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Embark Explains ARC Raiders’ Matchmaking System and Why “Aggression-Based” Isn’t the Right Term

Embark Studios has moved to clarify how matchmaking works in ARC Raiders, responding to growing discussion around what many players have labeled an “aggression-based” system. While the term has stuck within the community, the developers say it does not accurately reflect how the system actually functions.

Instead of separating players into rigid PvP or PvE lobbies, ARC Raiders uses a behavior-weighted matchmaking model that continuously adjusts based on how players act in the field — not on who they are or what they carry.


How the Matchmaking System Really Works

At its core, the system tracks observable in-game actions, not player profiles or intentions.

These include:

  • Who initiates combat
  • Who receives damage
  • Who secures eliminations
  • How often PvP encounters occur

This data feeds into a weighted matchmaking layer that slightly influences future encounters. Players who consistently engage in combat are more likely to cross paths with similarly aggressive players, while those who avoid fights may encounter less hostility — but never with absolute certainty.

Design lead Virgil Watkins emphasized that the system does not attempt to read player intent. It does not judge whether someone meant to fight or was forced into it. The game simply records what happened and adjusts probabilities accordingly.


What the System Does Not Do

Embark has been clear about several things the matchmaking system does not include:

  • No skill-based matchmaking
  • No gear-based matchmaking
  • No player profiling
  • No hidden MMR layers

The goal is to preserve ARC Raiders’ unpredictable extraction-shooter feel while avoiding extremes where either constant griefing or total safety dominates the experience.


Can Players Influence Their Lobbies?

Yes — and Embark is fine with that.

Players can deliberately alter how they are matched by changing how they behave. Someone who consistently avoids combat can tilt their experience toward calmer sessions, while a player who hunts others will naturally drift into more hostile encounters.

The studio describes this not as exploitation, but as part of the game’s ecosystem.

However, Embark stresses that this is probabilistic, not deterministic. There are no guaranteed safe or dangerous lobbies. The system nudges experiences, it does not dictate them.


Ongoing Tuning and Match Health Monitoring

Matchmaking in ARC Raiders is not a finished product. Embark says the system is under constant review, with adjustments being made based on:

  • Match health metrics
  • Player feedback
  • Long-term engagement trends
  • Balance between tension and fairness

The studio is actively tuning the weights and layers that shape how players are grouped, aiming to keep encounters unpredictable but not oppressive.


The Bigger Picture: Cheating and 2026 Plans

This clarification comes at a crucial time for ARC Raiders. Following a strong launch, Embark is also dealing with a surge in cheating activity.

The studio has confirmed:

  • New detection systems are being rolled out
  • Rulesets are being adjusted
  • Bans are being issued, currently on a temporary basis
  • More decisive action is planned as the game moves toward 2026

Embark has described the coming year as consequential for ARC Raiders — not just in terms of content, but in shaping the long-term integrity of the game.


Why This Matters for Players

The takeaway is simple: ARC Raiders is not sorting players into rigid categories of fighters and explorers. Instead, it is quietly adjusting the world around them based on what they do, not who they are.

By rejecting strict skill-based or gear-based systems, Embark is betting on behavior-driven balance — an approach that keeps encounters dynamic while still giving players some influence over the kind of experience they want.

It may not be “aggression-based” in the way many imagined, but it is undeniably player-shaped.


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