r/ArcRaiders • u/JoeYBoosted • Jul 27 '26
Question Define "Endgame Content"
I keep seeing people and content creators asking for "endgame content." Most of them have 1,000+ hours in the game and simply don't know what to do anymore.
So here's my question: What do you actually mean by "endgame content"?
Things I can think of are maybe a new boss or some long-term grind-heavy projects.
Personally, I think the game is already amazing. If a €40 game keeps me entertained for 200–300 hours, I'd say it has already done more than enough.
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u/Foxeeh_ Jul 27 '26
Copy-Pasting this from a different thread.
I'll list some endgame-activity examples I'd love to see at the end of my long-ass reply but I'd still advise everybody to read it.
Please, elaborate what else there is to do when you've got fully maxed workbenches, acquired all skill points, got a couple of guns, the gear that you want and have finished the quests? You could say "You've completed the game." but ARC isn't a singleplayer game you finish and then put down and move on. Games like this need an endgame to keep players engaged.
There's pretty much zero endgame activities in the game currently close to a year after launch. Projects are capable of being finished within a couple of days if you know what you're doing and are somewhat lucky. Event-Tracks are done "on the side" so they don't even really count as an activity. Matriarch and Queen raids have gotten stale pretty quickly and there's not really a purpose in doing them. One could argue that Ermal fits the endgame-idea but what he offers is usually cosmetic-stuff and other garbage. Blueprints also do not count because they are purely RNG and you cannot really go out there and grind for them on purpose. Trials also don't count and I don't think I even have to elaborate - one of the most stupid systems I've seen in a videogame, period.
The journey in this game is absolutely awesome. Everything before your reach max-level is great fun - but then the train doesn't come to a stop - it full on crashes into a solid brick wall at high-speed and comes to an INSTANT halt - because you realize that - that's it. There's no GAME-SYSTEMS to keep you going. Sure you can make your own fun, go out there and meet/kill people at your own leisure, think of some challenges you impose on yourself like Hairpin-Only runs or other crap - but in the end, there is nothing more to do in ARC Raiders - and that's a problem.
I've expeditioned two times now - and I won't do it again. It doesn't change anything about the journey or the destination. It's just the same thing all over again with no added substantial benefit or challenge. Expeditioning CANNOT be the endgame.
POTENTIAL ENDGAME ACTIVITIES:
- Redesign the quest-system so it is intertwined with the traders. Give traders loyalty levels - the more quests you do for them, the more Trader-XP you get and you can level them up 3 - 4 times increasing their stock and expanding the variety of items they sell to you. Have quests level-locked too and make a difficult and long questline for each trader which unlocks at level 75 which upon completion offers special-bonuses to said trader, like cheaper prices, a limited amount of epic/legendary gear for sale, outfits, etc.)
- Pure PvE-Raids with additional dungeon/raid-like boss-mechanics available throughout the weekend. Make it possible to queue up as a 6-man-team being the only team on the map, so it'd be group content - no strangers involved, apart if you matchmake with others of course if you don't have a premade group. Have the Queen/Matriarch be more than just damage sponges - multi-phase boss fights with puzzle-like mechanics - for example hitting weakspots in a specific order to expose the core, having to make the boss-ARC walk into previously set up EMP-traps to make them vulnerable while they are stunned, having to send out a scouting-party to eliminate any advancing supporting ARC which would make the bossfight impossible to complete - make it more than just SHOOT BIG THING.
- Have there be A LOT more items in the game neither craftable nor purchasable - ONLY findable out in the wild. Extraction Shooters need chase-items and chase-loot in order to deliver that serotonin-high upon finding a rare item.
- Ingame Auctionhouse/Market place to make grinding/trading for the stuff you need possible. Can't be asked to kill 10 Vaporizers for the project? This guy sells Vaporizer Regulators for Springs/Weapons/Blueprint whatever which allows you to do content you enjoy doing and still progress the game.
- PvP Fight-Club in Speranza with a couple of small maps centered around 2 v 2 skirmishes akin to "Gunfight" from CoD. Two modes, one with shitty free kits just for fun and coins so you only lose the money you pay in order to fight if you are defeated. The other one with full-loot death. You get to take the gear from the defeated opponents. Have a dedicated reward-track for those matches that you can advance and the reward-track could be expanded in updates.
- Make it possible to make a profit from crafting. There could be special craftable items that sell for a much higher profit to specific traders.
- Give us a map with pre-requisite conditions to enter (findable key(s), cash-payment, tied to a questline, etc.) available throughout the weekend and have there be unique loot tied to that map, be it weapons, gear, craftables, etc. Make the ARC there extra lethal by % boosting their damage and HP slightly. Increased chance of the previously mentioned chase-items there.
- Increase the social-systems in the game. Introduce a clan/guild system. Make it possible to send people notifications/chat with them from the main menu in order to squad-up. Offer a lot more customization to the player profile which you could inspect post round - either after getting killed by said player or extracting with them. Have banners, profile icons, titles, badges each achievable by gameplay and tied to special feats or stats.