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January 5, 2026 at 6:52 am #31826
1fuhd
ParticipantArc Raiders has quietly rolled out an aggression-based matchmaking system, and it’s already changing how raids feel depending on how you play. The idea is simple but clever: players who constantly hunt others are more likely to be matched together, while those who focus on PvE and extraction tend to end up in calmer lobbies. According to Embark Studios CEO Patrick Söderlund, the goal is to protect the game’s tension without forcing everyone into the same kind of experience. Over the past week, many players have noticed that their matches now feel noticeably more “in character”with their recent behavior.
This system doesn’t replace normal matchmaking rules, but builds on top of them. Skill-based matching still comes first to keep fights fair, followed by group-size separation so solos aren’t endlessly crushed by coordinated trios. The aggression layer comes after that, quietly tracking how players behave in raids. It’s not just about who gets the most kills. Things like who fires first, how often you engage near extractions, whether you revive others, or even non-hostile actions like emotes and cooperation all seem to factor in. The game is effectively learning how you approach encounters rather than just how well you shoot.
Players who lean hard into PvP tend to notice faster, harsher matches where nearly every encounter turns hostile. These lobbies feel tense and unforgiving, with ambushes around every corner and little room for hesitation. Community experiments suggest there’s some kind of hidden aggression rating at work, where consistently attacking other players pushes you toward increasingly combat-heavy raids. Taking out someone who’s clearly avoiding conflict may even weigh more heavily than fighting another aggressor, encouraging the system to separate playstyles more cleanly over time.
On the other end of the spectrum, players who mostly fight AI enemies and cooperate with others are finding much friendlier runs. Some report long streaks of raids where players revive each other, share loot, and even team up against tougher enemies without betrayal. The system seems quite reactive, though. A handful of aggressive matches can quickly pull you back into rougher lobbies, while earning your way back to calmer ones takes consistent, non-hostile play over several sessions.
There are still rough edges. Söderlund has been open about the system not being perfect, especially when it comes to queue times. If there aren’t enough players in a specific aggression bracket, matchmaking can take longer, particularly for trios or during quieter hours. Some players also worry that sorting behavior too cleanly could reduce the mystery of encounters. Part of the magic of extraction shooters is not knowing whether the stranger you see will wave or shoot. So far, though, many feel the system actually sharpens that tension by making player intent feel more deliberate rather than random.
For anyone trying to game the system, consistency matters more than anything. If you want quieter runs, leaning into revives, cooperation, and PvE goes a long way. If you want nonstop action, embracing aggressive play will get you there faster. In group play, it also helps when everyone shares the same mindset, since mixed aggression can quickly drag a squad into matches none of you expected. Some players even use alternate accounts to test different playstyles without affecting their main profile.
Aggression-based matchmaking is pushing Arc Raiders in a unique direction. Instead of forcing one universal experience, it lets player behavior shape the tone of each raid. PvP-focused players get the intensity they crave, while more cautious or cooperative players can enjoy extraction without constant hostility. If Embark continues refining the system, it could become one of the game’s defining features—and a model other extraction shooters may eventually follow.
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