
Why ARC Raiders’ Quests Are Testing Even Hardcore Fans
ARC Raiders and the Art of the Infuriating Quest
ARC Raiders may have stormed onto the extraction shooter scene with its atmospheric settings, slick Unreal Engine 5 visuals, and a promise of deep cooperative gameplay, but for those following its evolving story and quest system, the journey hasn’t always been smooth. The game’s most persistent irritant? Its unique brand of quest design that manages to frustrate even the most devoted players, turning what should be bite-sized objectives into full-blown exercises in patience and timing.
Extraction Shooter DNA Meets Quest Bottlenecks
At its core, ARC Raiders isn’t about questing. The action orbits around fast raids, tight combat, and, crucially, the thrill of escape. Yet, quests do add narrative momentum and occasional structure, offering direction beyond simply hoarding gear. With each new update, like the recent Shrouded Sky, content drops mean new opportunities to weave together more story and gameplay. However, not all quests are created equal, and some offer more headaches than satisfaction.
Basic objectives such as ‘Keeping An Eye Out’ or ‘Stable Housing’ tend to blend into the background. They’re largely unremarkable, giving players something to do but not altering the game’s rhythm or testing nerves. The trouble begins with quests like ‘Worth Your Salt’, which transform the standard loop into an endurance test. Completing these is less about skill and more about orchestrating raids around narrow windows of opportunity, praying for that perfect confluence of timing and empty lobbies.
The One-Per-Raid Problem: Competition With No Closure
What makes these quests so uniquely aggravating? The answer is the quirky design choice that ties quest items to the server instance: an object has only one life per raid, and when another player interacts with it, that’s it—the quest is blocked for everyone else. Take the memorial helmet from ‘Keeping the Memory.’ If someone else restores it before you, your only option is to leave empty-handed and try your luck again later. ‘Worth Your Salt’ repeats the cycle, requiring players to find, charge, and deposit a prototype battery—but only one can be completed per strike, regardless of how many batteries are floating around the map.
This design essentially forces players into a race against each other every time the objective pops up. Suddenly, runs are dictated by quest urgency instead of player choice: minimal gear, Adrenaline Shots to outrun competition, and calculated risk-taking become the standard operating procedure. It’s a paradox, especially given ARC Raiders’ broader theme of collective resistance and desperation in an AI-overrun world. The immersion falters, and the fun gives way to mounting aggravation.
Breaking the Illusion: Narrative Friction in a Living World
ARC Raiders deftly paints its world as desperate, lonely, and full of ruin, but these once-per-raid objectives inadvertently break the experience. The narrative tells you Celeste gave you the objective, yet the world works as if dozens have been tasked with the same job—whoever gets there first claims the win, while everyone else waits for another turn. It’s the rare moment where the mechanics undermine the game’s carefully constructed storytelling and world-building.
This design quirk is more than a minor annoyance. It results in friendly lobbies trading stories of missed opportunities and, increasingly, players venting about the relentless obstacle course these quests become. When the most common phrase heard about a new quest is ‘this quest sucks,’ it’s clear the problem isn’t isolated.
A Community at a Crossroads
Despite its high marks from critics and momentum in the shooter community, the frustration stemming from these one-per-raid objectives risks overshadowing ARC Raiders’ strengths. For new players or fans who invest in the narrative, running up against this wall sours the experience and saps the excitement from exploring new content. While the focus for the studio behind ARC Raiders likely remains on fixing exploits and polishing core systems, addressing this quest system snag could go a long way in keeping the community engaged and the world immersive.
Quests should drive engagement and breathe life into the wastelands of ARC Raiders—not leave raiders planning their entire experience around the hope that no one else found a helmet or battery first. As long as this remains, some of the most memorable moments of the game might be memorable for the wrong reasons.



