{"id":1526890,"date":"2026-03-15T07:53:28","date_gmt":"2026-03-15T07:53:28","guid":{"rendered":"http:\/\/rfxozhLwCBBeMbxEdWDmHH"},"modified":"2026-03-15T07:53:29","modified_gmt":"2026-03-15T07:53:29","slug":"arc-raiders-old-machine-designs-sound-so-diabolical-its-no-wonder-they-were-reworked-or-removed-after-poor-playtest-feedback-at-that-time-they-didnt-fit-with-the-game-very-well","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/arc-raiders-old-machine-designs-sound-so-diabolical-its-no-wonder-they-were-reworked-or-removed-after-poor-playtest-feedback-at-that-time-they-didnt-fit-with-the-game-very-well\/","title":{"rendered":"Arc Raiders&#8217; old machine designs sound so diabolical, it&#8217;s no wonder they were reworked or removed after poor playtest feedback: &#8216;At that time, they didn&#8217;t fit with the game very well&#8217;"},"content":{"rendered":"<article>\n<p>I don&#8217;t think anyone had it on their bingo cards that <a href=\"https:\/\/www.pcgamer.com\/games\/third-person-shooter\/arc-raiders-guide\/\" target=\"_blank\">Arc Raiders<\/a>&#8216; machine design and AI would be so good that people would fervently demand a PvE mode in an extraction shooter. If you did, then good for you, I guess. But it wasn&#8217;t always that way, not least because <a href=\"https:\/\/www.pcgamer.com\/games\/third-person-shooter\/no-one-at-embark-could-describe-arc-raiders-before-its-extraction-shooter-pivot-leading-to-playtest-battles-of-competing-directions-for-the-game\/\" target=\"_blank\">the team was flip-flopping between genres<\/a> practically every day: One moment the Arc would be Souls-inspired difficulty, and then the next, the players would be the powerhouse.<\/p>\n<p>After Arc Raiders&#8217; production director, Caio Braga, mentioned in his GDC talk that their <a href=\"https:\/\/www.pcgamer.com\/games\/third-person-shooter\/arc-raiders-received-substantial-negative-pvp-sentiment-during-testing-causing-the-devs-to-second-guess-its-big-pivot-before-realising-it-was-really-frustration-with-weapons-and-matchmaking\/\" target=\"_blank\">in-house data team were behind several key overhauls, like PvP<\/a>, we asked him for a history lesson on the Arc machines in a post-talk interview.<\/p>\n<p>Braga recalled a moment during testing where the Arc machines overall received negative feedback, and the team&#8217;s initial reaction was that it was simply an issue with content, that there wasn&#8217;t enough variety and they needed to make more. The data team realised that, no, players loved the Arc as a concept, just not all of the individual types.<\/p>\n<p>Braga explained that this largely came down to players&#8217; understanding of how to fight them, and some admittedly unfair balancing. So, which Arc were the least favourite during development?<\/p>\n<ul>\n<li><strong>Hornet:<\/strong> &#8220;The armour was insane and players didn&#8217;t understand it very well,&#8221; Braga said, which I can only assume they fixed by giving the Hornet unplated areas like its back rotors. If so, wow, Hornets sound like they used to be a fully-armoured pain in the arse.<\/li>\n<li><strong>Sentinels:<\/strong> &#8220;At the time, we didn&#8217;t have the [targeting] cone, so it would just shoot at you,&#8221; leaving players confused over how it functioned. In other words, it sounds like it was a 360-degree aimbotter. Not fun.<\/li>\n<li><strong>Fireballs:<\/strong> This flaming murder ball didn&#8217;t originally have the weak spot that opened up when attacking, making it much harder and less obvious to counter. I can&#8217;t imagine how annoying Fireballs were before this change, as it&#8217;s integral to beating them now.<\/li>\n<\/ul>\n<p>&#8220;Of course, making new enemies is much more fun than fixing the ones you have that aren&#8217;t performing,&#8221; Braga said, but it was nonetheless a necessary step, reinforced by more nuanced conclusions from the playtest data. So, fix a handful of the Arc they did, and the player sentiment flipped positive.<\/p>\n<p>Naturally, we asked Braga if feedback on any of the current Arcs indicates that they require similar tweaking, to which he replied, &#8220;Not really.&#8221; That&#8217;s more or less because learning this lesson during development paved the way forward. Of course, minor changes to existing Arcs do happen\u2014it wasn&#8217;t long ago that the <a href=\"https:\/\/www.pcgamer.com\/games\/third-person-shooter\/arc-raiders-latest-patch-has-made-rocketeers-deadlier-and-you-can-guess-how-happy-its-made-players-the-problem-with-rocketeers-was-their-abundance-of-mercy\/\" target=\"_blank\">dreaded Rocketeer was &#8216;fixed&#8217; to make it more aggressive<\/a>, if that&#8217;s even possible.<\/p>\n<p>&#8220;We&#8217;re always evolving their technology and behaviour trees. We wanted to go quite deep on the tech, and we&#8217;ve had a few breakthroughs there.&#8221;<\/p>\n<p>As for Arcs that were cut during production, these are largely the big machines built for the original vision of the game, where you were competing to kill the boss first: &#8220;They had bigger puzzles&#8221;. There were also &#8220;suicidal bots&#8221; similar, I assume, to Pops, that were removed because they weren&#8217;t fun.<\/p>\n<p>&#8220;There&#8217;s still interesting gameplay to have with them, but at that time, they didn&#8217;t fit with the game very well. Every now and then, when we need to do a new Arc, we look at our catalogue to see if there&#8217;s any capabilities or art that could be brought back,&#8221; Braga explained, using the example of the Firefly which was reworked from its original, removed version and added in the Shrouded Sky update.<\/p>\n<div class=\"product\"><a data-dimension112=\"b21c0cdd-7658-4af9-b289-54d1488b182b\" data-action=\"Deal Block\" data-label=\"Arc Raiders roadmap\" data-dimension48=\"Arc Raiders roadmap\" target=\"_blank\" rel=\"nofollow\"><\/p>\n<figure class=\"van-image-figure \" >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:1080px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:100.00%;\"><img loading=\"lazy\" decoding=\"async\" id=\"TCou4LpWxSUzfBu3QPeR6P\" name=\"arc-raiders-boxout\" caption=\"\" alt=\"\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/03\/arc-raiders-old-machine-designs-sound-so-diabolical-its-no-wonder-they-were-reworked-or-removed-after-poor-playtest-feedback-at-that-time-they-didnt-fit-with-the-game-very-well.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"1080\" height=\"1080\" attribution=\"\" endorsement=\"\" credit=\"\" class=\"\"><\/p>\n<\/div>\n<\/div>\n<\/figure>\n<p><\/a><\/p>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/third-person-shooter\/arc-raiders-2025-roadmap\/\" target=\"_blank\" data-dimension112=\"b21c0cdd-7658-4af9-b289-54d1488b182b\" data-action=\"Deal Block\" data-label=\"Arc Raiders roadmap\" data-dimension48=\"Arc Raiders roadmap\" data-dimension25=\"\"><strong>Arc Raiders roadmap<\/strong><\/a>: New and improved<br \/><a href=\"https:\/\/www.pcgamer.com\/games\/third-person-shooter\/arc-raiders-best-skills\/\" target=\"_blank\"><strong>Arc Raiders best skills<\/strong><\/a>: Survive the surface<br \/><a href=\"https:\/\/www.pcgamer.com\/games\/third-person-shooter\/arc-raiders-best-weapons-tier-list\/\" target=\"_blank\"><strong>Arc Raiders best weapons<\/strong><\/a>: Just don&#8217;t lose them<br \/><strong><\/strong><a href=\"https:\/\/www.pcgamer.com\/games\/third-person-shooter\/arc-raiders-expeditions\/\" target=\"_blank\"><strong>Arc Raiders Expeditions<\/strong><\/a>: Retire your Raider<br \/><a href=\"https:\/\/www.pcgamer.com\/games\/third-person-shooter\/arc-raiders-quests-missions\" target=\"_blank\"><strong>Arc Raiders quests<\/strong><\/a>: All the missions and how to beat &#8217;em<br \/><a href=\"https:\/\/www.pcgamer.com\/games\/third-person-shooter\/arc-raiders-weather-monitor-system-project\" target=\"_blank\"><strong>Arc Raiders Weather Monitor Project<\/strong><\/a>: Beat the wind<br \/><a href=\"https:\/\/www.pcgamer.com\/games\/third-person-shooter\/arc-raiders-trophy-display-project\" target=\"_blank\"><strong>Arc Raiders Trophy Display Project<\/strong><\/a>: Big game hunter<\/p>\n<\/div>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/third-person-shooter\/arc-raiders-old-machine-designs-sound-so-diabolical-its-no-wonder-they-were-reworked-or-removed-after-poor-playtest-feedback-at-that-time-they-didnt-fit-with-the-game-very-well\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>I don&#8217;t think anyone had it on their bingo cards that Arc Raiders&#8216; machine design and AI would be so good that people would fervently demand a PvE mode in an extraction shooter. If you did, then good for you, I guess. But it wasn&#8217;t always that way, not least because the team was flip-flopping between genres practically every day: One moment the Arc would be Souls-inspired difficulty, and then the next, the players would be the powerhouse. After Arc Raiders&#8217; production director, Caio Braga, mentioned in his GDC talk that their in-house data team were behind several key overhauls, like PvP, we asked him for a history lesson on the Arc machines in a post-talk interview. Braga recalled a moment during testing where the&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/arc-raiders-old-machine-designs-sound-so-diabolical-its-no-wonder-they-were-reworked-or-removed-after-poor-playtest-feedback-at-that-time-they-didnt-fit-with-the-game-very-well\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1526891,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[748,787],"class_list":["post-1526890","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-games","tag-third-person-shooter"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Arc Raiders&#039; old machine designs sound so diabolical, it&#039;s no wonder they were reworked or removed after poor playtest feedback: &#039;At that time, they didn&#039;t fit with the game very well&#039; | Arcader News<\/title>\n<meta name=\"description\" content=\"I don&#039;t think anyone had it on their bingo cards that Arc Raiders&#039; machine design and AI would be so good that people would fervently demand a PvE mode in\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/arcader.org\/news\/arc-raiders-old-machine-designs-sound-so-diabolical-its-no-wonder-they-were-reworked-or-removed-after-poor-playtest-feedback-at-that-time-they-didnt-fit-with-the-game-very-well\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Arc Raiders&#039; old machine designs sound so diabolical, it&#039;s no wonder they were reworked or removed after poor playtest feedback: &#039;At that 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