A prominent developer for Arc Raiders has acknowledged that the pricing of some of the game’s most formidable firearms may not align with their actual value in gameplay.

The charm of Arc Raiders lies in the fact that every weapon can perform admirably under the right circumstances, encompassing everything from the Il Torro Shotgun to the Anvil Pistol. However, it’s evident that certain guns outshine others, and players must pay a premium for the most effective ones.

For players fortunate enough not to depend solely on luck for looting, meta weapons such as the Bobcat and Tempest require crafting, which can only be initiated after locating their respective Blueprints. Unfortunately, these Blueprints are exceedingly rare, and synthesizing them necessitates materials like Exodus Modules, which are also not easily obtained.

This complexity renders acquiring even a single top-tier weapon a formidable challenge. Design lead Virgil Watkins has candidly shared his perspective, indicating that the effort required may not always justify the rewards.

Balancing Costs of Rare Weapons in Arc Raiders

In a recent dialogue featured on GamesRadar+, Watkins elaborated on the initial balancing framework of Arc Raiders. This philosophy posits that “any given weapon in capable hands should be able to secure victory if strategy is employed effectively.”

“This principle must endure, ” he emphasized.“However, I believe we are somewhat misaligned regarding the cost-to-benefit ratios, particularly with those [higher-tier] weapons.”

Arc Raiders player aiming gun
Embark Studios

Watkins elaborated that the intention behind their weapon design is not to guarantee an automatic victory through rare weapons but to ensure that the payoff is commensurate with the effort required to acquire them.

“Our aim was to establish a balance where spending more resources grants players a competitive edge. It’s not about a definitive advantage, like, ‘I possess a purple weapon, and I will win this fight, end of story.’ We want to avoid that scenario. The cost should not inherently compensate for a lack of skill or tactical understanding, ” he explained, hinting at potential adjustments in the future.

“As we continue balancing gameplay, we intend to make the cost-to-benefit ratio more favorable, especially regarding high-tier weapons. We want players to feel a sense of anticipation when they obtain a Tempest or Bobcat, ” Watkins remarked.

Additionally, he mentioned that the development team remains flexible in their approach to weapon rankings. Should it become necessary to adjust the rarity of a firearm to enhance its affordability or to buff its capabilities to meet player expectations, they are prepared to take those steps.

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