interested
 
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Yeah I've just submitted my opinions on it. A quick summary of my points.
I'm fully in favour of PvE, however rather than a toggle switch that can allow you to play any map at any time, this should be a map mode in the rotation, so it's limited to only one map at any one time. That way it doesn't dilute the vanilla experience too much.
I'd also like to see puzzles/objectives/challenges exclusive to PvE mode that can only be achieved through cooperation between multiple solos/squads.
Potentially special arc or conditions that only appear in this game mode.
 
Filled in the form too, thanks for posting the link.

So for those you who tried the PvE trial, what did you think of it?

I found it to be more relaxed experience compared to usual, unsurprisingly. Managed to get quests done that I've been meaning to do for a while. But it was also very quiet, people used their mics way less and some didn't even reply with a 'Hey Raider' emote. Found it quite disconnected to the point I would've prefered it to be single player vs Arc, as that's how it felt.

Watched the Embark team live stream on Twitch yesterday and they said if PvE were to be implemented it'll be late November. I'll carry on playing whether they implement the mode or not, happy as it is.

Edit: Those are some good opinions @steve45 - I suggested to have PvE 'areas' rather than a full mode. Particularly at extraction points, hit the button and become immune to player attacks until extracted. PvP mid raid is fair game, but the exfil camping/ratting winds a lot of people up, judging by the amount of vids uploaded on socials.
 
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Im loving the better loot in PvPvE. Finally got the Survival Looting Augment this evening. Took me around 30 goes sprinting to the reinforced placed on Blue Gate. I can see why it’s popular. Twice now I have crawled 100m plus to the extraction point. Need to hunt down the Wolfpack blueprint now and figure out what I should be keeping in my stash and what to farm.
 
Last 'big' update from Embark and a return to the small incremental patches. I imagine the next update will address PvE and if they'll implement it.






Raiders!
Update 2.3 is rolling out right now with the Noxious Set, a number of fixes and a new player project! Please restart the game to download.
Since Frozen Trail has released, we have been including fixes in our weekly updates. After today we will go back to the regular schedule of fixes every three weeks and store updates on a weekly basis.
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New Player Project: Souls Offering​

While the four contradas of Toledo can’t agree on much, one thing they all have in common are the losses they’ve suffered topside. As brutal stories from Pendola Pass trickle into the cantinas, Celeste is encouraging members of Speranza to pause and honor the fallen. Remember each fallen Raider for who they were, and the dents they were able to make in ARC’s onslaught. Each offering is unique, but all who pause in reverence share in their Soul’s Offering.

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Content and Bug Fixes​

ARC​

  • Adjusted loot distribution in the Emperor. Containers near the entrance now yield lower-tier rewards, with higher-tier loot placed deeper inside.
  • Fixed a case where rolling enemies would continue to lay tracks after they died.
  • Improved the way ARC move when they are close to the borders of the map.
  • Fixed an issue where players could stand on the Skulker indefinitely.
  • Adjusted Vaporizer debris so they no longer fly away or jitter; responses now better match their weight and size.
  • Added new visual hatches to make it easier to see how far the Frigate puzzle has progressed.
  • Fixed missing collision on the Frigate that allowed players to enter or hide inside geometry, and prevented players getting stuck on the wings.

Animation​

  • Minor animation adjustment to the Bull Rush skill’s camera animation on hit.
  • Fixed an issue where magazines did not eject during reloads on Bettina, Bobcat, and Kettle.

Audio​

  • Added clearer audio cues on the Frigate’s power core vents and hatches to better signal progression, completion, and destruction states.
  • Added sound effects when picking up and placing furniture in the Outpost, including when returning furniture to its original slot.
  • Refined audio for Outpost crafting, placement, progress, and removal.
  • Fixed an issue where cloth would not simulate correctly.

Gameplay​

General
  • Fixed an issue where downed Raiders continued to lose health after entering the Ballistic Gondola.
  • Increased Heavy Shield base charge value from 80 to 90.
    • Dev Note: We experimented with some small buffs to the Heavy Shield in the 2.0 update, and the data is showing us that the durability drain rate in particular showed marked changes. The usage rates for this shield are still relatively low, so we’re giving it another little bump, this time in the base charge value. This will slightly increase survivability against most weapons, without creating too large a margin between the Heavy and Medium Shields. We will continue to monitor the use of our various low-use equipment to try and find a balance that works for both usability and the overall game health, and will be monitoring this change closely for any unintended changes to overall combat balance.
  • When on or near the Frigate, pings now mark the exact location instead of labeling the Frigate.
  • Expanded on the exploit prevention feature used in locked rooms to provide a more fair experience inside the Emperor.
  • Blocked placing barricade kits where they intersect with solid walls or in spaces that are too tight.
  • Tweaked killboxes at the top of the compactor inside the Emperor in Pendola Pass to eliminate some scenarios where players would be unfairly killed.
  • Fixed an issue where heavy landings weren’t being triggered correctly when dodgerolling or when already in a heavy landing.and where retriggering a heavy landing during a Dodge Roll could negate fall damage; heavy landings now trigger correctly while rolling.
  • Fixed an issue where Scrappy would rotate in the Outpost outside of customization.
  • Fixed an issue where Scrappy would not appear in the Outpost until entering the Workshop or customization.
Frigate
  • You can now ping the Frigate from long range while it is entering the area.
  • Adjusted loot distribution so areas further in have a higher chance of higher-tier rewards;
  • Updated the cargo gate to a newer version.

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Items​

  • Fixed an issue where mines could be placed on dismantling barricades, causing them to float in midair.
  • Fixed an issue where fire from Flame Spray could pass through a wall.
  • Increased Flame Spray damage to 13/s (from 10/s) and reduced durability drain by 50%.
  • The Firefly Burner now activates on impact when thrown, traveling while leaving a trail of fire before exploding after about 3 seconds. Previously, it had to be shot to vent fire.
  • You can now use Adrenaline Shot even at max stamina. Its effect no longer stacks; using another Adrenaline Shot refreshes the duration.
  • Fixed inverted drop rates for furniture Designs; rarer items now drop less frequently.
  • Dolabra, Bobcat, Equalizer, Jupiter, Tempest, and Vulcano blueprints can now drop in any major map condition. Slightly lowered the drop chance of that pool to account for the increased value.
  • Reduced the drop chance of the Emperor Key blueprint from Redirection pods, and added a small chance to find ARC parts and high-tier ARC loot to compensate.
Grappling Hook
  • Fixed an issue where the Grappling Hook could not be used inside the Matriarch’s shield while it was active.
  • Tether items now affect players swinging from the grappling hook.
  • Fixed an issue where the Grappling Hook could launch players at extreme speeds or into the air when the line snagged on geometry, reducing unintended launches and falls.
  • Grappling hook now reattaches to debris when its target breaks apart, improving reliability when grappling destroyed ARC parts.
  • Fixed an issue where reeling an ARC with the Grappling Hook while the rope was wrapped around an obstacle pulled it toward the player instead of the wrap point; targets now reel toward the rope as intended, preventing unintended high‑speed launches.
  • Fixed an issue that allowed reeling in the Grappling Hook while firing was blocked, which could also corrupt the animation during a Dodge Roll.
  • Fixed a bug where the hand animation could get stuck after swapping from a thrown Grappling Hook to another item.
Camera
  • Added Color Push and Black & White filters to the advanced Camera.
  • Refined the film grain texture on the Classic Film filter.
  • Reduced depth-of-field blur on the Basic Camera to make selfies clearer.
Zipline
  • Fixed an issue where entering a zipline from the ground would not move the character upward, making attachments behave oddly. Characters now move upward correctly on entry.
  • Fixed an issue where the Zipline preview cable could disappear when aiming at very long distances.

Map​

Pendola Pass
  • Fixed multiple collision issues around the fallen Emperor in Pendola Pass to reduce getting stuck, missing collisions, and unintended out-of-bounds access.
  • Fixed an issue where players could sometimes clip through the gondola extraction on Pendola Pass.
  • Fixed missing ceiling collision in the Fallen Emperor on Pendola Pass that allowed players to leave the playable space.
  • Removed chairs in a shelter that could block looting due to collision issues.
  • Improved the placement of some containers inside the Storm Huts of Pendola Pass, which also fixes an issue with one of them where a Medical Bag could be interacted with through a wall.
  • Fixed an issue with an ammo box in Pendola Pass not being interactable.
Spaceport
  • Fixed an issue on Spaceport where players could get stuck when trying to pass through a small fence gap.
Stella Montis
  • Fixed various locations on Stella Montis where players could get stuck.

Performance​

  • Updated FidelityFX Super Resolution (FSR) plugin to version 4.1.1.

Quest​

  • Fixed an issue where Daily Quests did not refresh in the menus after they expired.

Stability​

  • Reduced audio memory usage on Xbox Series S to improve stability and mitigate out-of-memory crashes, particularly when navigating around the Frigate.
  • Fixed an issue that could cause players to get stuck in the tunnel sequence after finishing a round; a failsafe now returns you to the front end if the end-of-round survey screen fails to load.
  • Added a workaround that mitigates a ray tracing related GPU crash on AMD RX 7000 series GPUs.
  • Reduced memory usage for the Frigate to address rare crashes when exploring its cargo hold with larger groups.
  • Improved stability when exploring the Frigate, reducing the chance of crashes.
  • Fixed a rare crash that could occur while using voice chat, improving overall voice chat stability.
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UI​

General
  • We will be disabling the Expedition Vault and you will receive Bronze Statuettes as compensation for the purchased slots. Everything you had in the Vault will be moved to your stash.
  • Fixed an issue where the HUD did not show the correct controller input hint for the Raider Tool and melee; it now displays the appropriate icon and Hold indicator based on your binding.
  • Camera HUD now extends to the edges of widescreen displays for a cleaner full-screen view.
  • The End of Round screen now correctly shows attached Weapon Mods and applied Stencils; tooltips correctly display applied Stencil info.
  • Fixed an issue where the mouse cursor could become confined to a small area after using the radial wheel with a controller, causing restricted cursor movement in inventory and looting interfaces when switching between mouse and controller.
  • Added animated transitions and a subtle glint effect to collection items in menus to improve visual feedback.
  • Unified On/Off toggle order in outfit customization: ON now appears first and OFF last across all items.
  • Added a camera bob option in Gameplay settings.
  • Fixed an issue where the health bar could display a healing preview while downed.
Codex
  • Fixed an issue where the selected Codex entry could be cut off in the sidebar; the selected entry now remains visible when scrolling.
  • Added a “Times Revived By A Stranger” stat to the Codex player stats page.
  • Fixed an issue where the Codex entry for “Bilguun’s Hideout” did not unlock after visiting it on Spaceport.
  • Updated the Basic and Advanced Camera tooltips to clarify where saved photos can be viewed in the Codex.
Outpost
  • Improved framing of Outpost furniture icons for clearer previews.
  • When placing furniture in the Outpost, camera cycling now skips views that don’t show a compatible slot for the selected item.
  • Fixed a camera issue at the Workshop Bench slot near the Outpost door that caused the view to clip through the wall.
Reward Pass
  • Improved the Reward Pass upgrade screen: standardized panel heights, adjusted padding, and capitalized "Includes:"; list items are larger to better support longer translations.
  • Updated the Reward Pass screen: improved the Feats panel layout, renamed Daily Feats to Feats and Weekly Bonus to Milestones, and refined timers for better readability.
Weapon Amplification
  • In the Amplification tree, branch points now list the specific amplifications they would block in the tooltip, replacing the generic exclusivity message.
  • The Amplify button in the Weapon Bench upgrade tab now shows its keybind when using keyboard and mouse.
Project
  • Resolved cases where the yellow dot on the Projects tab persisted after checking or starting projects.
Workshop
  • Reordered the Workshop subnavigation to match the tile order, placing Basic Workbench immediately after Scrappy.

VFX​

  • Improved volumetric smoke visuals by reducing jitter and ensuring effects align more accurately with smoke density, resulting in more stable and coherent VFX
  • Improvements to skin shading.
  • Improved one of our ambient occlusion techniques that should significantly reduce ghosting and flickering of ambient occlusion in some areas
  • Added missing downwash visual effects when the Ballistic Gondola takes off.
  • Improved lighting on Frigates by preserving global illumination to prevent overly dark interiors.

Known Issues​

  • The Raider Tool has the default skin even when other skins are equipped.
  • Extracting with partial progress of ‘To The Skies’ quest may result in an inability to complete it.
  • ‘When Everything Falls’ - some quest objectives, such as “Photograph Port A” may not complete for some players.
  • In some instances, if players lose or sell quest items, such as the Equatorial Sundial needed for ‘Clean Hands’, the quest cannot be completed.
  • Some XBOX players may experience instability or crashes.
  • ARC Reclaimers can occasionally fail to dock on the appropriate spot on the Frigate.
  • When vaulting on an ARC Reclaimer, the player can be mistakenly pushed off.
  • Occasionally, some weapon models may increase in size dramatically during a raid.
  • Falling while using the Grappling Hook can cause the player to “bounce” high into the air.
  • There is a spot around the Railroad on Pendola Pass where players can get stuck.
See you Topside,
The ARC Raiders Team
 
Played nothing but duo in PvP last few sessions. Has been an epic disaster every time. It has cleared out my inventory substantially is one way of looking at it...
 
Played nothing but duo in PvP last few sessions. Has been an epic disaster every time. It has cleared out my inventory substantially is one way of looking at it...
This is why I play solo.

Whenever I joined with friends ( in groups of 2 or 3) we was alsways chucked in to PVP servers.

Playing solo I was in friendly servers all the time.
 
This is why I play solo.

Whenever I joined with friends ( in groups of 2 or 3) we was alsways chucked in to PVP servers.

Playing solo I was in friendly servers all the time.
Yes me too, solos are friendly for me. I expect pvp in squads so its fine. Usually have more luck than recently though. Keep getting 3P in the ass or at evac etc. I returned for the winter update thing after like 8 months away, so perhaps everyone left now are just the people with actual skill. (which i have little of!).
 
Yes me too, solos are friendly for me. I expect pvp in squads so its fine. Usually have more luck than recently though. Keep getting 3P in the ass or at evac etc. I returned for the winter update thing after like 8 months away, so perhaps everyone left now are just the people with actual skill. (which i have little of!).
I guess the issue is people who play PVP either do it in groups and because of this we was being thrown in to them servers but we just wanted to explore the game and play again
 
This game is soo addictive!! Jumped on before I start to get ready for work and manged to get into a quiet Harvester map that no one was bothered by the queen. So I did the puzzle by myself and have been awarded with the Equalizer blueprint:)

Had like 6 rounds left for my anvil after shooting the buttons hah
 
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Seems if there has been a player drop. Match making this morning is horrible and mostly getting loaded into maps at the 15min mark with bosses killed and everything looted
 
It has definitely quietened down. Everyone I've bumped into has been friendly though. Especially on the NA servers, they just love to chat.
 
Seems if there has been a player drop. Match making this morning is horrible and mostly getting loaded into maps at the 15min mark with bosses killed and everything looted

I play on console and have crossplay turned off because I cba with cheaters / dupers / glitchers / whatever and never have any issues with any of this nonsense.


Killed a player on purpose last night, very rare occasion. I was on Pendola when a cold snap hit, so I headed to one of the storm huts. This dude aggroed all the arc around, went inside and shut the door, leaving me to get knocked. I asked him to open the door, asked him to defib me, complete silence. He was hoping I'd die so he could take my stuff.

Fortunately someone else came past and saved me, so I healed up and camped the hut until he came out. He obviously knew I was on to him because he took absolutely ages to come out. When he did I popped a few Anvil rounds in him, the amount of abuse that came out of him proved that he was exactly the type of toxic cretin I thought he was, so I merked him. Of course he also had a defib on him so could've saved me, but chose not to. I felt like Judge Dredd.

Now I'm gonna become a murderous psychopath for a bit, I enjoyed that far too much.

Oh and he was Fr*nch, and I absolutely ******* hate Fr*nch gamers.
 
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I don't get all the PVE stuff. I play exclusively PVPVE and I don't think I've been killed by another player in over a month, even Stella night raids is just an episode of Trolley Dash with nobody killing each other. I played PVE once and saw some of the griefing so turned it off and that was that. At least in PVPVE lobbies if someone's being a **** you can just murder them to death, it's great.

I exclusively have crossplay turned off and very rarely play in squads so that'll be influencing my take too.
 
Oh and he was Fr*nch, and I absolutely ******* hate Fr*nch gamers.
You do realise the game has voice filters built in, which include female & male French accents ?

The reality is you probably capped little Timmy from Milton Keynes.
 
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You do realise the game has voice filters built in, which include female & male French accents ?

The reality is you probably capped little Timmy from Milton Keynes.

Good. Timmy is a ****, the little ****. I'll shoot him again.
 
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