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Yes—if the game permits different approaches and the group agrees on what a raid is for. Friends can share an extraction shooter while one prefers quests and quiet looting and another looks for player fights. The compromise is not a guarantee of peaceful matches: in a standard PvPvE session, another squad can still attack, progress and carried gear may be at risk, and one player’s decision can determine whether everyone extracts or loses the run.
ARC Raiders illustrates the balance. Embark says its matchmaking makes similar playstyles more likely to meet, but explicitly says similarity is not guaranteed and that the normal game has no permanently safe PvE-only lobbies. For groups whose firm boundary is “no PvP,” a dedicated co-op PvE game such as Tom Clancy’s Rainbow Six Extraction is a clearer fit.
What “different play styles” really means
Mixed groups are rarely divided into only “casual” and “competitive.” A player may want to complete a quest, search every building, protect a teammate, avoid unnecessary noise, or leave as soon as the inventory is full. Another may regard the same raid as an opportunity to stalk rival squads, contest objectives, and take fights for the higher tension and better stories.
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Those preferences can coexist when the game supports several valid goals and everyone accepts the same underlying risk. Three separate questions help:
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- Same game: Do all players enjoy the setting, movement, weapons and progression?
- Same session: Can the party agree on a shared objective for this particular raid?
- Same expectations: Does everyone understand when PvP is welcome, when the group will disengage, and who can call for extraction?
A “yes” to the first question does not automatically produce a good session. The most reliable approach is to negotiate the second and third questions before queueing rather than during a firefight.
How ARC Raiders handles mixed play styles
Similarity lowers the odds of friction, not the possibility of conflict
In its May 20, 2026 matchmaking notes, Embark describes Raider behavior as a continuum: highly cooperative players, mixed or opportunistic players, and players who actively seek PvP. The system considers several factors, with past behavior—especially interactions with other Raiders—among the strongest. A player who changes behavior does not instantly receive a new permanent label; likely encounters shift gradually over subsequent sessions.
The practical result is probabilistic. Embark’s own wording is that “Similarity is more likely, not guaranteed.” A group that usually avoids combat may see more like-minded encounters, but another squad can still attack. The standard experience does not provide PvE-only lobbies or servers where other Raiders can never harm you. A cautious friend therefore cannot promise a safe run to a competitive friend, and a competitive friend cannot promise that a fight will be available.
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Every party member affects the squad profile
Embark says it prioritizes equal squad sizes where possible. It also says every member contributes to the squad profile; the squad leader receives no special matchmaking weight. Choosing a quiet player as leader therefore does not make a three-person party match as though it were a quiet solo. If one teammate regularly initiates fights, that behavior can influence the party’s future matchmaking context.
The notes also distinguish defending yourself from initiating a fight, while low-activity rounds carry less weight. That distinction matters for a group that agrees to avoid combat unless attacked: surviving an ambush is not treated identically to starting one. Matchmaking still operates within queue-time, latency and fairness constraints, so a perfect behavioral mirror is impossible.
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The October 2026 ARC Raiders PvE matchmaking test
Embark announced a limited PvE matchmaking test running October 13–20, 2026. As of October 16, the test window is in progress; its final queue behavior and long-term status are not known. Embark expressly says the experiment may not work, could be removed after the test and is not a promise of a permanent PvE mode.
What players choose
Players choose between the classic PvPvE matchmaking and the test PvE matchmaking. In test PvE sessions, player-to-player damage is disabled. The session instead centers on the ARC threat and cooperative social play. Solos, Duos and Trios enter the same PvE matchmaking pool, so the test does not create separate PvE queues for each party size.
What the test excludes
The announced test excludes Night Raids, Hidden Bunker, Locked Gate and Frigate. These exclusions mean a relaxed PvE run cannot necessarily access every activity or tension profile available in the classic mode.
Progression and matchmaking consequences
Embark says PvPvE matchmaking rating is not affected by PvE sessions. Loot value is lower in PvE, and the studio is monitoring economy, queue time and matchmaking quality. Those trade-offs let a group practice cooperation or complete a lower-conflict session without presenting the test as an equivalent replacement for the standard high-risk experience.
Embark reported that 37% of players were friendly co-op players, 27% mixed players and 34% pure PvP players. It also reported that more than 70% of friendly players and 40% of PvP players wanted fewer hostile encounters, while 51% of the surveyed player base expressed interest in a dedicated PvE option. These are Embark’s figures; the cited announcement does not provide a sample size or survey methodology, so they should not be treated as independently verified population statistics.
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A pre-raid agreement that prevents most arguments
Spend one minute setting a session contract. It is more useful than trying to force everyone into the same personality.
- Choose the session goal. Pick one primary objective: quest progress, exploration, loot collection, a specific location, or PvP encounters. A mixed goal such as “loot first, fight only if the advantage is clear” is also valid.
- Set the engagement rule. Decide whether the party initiates fights, avoids them unless attacked, or treats every encounter as an opportunity. Do not assume that “we’ll see what happens” means the same thing to everyone.
- Define the extraction call. Agree who can call for an early exit and whether the group leaves when one player has completed a quest, when inventory space is low, or only after a final objective.
- Set a loss boundary. Decide whether a failed raid is acceptable and whether anyone is carrying equipment they are unwilling to risk. If one player is anxious about losing a particular item, use a lower-stakes loadout or a PvE test session where available.
- Give the competitive player an outlet. Schedule a later PvP-focused raid or let that friend switch modes when the rest of the party wants a quiet run. A clear alternative is less disruptive than covertly turning a cooperative session into a hunt.
Use a microphone if the group finds live callouts helpful; it is an optional coordination aid, not a documented hardware requirement or a tested performance advantage.
When each type of player can enjoy the same raid
The objective-focused player
Questing and exploration work best when the group treats combat as a cost rather than an automatic reward. This player should know that “avoid fights” means “avoid initiating,” not “guarantee that no one can attack.” Give them a defined navigation or extraction role so their preferred contribution is visible.
The PvP-oriented player
A competitive teammate can still enjoy a cooperative raid by taking fights that fit the agreed goal, scouting instead of firing immediately, or protecting the group during an ambush. If the session’s rule is “fight only when attacked,” initiating a duel for excitement breaks the contract even if the squad survives.
The opportunistic player
Mixed players often decide case by case. They can act as the bridge: gather information, communicate enemy positions and ask for a quick vote before committing the squad. The important limit is speed. A prolonged debate in an exposed area can be more dangerous than either a clean retreat or a decisive engagement.
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Choosing a better-fitting game or mode
Use the following comparison when the group cannot agree on its acceptable level of conflict.
| Option | PvP certainty | Cooperation structure | Party details | Availability note |
|---|---|---|---|---|
| ARC Raiders standard PvPvE | Other Raiders can attack; playstyle matchmaking only raises the likelihood of similar encounters. | Players share a raid but may pursue different objectives and can be attacked by rival players. | Equal squad sizes are prioritized where possible; squad members all influence the profile. | Established standard experience described in Embark’s May 20, 2026 matchmaking notes. |
| ARC Raiders PvE matchmaking test | Player-to-player damage is disabled during the announced test. | Sessions focus on the ARC threat and cooperative social play. | Solos, Duos and Trios share the same PvE sessions. | Limited October 13–20, 2026 test; lower loot value, four named activities excluded, and no promise of continuation. |
| Tom Clancy’s Rainbow Six Extraction | Ubisoft describes it as PvE rather than a player-versus-player extraction mode. | Teamwork, tactics and coordinated execution are central to survival. | Squads of up to three, or solo play. | A clearer fit when the group’s non-negotiable requirement is cooperation without hostile players. |
This table does not establish an objectively best extraction shooter. It shows which rules remove or preserve the source of disagreement. Before committing to a game, verify current mode availability and the exact consequences of a failed run, because the cited sources do not establish universal loss rules or current inventory mechanics across these titles.
Why party size and incentives matter
A group’s internal incentives can be as important as the matchmaking label. Equal-sized squads are easier for a system to compare, but a full party still contains several individual preferences. Decide whether resources are shared, assigned to the player who found them, or prioritized for a specific build. If one friend needs a quest item while another wants valuable loot, state the priority before entering the area.
Modes can also change behavior. Crytek lead designer Dennis Schwarz described a 2018 all-solo Hunt: Showdown event as likely to be “a bit more competitive overall” because players competed over a single bounty without team partners. He contrasted that with standard team resource rules designed to keep partners cooperating. This is historical design context, not evidence that a particular solo event is currently available, but it demonstrates why a mode’s reward structure can pull friends toward cooperation or competition.
What to do when a mixed session goes badly
One player keeps starting fights
Pause after extraction and restate the engagement rule in specific terms: “No initiated fights until the quest is complete.” If that player wants a combat-focused run, switch the next session’s goal or let them choose a PvP mode separately. Do not rely on matchmaking to correct repeated violations immediately; Embark says behavior shifts likely future encounters gradually.
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The cautious player refuses every risk
Offer a defined low-conflict objective, a conservative loadout and an extraction trigger. In ARC Raiders, the standard mode still permits attacks, so describe this as risk reduction rather than safety. During the October test, PvE matchmaking can remove player-to-player damage, but its lower loot value and activity exclusions may make it unsuitable for every progression goal.
The group argues at every encounter
Use a short callout system: “avoid,” “scout,” or “commit.” The first clear call decides unless someone identifies an immediate safety issue. This preserves room for judgment without turning each sighting into a group debate.
One friend wants a guaranteed co-op environment
Stop trying to reconcile incompatible rules inside a PvPvE lobby. Choose a PvE-focused game such as Rainbow Six Extraction, or use a clearly defined PvE mode when it is available and its limitations are acceptable. A game that removes hostile player damage is a better structural solution than asking a PvP-oriented teammate to self-censor every match.
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- PvP certainty: Can another player attack, or does a defined mode disable player damage?
- Cooperation incentives: Are objectives and resources shared, or does the design reward competing with teammates?
- Party structure: Can everyone enter at the preferred size, and does matchmaking account for squad size?
- Risk tolerance: What equipment or progress is exposed if the raid ends badly?
- Flexibility: Can the group switch between relaxed and high-tension sessions without abandoning progression?
- Longevity: Is the preferred mode permanent, or is it a temporary test with an announced end date?
If the answers line up, different play styles are usually a source of variety rather than a deal-breaker. If the answers conflict on PvP itself, no amount of matchmaking similarity can guarantee that everyone will enjoy the same raid.
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