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1. Large-Scale Open World With Instanced Activities
The world is shared between 24–128 players, each in small squads or solo.
Players explore, loot, fight, and interact freely with the environment and each other in a non-hostile PvE-only zone.
When a player or squad accepts a mission or objective:
They are instanced to a specific area or version of that mission, either far from other squads or phased into a private section.
This ensures no interference or competition for objectives, while still sharing the same map for immersion and events.
2. Dynamic World Events & Missions
To keep the world alive and unpredictable:
Shifting world events spawn based on time, location, and player density (e.g., resource convoys, crashed ships, sudden enemy raids).
Players may stumble into larger-scale events that encourage cooperation, such as:
Alien sieges
Large-scale orbital strikes
Weather-affected enemy migrations
Some missions evolve if left unattended (e.g., a “secure beacon” mission becomes a “rescue survivors” event if overrun).
3. Adaptive Scaling Based on Player Density
If a zone becomes overpopulated (or underpopulated), the game can:
Cull small enemies and spawn tougher foes or bosses that drop better loot/resources (like Destiny 2’s Public Events, but smarter).
Adjust event intensity dynamically—e.g. larger enemies, new objectives, more aggressive AI tactics.
Introduce “world threats” that encourage ad hoc group play without requiring voice chat or grouping.
This keeps gameplay exciting and prevents areas from becoming stale, overcrowded, or too easy.
4. Social Spaces & Loot Zones
Safe zones or forward outposts could serve as non-combat hubs for trading, NPC dialogue, squad forming, or upgrading gear.
High-risk/high-reward zones (raider convoys, alien hotspots, crash sites) rotate across the map and offer endgame-level PvE content.
These hotspots attract players organically, allowing social and emergent cooperation without the chaos of PvP.
5. Server Architecture Suggestions
Player slots: 24, 48, 64, or 128 per shard or instance, depending on hardware/server resources.
Use cell-based streaming or world partitioning (Unreal supports this) to:
Seamlessly load/unload map sections
Dynamically populate regions with AI and players
Prevent overload while enabling large-scale interactions
Squad or mission-based instancing for PvE tasks (similar to how Destiny 2 or The Division handles missions and open-world phasing)
Why This Works for ARC Raiders:
Keeps the scavenging, co-op, and AI-combat loop intact.
Provides a persistent, meaningful world to exist in—instead of short match-based extractions.
Encourages longer sessions, social interaction, and player investment.
Bridges the gap between classic MMO PvE and modern looter-shooter sensibilities.
TL;DR: ARC Raiders could thrive with a large-scale PvE mode where:
Players roam freely in squads across a dynamic world.
Missions are instanced or spatially separated.
AI and events scale based on population.
World events and rewards feel impactful and ever-changing.
All without needing forced PvP to generate tension or excitement.
Though i do think fixing the problems with the pvevp mode should be first. because it has some big glaring problems.
Else they devs woulda made a destiny clone instead.
I'm not reading this claptrap, go play one of the dozens of other PvP extraction shooters that already exist to choose from.
A destiny clone would still have been more unique than another PvP extraction shooter in a market that is so very, very, over-saturated with them already.