Game Design

ARC RAIDERS: FROM 64 CLICKS TO 1

ARC RAIDERS:
FROM 64 CLICKS TO 1

Players are experiencing a honeymoon phase with the game, but they hate this one part of it.

As an avid Arc Raiders player with 50+ hours logged, my biggest grievance with the game, is the inventory and crafting. After telling friends wait "just a few more minutes" while I crafted yet another loadout, I decided to investigate why getting back topside felt like such a chore.

The answer?
It takes 64 clicks minimum just to equip a basic loadout.

After analyzing 500+ Reddit posts and comments on r/ArcRaiders, clear patterns emerged.

One player summed it up perfectly:

"It's not that I lose my gear, it's that it takes me 10 minutes and 250 clicks to build my arpeggio with attachments."

  • Players spending 20 out of 50 hours in menus

  • Multiple reports of 5-10 minute crafting sessions between raids

  • Players creating Excel spreadsheets to manage inventory

  • Some giving up entirely, using only free loadoutsThe answer?

The Three Initative Compound Solution

Player suggestion made it evidently clear what features and quality of life improvements they wanted in the game. The complexity was how to combine it all into a format that worked for them.

I just want to be able to click one button, and get back into the actual game.

This was the main driving factor that many people expressed a need for. Some even suggests that it was the blocker from continuing to play the game.

Ghost Slots that anticipate multiple variants or items

Ghost slots introduce variability when the one-click solution does not work.

  • When the item is available

  • When the item is available and can be crafted

  • When the item is not available and can't be crafted.

Intelligent feedback that lets you go on auto-pilot

Features were build upon existing structures of the game. The game had already done the heavy lifting of implementing a crafting mental modal, so loadouts would work seamlessly into a players game knowledge.

  • Clear notifications for missing materials

  • Visual indicators for craftable vs. uncraftable items

  • Drill down functionality to trace material requirements.

Collaboration and User Reporting Has Evolved the Capacity & Potential of UX

By translating genuine player frustration into actionable solutions, I created something that resonated across the entire Arc Raiders community

The community didn't just validate the problem,they contributed improvements I hadn't considered. Players started sharing their own click counts (some reporting 100+) and the thread became a living design session.

It's an insight on how UX can be a collaborative session, not just delivery and feedback.

Overview

Problem

Players were frustrated with the in-game experience of crafting and replenishing their supplies.

Outcome

The "64 clicks" metric became a rallying cry that crystallized a vague frustration into a specific, solvable problem.

480k Views

3.7k+ Upvotes

400+ Comments

Metrics

Reduce Cognitive Load

Higher Player Retention & Session Length

Community Sentiment & Response

View the Reddit Thread!

View the Reddit Thread!

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