I named the sliding one of my favorite aspects Arc Raiders V registration on launch day. This gives the Marauder gunslinger a heady giddiness that you wouldn't expect from his heavily laden pack mule characters. In more practical terms, you're harder to hit and can be flanked or retreated while regaining stamina, but the catch is that you can slide into places you don't want to be, like right under a pile of Hornets.
After hours spent filming migrant penguins in Funeral Town and Blue Gate, a thought struck: wait, this is almost like shooting on hypermobile skis in Tribes: Ascension. I mean, not really, but maybe if they made friction a setting on custom servers, this crouch-based looter could be a real motion shooter.
Do you think this is a terrible and stupid idea? Damn, I wish you had interrupted me when I interviewed Embark executive producer Alexander Gröndahl last month, shortly before launch. Understanding the game economics of objects And use of generative artificial intelligence technologyI asked him if it was difficult to implement sliding in the game. I was really hoping for a horror story like the BioWare/EA fight over let players fly in Anthembut according to Grøndahl, sliding has been an integral part of the game “since its original creation”, although it used to be much, er, slipperier.
“The only thing we’ve done since then is more or less balance it,” he said. “Game [used to be] a little more hectic and people moved much faster than today. So now it has been softened significantly. It's also part of the ability tree where you can improve your glide, and it might make it a little faster, and you'll be able to go a little further with that glide, depending on the type of terrain you're on and your speed relative to when you start the glide itself.”
It was at this point that I started talking about comparing tribes. Will Embark ever consider giving players the ability to disable friction and enable modest anti-gravity under certain circumstances? Gröndal chuckled at the idea, but he couldn't stop me completely.
“Of course we could play with it,” he said. “We have different conditions that can change the way players move around the map. And you can easily see that if it gets whiter and colder, the friction can change. And maybe there are things that change for the player in a different environment. So yes, why not?”
All of this, of course, will be critical to ensuring that Arc Raiders become (so far it's worth it) game of hide and seek, searching, sneaking and shooting. “I think until the game gets wild and starts to lose its core principle of trying to create consequences for your actions,” Grøndahl added. “Every action should feel deliberate and mean something – you can reveal where you are, or you can spend a little stamina, you know. You always have some choice.”
Browsing the Internet with the speed of a greased penguin surveying a hillside ruin, I find a mixture of opinions about the slide. Back in October, one playtester threw caution to the wind and… called it OP publicly, although I included this post mainly for the answer suggesting Embark introduce a “second health bar specifically for your ass” to keep things in check. However, there don't seem to be any. omnimovement-similar disagreements among Arc players regarding the game's controls. So why not sneakily add friction adjustments as you play? seasonal updateAre you going? Give the hornet's nest a kick.






