Concept for PvP Modification

Discussion

New poster, just interested in feedback on how this *could* affect the game’s health.

This game is lovely for bringing the community together, while also tearing it apart when individuals decide to turn on humans. I enjoy the PvPvE aspect, and I do enjoy that lobbies are *relatively* shuffled between just destroying arc and attacking players.

However, what I do not enjoy is the inability to distinguish a player that is ratty versus a player that is just trying to survive. I like that lobbies *can* be hostile, and I do NOT want hostiles to only be paired with hostiles etc.

My suggestion: something similar to how The Division handled the Dark Zone. When you “went rogue” (damaged a non-combatant player), you had a slight red aura on your character, specifically off to the shoulder IIRC. This would only last for five minutes when in the Dark Zone, and would be removed after either leaving or becoming passive (or being killed).

I would LOVE to see something like this in Arc Raiders. At the lowest level, it would be easy to differentiate when someone decides to be a rat in a group, rather than relying on word of mouth or trying to callout based on outfit.

This can be as simple as a light attached to the shield, being inactive if you are entirely passive, showing yellow if you were recently engaged by a player, and red if you were the one engaging.

I love the PvP gameplay, but at current there is zero repercussion for being killed in a corridor alone and walking out with some poor players loot. I dislike the idea of a system that incentivizes killing a red player, but a simple “yes, this man has taken the first shot at someone for some reason in the last five minutes” could add a slight edge to the PvE players while lightly impacting those that want to attack other players.

I don’t want lobbies to be full of sweats, nor of only passive players. I just want a way to differentiate which is which, and decide to trust if someone is lying rather than waiting to be shot as I have no incentive to take some other players loot.

What are your thoughts? Would this negatively impact the health of the game?

Posted Jan 14, 2026, 3:08 AM UTC

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