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ARC Raiders Uses Playstyle Matchmaking, but Not Binary “Friendly” and “Aggressive” Lobbies

ARC Raiders considers Raider behavior across rounds, but Embark says matchmaking is gradual and probabilistic: no fixed friendly or aggressive lobbies, and no guaranteed peaceful runs.
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Yes, ARC Raiders considers how players behave—but Embark says it does not sort everyone into fixed “friendly” or “aggressive” lobby types. Its published explanation describes playstyle as a continuum and says players with similar behavior are more likely, not guaranteed, to be matched. A single shot or kill does not immediately change a player’s matchmaking category, and no lobby is guaranteed to be peaceful.

How ARC Raiders matchmaking uses playstyle

Embark says it considers multiple factors when forming a lobby. One of the strongest is a player’s behavior across previous rounds, particularly how they engage with other Raiders. Rather than assigning players to two fixed groups, the system estimates playstyle along a scale from mostly cooperative to highly engaged in PvP, with many players between those ends.

The aim is to make similar playstyles more likely to meet while preserving unpredictable encounters. Embark describes similarity as probabilistic, not a promise, and says behavior shapes future lobbies gradually rather than locking players into one type of experience. The studio has not published the complete formula, score weights, thresholds, or a way to calculate an individual player’s matchmaking profile. Embark’s matchmaking explanation also frames fairness and enjoyment alongside practical considerations such as matchmaking time and latency.

Does shooting another Raider immediately put you in aggressive lobbies?

No. Embark says it looks for patterns over multiple rounds, rather than treating one shot or kill as an immediate switch to PvP-focused matchmaking. Design director Virgil Watkins similarly told PC Gamer that PvP engagement is part of the picture, but “it’s not as though one action does it.”

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Embark’s May 20, 2026 notes describe a further distinction: defending yourself is no longer treated the same as starting a fight. The studio also said it reduced the influence of low-activity rounds. Those changes were described as live at the time, with further tuning expected; the notes did not give numerical thresholds or weights. Read the official matchmaking notes.

Are there friendly or PvE-only lobbies?

No. Embark says ARC Raiders does not provide PvE-only lobbies or servers where other Raiders cannot attack. A lobby may be more likely to include people with similar tendencies, but that does not prevent a player from meeting someone who chooses to fight. Watkins put it plainly in the PC Gamer interview: “There’s no such thing as a friendly lobby or an aggressive lobby; the system is still mixing everybody, and everything’s down to human motivation.”

What does—and does not—influence the matchmaking profile?

Embark has clarified several specific inputs and exclusions. These statements describe the studio’s published account, not a complete formula:

  • Loadout: Embark says equipment does not affect matchmaking.
  • End-of-round survey feedback: Embark says survey answers have no matchmaking effect.
  • Looting knocked-out Raiders: Embark says this does not affect matchmaking.
  • Squads: Every squad member influences the squad profile; it is not based only on the leader, and the leader receives no special weight.

Embark has not published additional scoring details that would support treating other suspected variables as confirmed mechanics.

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What the developer has—and has not—quantified

Embark’s explanations are qualitative. They do not provide published statistics on where players are placed, how often similar playstyles meet, or the system’s measured effect on PvP encounters. The studio has also said the system is still being tuned. The account here reflects the official explanation and changes Embark had documented through May 20, 2026; it does not establish whether the developer has made later adjustments.

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