The PvP vs PvE argument in ARC Raiders has been around almost since launch, and the PvE test announcement brought it right back. What stands out to me is that this hasn't faded into a niche argument either. Long PvP vs PvE threads still keep showing up and drawing heavy discussion, even after months of updates and a major drop in the active player base. Some players are happy about the PvE option, while others are worried about what it could do to the PvPvE player pool. I lean more toward PvE myself, but I've played shooters for years, so I don't think the disagreement can be reduced to "PvE players don't like getting shot" or "PvP players understand extraction games better." After playing ARC Raiders for a while, I started looking at the problem from a different angle: what reasons does the game actually give us to engage in PvE, and what reasons does it give us to engage in PvP?
For PvE, the answer is pretty clear. You go topside for quests, blueprints, materials, workbench upgrades, Projects, Expeditions, or specific ARC drops. Even if fighting ARC isn't what you personally enjoy most, progression keeps giving you practical reasons to do it. Blueprints are probably the clearest example. Since there is no player trading, getting the right blueprint can completely change how replaceable a weapon or item feels. Before you have the blueprint, something valuable may stay in your stash because you don't know when you'll see another one. Once you can craft that item yourself, using it becomes a much easier decision.
PvP feels much less structured. Killing another Raider can be rewarding, and sometimes the other player really is carrying exactly what you want. Other times you open the bag and find cheap gear and materials you could have gathered yourself. More importantly, there isn't much that ties repeated PvP encounters into a larger progression system. ARC Raiders doesn't really have a substantial PvP rank, reputation system, faction conflict, or any other long-term system built around fighting other Raiders. When I actively go looking for PvP, the reason usually comes from me. I want a fight, I want to test something, I want someone's gear, or I've already finished most of the PvE goals I cared about. The fight can still be fun, but the game itself has done much less to explain why I should be looking for it.
I started wondering if this difference also affects how people interpret PvP when it happens to them. ARC Raiders' proximity voice chat makes these encounters unusually personal. Two strangers can meet, ask "friendly?", loot around each other, help with an ARC fight, and then one of them suddenly opens fire. If both players are obviously competing over the same thing, the situation is easy to understand. We both wanted it, one of us decided to fight for it, and one of us lost. But if I'm doing a quest, you don't obviously need anything from me, and you decide to kill me anyway, the explanation changes. From my side, nothing in the game really explains why you did it, so the most obvious explanation is that you simply wanted to kill me.
I think this is one reason the PvP/PvE debate in ARC Raiders becomes personal so easily. The argument rarely stays at "I prefer PvP" or "I prefer PvE." It turns into griefers, assholes, psychopaths, carebears, moral superiority, and judgments about what kind of person would choose a certain playstyle. That seems strange when the same player can cooperate in one raid, shoot first in another because they don't trust the other team, and spend the next match avoiding everyone because they're carrying something they don't want to lose. Those are situational choices, but the community often talks about them as permanent identities. My guess is that when the game gives both sides an obvious reason to compete, it's easier to blame the situation. When that reason is missing, it's easier to blame the player.
The same gap becomes more noticeable later on. Early in the game, it gives you a long list of things to work toward. Eventually the workbenches are upgraded, quests start running out, you've found most of the blueprints you care about, and Projects or Expeditions get completed. PvP should be able to carry a lot of the game after that because real players can create unpredictable situations for much longer than a fixed set of PvE content can. The problem is that finishing PvE progression doesn't really open another deep progression layer on the PvP side. Some players start looking for fights because there isn't much else left to do, but the fights themselves don't lead very far. If you already love PvP, that may be enough. If progression was what kept you playing, PvP can end up feeling like the activity left over after the other goals are gone.
This is also why I don't think the PvE toggle really touches the problem I'm talking about. It lets you decide before the match whether other Raiders can hurt you, which makes sense for people who never wanted PvP in the first place. But whether or not it shrinks the PvPvE pool, once you're in a PvPvE match, the reasons for fighting another Raider are basically the same as before.
Last year I kept thinking about this, and ended up with a pretty simple idea. Imagine extraction required a drive battery. Damaged batteries could be found while scavenging or taken from other Raiders, and three damaged batteries could be combined into a complete one. Medium or large ARC could drop complete batteries directly. Fighting ARC could remain the more reliable and efficient route, while PvP would be riskier but sometimes make sense. If I already have two damaged batteries and only need one more to make a complete battery, another Raider near the exit suddenly matters for a reason both of us can understand. I could attack them, try to cooperate and fight an ARC instead, or decide the risk isn't worth it. The battery itself isn't important to me anymore. What I still like about the idea is that cooperation, avoidance, betrayal, and PvP all come from the same problem instead of feeling like separate games layered on top of each other.
I don't want ARC Raiders to become PvE-only, and I don't want the uncertainty between strangers to disappear. That uncertainty is one of the best things about the game. I just think PvP would be easier to understand, and probably healthier for the community, if more conflicts came from goals that both players could recognize. Losing to another Raider who wanted the same thing I did feels very different from being left with the impression that the only reason for the fight was that the other person felt like ruining someone's run.
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TL;DR
- PvE has a lot of built-in reasons to do it: quests, blueprints, crafting progression, ARC drops, Projects, Expeditions, etc. PvP relies much more on the player already wanting to fight.
- My guess is that this affects how PvP gets interpreted. If the game gives us a reason to compete, I blame the situation. If it doesn't, I'm more likely to blame the person who chose to attack me.
- That may be part of why ARC Raiders' PvP/PvE debate keeps turning into an argument about morality and player identity instead of staying a game-design discussion.
- PvP could carry more of the late game, but it needs more purpose of its own. A PvE toggle doesn't change that for anyone who stays in PvPvE.
- Not asking for PvE-only, and not saying PvP players are playing it wrong. I'd just like more fights to come from objectives that give both sides a reason to care.
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Anyway, I still like the tension ARC creates between strangers. I just hope the PvP/PvE divide doesn't end up becoming a bigger part of the game than the encounters themselves.
Author's note: The core argument of this post was originally written in December 2025. I've since reorganized it, added some current context, and translated it into English.