“Arc Raiders Developer Acknowledges Imbalance in Weapon Cost and Effectiveness”
Many of the top-tier weapons in Arc Raiders, particularly the rare and epic ones, truly shine once you upgrade them to levels three or four. However, this can get quite expensive, especially when you consider ongoing repair costs. With solid choices like the common Stitcher and uncommon Anvil being much cheaper to upgrade and maintain, it can be tough to justify spending on the more exciting options, even if they offer a blast to use. Players have voiced concerns about the high costs of popular weapons like the Renegade, Venator, Tempest, and Bobcat, and it seems the developers at Embark Studios recognize that the balance is off.
Design lead Virgil Watkins shared that the initial goal for weapon balancing was to ensure that “any given weapon in capable hands should be capable of winning a fight if you’re playing smartly.” Even the less desirable weapons need to hold their own; otherwise, the gunplay that is central to Arc Raiders would falter.
“I think that has to remain true,” he stated. “But I think we’re definitely a bit off on some of the cost-to-benefit ratios, particularly with those higher-tier weapons. The idea was to create a curve where spending more money gives you an edge, but not a guaranteed win just because you have a purple weapon. We don’t want that. Cost shouldn’t automatically bridge a skill gap or a tactical awareness gap.”
Watkins mentioned that as they continue to refine the balance, they aim to improve the cost-benefit ratio, especially for high-end weapons. “We want players to feel excited about getting a Tempest or a Bobcat,” he added. “If we’re missing the mark on how players perceive that, adjustments will be necessary.”
Embark is also open to broader changes regarding weapon rarity and crafting materials. When asked if we might see shifts in weapon rarity or adjustments to make crafting and upgrades more affordable, Watkins responded, “it could be both.”
“For instance, if we like the concept of the Bobcat but find it’s underperforming, we might consider adjusting its rarity or introducing a different weapon to fill that niche,” he explained. “We’re not overly attached to where they sit on that spectrum. If it makes sense to buff a weapon to meet its potential, or to lower its rarity to keep it relevant, we’re willing to make those changes.”
Watkins is also “super aware” of the demand for custom loadouts that streamline the experience, admitting that he sometimes opts for a free loadout simply for convenience.