ARC Raiders has had a monster year, and you can feel it every time you drop in. Lobbies pop fast, fights are sharp, and the loop keeps pulling people back. Still, once you've stacked a few decent runs (and maybe priced out ARC Raiders Coins for that next loadout), the cracks start showing in ways that'll matter a lot more in 2026.
PvE needs to be a real option
Not everyone logs on to sweat. Sometimes you just wanna learn a route, test a gun, or clear contracts without a player camping the one doorway you have to use. A dedicated PvE mode would do that. It also gives newer players a place to get comfortable before they're thrown into the meat grinder. And honestly, it doesn't kill PvP. It can feed it. People practice, get confident, then jump into the riskier queues with better habits and less gear fear.
Let us mix gear and make it ours
Right now the outfits feel locked into "wear the set or don't." That's old-school bundle thinking. Players want to build a look: a chunky helmet with a light jacket, a weird mask with clean pants, whatever fits their vibe. It's not just vanity either. In extraction games, looking like "you" is part of the attachment that makes raids tense. New maps could help that same feeling too. Stella Montis had moments, sure, but it's tight, mean, and packed with angles that get you deleted in a blink. A couple of wider, more open areas would bring back the adventure side of the game, not just the ambush side.
Stamina and insurance are pain points
The stamina system is the one you notice mid-fight. You sprint, you commit, then your character hits empty and it feels like someone yanked the controller out of your hands. Even with upgrades, it's still too easy to stall at the worst time. That should be tuned so movement feels decisive, not punishing for no reason. Insurance is the other big missing piece. If you pay a fee before the raid, you should have a shot at getting gear back when it isn't looted. The game already has logic for returning items in certain cases, so it's not some impossible fantasy. It's a quality-of-life feature that keeps people playing after a rough streak.
Endgame should challenge more people, not fewer
The Expedition Project is a neat idea, but the buy-in feels like a gate with a smug grin on it. A lower entry requirement would let regular players take part without treating the game like a second job. Make the grind fair, then make the goals tougher: achievements that actually take time, coordination, and a bit of luck. That's the sort of long tail that keeps a season alive. And if you're the type who tracks upgrades obsessively, you've probably seen buy game currency or items in RSVSR mentioned around the community; that's why the rsvsr ARC Raiders Coins link fits naturally here, alongside the wider conversation about keeping progression fun, not punishing.

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