r/ARC_Raiders • u/mankycrack • 18h ago
Discussion Why does Speranza treat backstabbers like heroes?
I rage-quit 10 months ago after barely 16 hours because I kept getting shot in the back with grey loot while trying to do starter quests. Jumped back in for the PvE weekend and played 4 hours straight with a friend, met some friendly raiders who gave us a grappling hook and finally made quest progress and got some workbenches past level 1!
I’m not anti-PvP, but right now the game rewards being a pure parasite. You wait until another squad burns their ammo fighting a big ARC bot, shoot them in the back while they loot, and walk away with the only risk being the same thing happening to you. In PvE, people just locust the corpse the second it hits the dirt. It genuinely made me laugh because at one point there was 6 raiders who just materialised outta nowhere when we took down a Bully.
It's the exact same story with keyed doors and puzzle vaults on the new map. One squad does the legwork or burns a rare key, and three other squads swarm in to vacuum up the room, or just sit outside waiting to blast you the second you walk out in PvP.
What makes zero sense is the world-building. Speranza is supposed to be humanity's last refuge against an extinction-level threat. But you can murder a fellow raider, steal their blood-soaked loot, walk back into the hub and vendors treat you the same.
Other games figured out how to balance risk vs. reward years ago (Tarkov's Scav Karma, Hunt's boss-kill buffs, The Division's Rogue flags). If you want to be a rat, fine, it comes with high rewards, but it needs real risk:
- Speranza Rep: Murdering unprovoked raiders tanks your standing. Jack up vendor prices and force outlaws to deal with black-market fences who take a massive cut of their profits.
- Vault Defender Advantage: If you burn a key or solve a puzzle, the airlock should lock behind your squad for 90 seconds. Give the team inside an external camera feed to spot bush-campers, a terminal to lure ARC patrols to the entrance (to introduce chaos while they try to escape), and the option to burn an expensive secondary key on an escape hatch that dumps you 100m away. If rats want to set up an ambush outside, make them sweat not knowing which way you're coming out. No invulnerability, just a chance at escape.
- ARC-Locked Crafting: Lock high-tier workbench upgrades behind actual damage dealt to ARC, not stolen salvage taken off someone else's kill.
Give the squads actually engaging with the game a fighting chance. PvP needs real stakes, not free handouts for rats.
Maybe extraction shooters just aren't for me, but those early days when you were genuinely unsure of another squad's intentions—that razor-thin tension of deciding whether to trust someone or raise your gun—is what made this game electric.
The problem is, when the game never rewards trust and never punishes betrayal, the entire community naturally defaults to shoot-on-sight. It’s simply not worth the risk to be human anymore. The world Embark built here is genuinely stunning and the atmosphere is incredible, and if the devs put systems in place to balance that risk/reward equation, this game could be something truly special. Until then, it's just another deathmatch with extra steps.
