What Makes Arc Raiders Matchmaking Different?
When Embark Studios announced Arc Raiders as a “fair extraction shooter,” they promised a system eliminating the genre’s classic problems – smurfs, queue abuse, and overleveraged squads demolishing newcomers. But the matchmaking reality is more complex than initial presentations suggested.
After weeks of testing during Tech Test 2 and analyzing community data, I’ve mapped out how matchmaking actually functions – and why it has unexpected consequences Embark doesn’t openly discuss.
You might be wondering: Can a solo player really never encounter organized squads? Yes, and this single design choice fundamentally changes the extraction shooter experience compared to Tarkov, Hunt: Showdown, or The Cycle.
Patch 1.13 Update: Embark introduced a critical new matchmaking layer that separates the player base into two distinct camps based on Account Level 40, fundamentally changing how new players experience the game versus veterans.
Party Size Isolation – The Game-Changer 🎯
The first and most critical rule of Arc Raiders matchmaking: Solo players never encounter Duos or Trios (and vice versa).

How Party Size Separation Works
The game operates 3 completely separate matchmaking pools:
Solo Pool – Only solo players (1v1v1v1… up to 30 players)
Duo Pool – Only duo teams (2v2v2v2… up to 15 duos)
Trio Pool – Only trio teams (3v3v3v3… up to 10 trios)
Cross-pool matchmaking never occurs. If you queue solo, you’ll only see other solo players. If you queue as a trio, you’ll only encounter other trios.
Patch 1.13: Solo vs Squads Mode (Level 40+)
NEW: Players above Level 40 can now opt into Solo vs Squads matchmaking, which:
✓ Matches you as solo against duo/trio teams
✓ Provides increased XP rewards per session as compensation
✓ Only available for Account Level 40+ players
✓ Completely optional – standard solo pool still exists
This gives experienced players a high-risk, high-reward option while protecting new players from being farmed.
Why This Changes Everything
In classic extraction shooters (Tarkov, Hunt: Showdown, The Cycle), it’s standard for solo players to encounter full squads. This creates massive imbalance – one person versus a coordinated trio is essentially a death sentence.
Arc Raiders eliminates this by design. Every player gets a fair fight based on how they chose to play – unless you voluntarily opt into Solo vs Squads for the XP bonus.
💡 Strategic insight: If you prefer solo gameplay, Arc Raiders is one of the few extraction shooters where you won’t be constantly bullied. Matchmaking protects you from squads by architecture, not by luck. Once you hit Level 40, you can choose to challenge yourself with Solo vs Squads for faster progression.
The Level 40 Bracket Split – Protecting New Players 🛡️
Patch 1.13’s biggest change: Arc Raiders now divides the entire player base into two fundamental camps based on Account Level 40.
How Level 40 Bracket Separation Works
Under Level 40 Bracket:
- Only matches with other players Level 1-39
- Cannot encounter Level 40+ players in any scenario
- Protected environment for learning the game
- Standard party size isolation applies (solo/duo/trio pools)
Level 40+ Bracket:
- Only matches with other players Level 40-75
- Cannot encounter sub-40 players
- Competitive environment with experienced players
- Access to Solo vs Squads mode for XP bonuses
- Standard party size isolation applies (solo/duo/trio pools)
Mixed-Level Party Override Rule
⚠️ Critical rule: If your party contains any player Level 40+, the entire party matches into the 40+ bracket.
Example Scenarios:
| Party Composition | Matchmaking Bracket | Reason |
|---|---|---|
| Level 25, Level 30, Level 35 | Under 40 | All players sub-40 |
| Level 38, Level 42 (duo) | 40+ Bracket | One player is 40+ |
| Level 15, Level 20, Level 50 | 40+ Bracket | One player is 40+ |
| Level 75, Level 5 (duo) | 40+ Bracket | Higher level always dominates |
💡 Party formation warning: If you’re Level 50 and want to play with your Level 20 friend, they’ll be forced into 40+ lobbies where they’re significantly outmatched. Consider creating an alt character to play with lower-level friends in their bracket.
Why Embark Added This
The Level 40 split addresses several critical issues:
✓ New player protection – Prevents experienced players from dominating beginners ✓ Reduced smurfing – Level 40 takes significant time investment, making alt abuse less attractive ✓ Skill floor enforcement – By Level 40, you understand game mechanics and map knowledge ✓ Clearer progression path – New players can learn without being obliterated by veterans
❌ Downside: Friends with large level gaps can’t play together fairly. The sub-40 player will be severely disadvantaged in 40+ lobbies.
The Four Matchmaking Metrics (Post-Patch 1.13) 📊
With Patch 1.13, Arc Raiders now uses 4 key metrics for lobby assignment, with Account Level gaining significantly more importance:
1. Account Level Bracket (NEW – Highest Priority)

Level 40 is now the primary filter before all other metrics:
- Sub-40: Separate matchmaking pool
- 40+: Separate matchmaking pool
- Mixed parties: Always 40+ pool
This acts as a hard barrier – no amount of Trial Rank or Gear Value will place you in the wrong level bracket.
2. Trial Rank (High Weight)

Trial Rank is your competitive tier, similar to Rank in Apex or CS:GO. Higher rank = harder lobbies.
Arc Raiders likely uses a system like:
- Rookie (beginners)
- Tryhard (intermediate)
- Wildcard (advanced)
- Daredevil + Hotshot (expert)
- Cantina Legend (elite)
Trial Rank represents your skill level and carries heavy weight in matchmaking calculations within your level bracket.
3. Gear Value (Medium Weight)

Gear Value is the total worth of all equipment you’re bringing into the map:
✓ Weapons
✓ Shields
✓ Meds and consumables
✓ Attachments and mods
Every item has an assigned value (in in-game currency), and the system averages your loadout against others.
Loadout Value Examples:
| Tier | Gear Value Range | Typical Loadout |
|---|---|---|
| Low-tier | 5,000 – 15,000 | Free loadout + basic meds |
| Mid-tier | 20,000 – 50,000 | Decent weapons + shields |
| High-tier | 60,000 – 150,000+ | Premium gear + full attachments |
4. Account Level (Within Bracket – Low Weight)
Account Level within your bracket (1-39 or 40-75) represents your overall progress and game experience.
Level influences matchmaking but has lower weight than Trial Rank or Gear Value when you’re already in the correct bracket.
Updated Metric Weight Distribution (Patch 1.13)
| Metric | Matchmaking Weight | Impact on Lobby Tier |
|---|---|---|
| Level Bracket (40 split) | Maximum (100% filter) | Absolute – determines player pool |
| Trial Rank | High (40-50%) | Critical – skill matching within bracket |
| Gear Value | Medium (30-40%) | Significant – loot tier matching |
| Account Level (within bracket) | Low (10-20%) | Supplementary – experience indicator |
How Averaging and Lobby Assignment Works 🔢
The system takes your metrics, algorithmically averages them, and assigns you to the nearest lobby with a similar aggregate score within your level bracket.
Matchmaking Mathematics (Post-1.13)
Step 1: Bracket Filtering
- Check Account Level
- If <40 → Sub-40 pool
- If 40+ → 40+ pool
- If mixed party → 40+ pool
Step 2: Score Calculation Within Bracket
While Embark hasn’t published the exact algorithm, a simplified formula would be:
Matchmaking Score = (Trial Rank × 0.45) + (Gear Value × 0.35) + (Account Level × 0.20)
The lobby has its own aggregate score calculated from averaging all players inside. The system assigns you to the lobby where your score has the closest match.
Practical Example: Level 35 vs Level 45 Player Experience
Scenario A – Level 35 Player:
- Bracket: Sub-40
- Opponents: Max Level 39
- Trial Rank: Rookie/Tryhard
- Gear Value: Typically 15k-30k (most players still learning economy)
- Experience: Protected learning environment
Scenario B – Level 45 Player:
- Bracket: 40+
- Opponents: Level 40-75
- Trial Rank: Wildcard/Daredevil
- Gear Value: Typically 40k-100k+ (experienced players with resources)
- Experience: Competitive high-stakes matches
The Level 35 and Level 45 player will never meet regardless of their Trial Rank or Gear Value. This is the fundamental protection Patch 1.13 introduced.
Mixed-Level Party Matchmaking Example
Your Party:
- Player 1: Level 38, Trial Rank Tryhard, 25k Gear Value
- Player 2: Level 42, Trial Rank Wildcard, 60k Gear Value
- Player 3: Level 25, Trial Rank Rookie, 10k Gear Value
Matchmaking Calculation:
- Bracket Check: Player 2 is Level 42 → Force 40+ bracket
- Party Average: (Tryhard + Wildcard + Rookie) / 3 + (25k + 60k + 10k) / 3 = Mid-tier score
- Assignment: 40+ bracket lobby with mid-tier average
- Result: Level 25 player faces Level 40-75 opponents – severe disadvantage
⚠️ Warning: This creates extreme difficulty for low-level players in mixed parties. Your Level 25 friend will be fighting players 15-50 levels higher with 3-10x more experience and resources.
Solo vs Squads Mode – High Risk, High Reward ⚡
Patch 1.13 Exclusive Feature for Level 40+ players.
How Solo vs Squads Works
Standard Rules:
- Only available for Level 40+ Account Level
- Voluntary opt-in – you choose to enable it
- Matches you (solo) into Duo or Trio pools
- Standard solo pool still exists if you don’t opt in
Rewards:
✓ Increased XP per session (exact percentage not disclosed by Embark)
✓ Faster Trial Rank progression
✓ Higher challenge for skilled players
Risks: ❌ You face coordinated 2-3 player teams
❌ Teams can revive each other; you can’t
❌ Teams have voice comms; you’re alone
❌ Teams can trade loot; you carry everything
Solo vs Squads Strategy
When to Use Solo vs Squads:
- You’re Level 40+ and comfortable with game mechanics
- You want faster XP/Trial Rank progression
- You enjoy high-difficulty challenges
- You have strong PvP skills and map knowledge
When to Avoid Solo vs Squads:
- You’re new to the 40+ bracket
- You’re testing new weapons/builds
- You’re farming materials (not fighting)
- You prefer consistent wins over high-risk gambling
💡 Expert tip: Solo vs Squads is ideal for highly skilled players who can leverage stealth, positioning, and third-partying to compensate for numerical disadvantage. The XP bonus makes it attractive, but you’ll die more often.
Gear Value Dynamic – Current vs. Starting Problem ⚡
Here’s the biggest matchmaking issue that remains unsolved in Patch 1.13:
Gear Value calculates CURRENT, not STARTING.
What This Means
When you enter a lobby, matchmaking sees the gear value you spawn with. But once you’re in the map, Gear Value dynamically changes based on how much you loot.
Example Timeline:
- Spawn – You enter with 20,000 Gear Value
- 5 minutes – You loot rare items, current value 35,000
- 15 minutes – You kill another player, current value 120,000
Matchmaking placed you as a “20k player,” but now you’re a “120k player.” And the system doesn’t rebalance for this.
Mid-Game Join Problem
Arc Raiders allows mid-game joins – if a player disconnects or the lobby isn’t full, the system can add new players to already-running sessions (up to 15 minutes after lobby start).
Scenario:
- You join minute 20 with a 25,000 Gear Value loadout
- Some players in the map already have 150,000 – 200,000+ value (looted)
- You’re entering with a fraction of their power
Matchmaking marked you as “compatible” based on starting gear, but reality is you’re facing players with 10x more value than you.
This isn’t cheating or exploiting – it’s an inherent problem of the extraction genre with dynamic loot systems.
💡 Survival tip: If you’re joining a lobby mid-game (you’ll know by instant match times), be extra cautious. You’re likely encountering geared players who’ve already looted the map extensively. Patch 1.13 did not address this issue.
Strategies for Fair Matchmaking Experience 🎮
Understanding the system lets you leverage it to your advantage (or at least minimize disadvantages).
For Sub-40 Players (Protected Bracket)
✓ Take your time learning – You’re protected from veterans until Level 40
✓ Experiment with builds – Lower stakes environment for testing
✓ Focus on map knowledge – Learn loot routes before entering 40+ bracket
✓ Complete missions – Level 40 is coming; prepare your skills
✓ Don’t rush to 40 – Once you cross that threshold, you can’t go back
For Fresh Level 40+ Players (New to Bracket)
✓ Start conservative – Your first 40+ lobbies will be harder than sub-40
✓ Use mid-tier loadouts (20-40k) – Don’t waste premium gear while adjusting
✓ Avoid Solo vs Squads initially – Get comfortable with the bracket first
✓ Play during prime time – Better matchmaking accuracy with larger player pool
✓ Learn from deaths – 40+ players are more skilled; study what killed you
For Experienced 40+ Players
✓ Try Solo vs Squads for XP – If you’re confident, the rewards are worth it
✓ Play during prime time – More players = better matchmaking accuracy
✓ High-tier loadouts (60k+) – You’ll face competent opposition anyway
✓ Communicate with team – Trio coordination is critical in high-tier lobbies
✓ Fast looting – Maximize early advantage before mid-game joins
For Mixed-Level Parties
❌ Critical warning: If you’re 40+ and party with sub-40 friends, they’ll be forced into 40+ lobbies.
Options:
- Create an alt character – Play a sub-40 alt to match their bracket
- Sherpa strategically – Bring them into 40+ lobbies only when you can protect them
- Wait until they’re 40 – Let them naturally progress before partying
- Accept the disadvantage – Understand they’ll die frequently and may not enjoy it
For Solo vs Squads Players
✓ Master stealth – Avoid fair fights; ambush instead
✓ Third-party aggressively – Let teams fight each other, then clean up
✓ Positioning over gear – Positioning beats equipment when outnumbered
✓ Disengage liberally – You can’t revive; retreat when losing
✓ High-value targets – Kill high-loot players for maximum reward
Critical Problems with Current Matchmaking ❌
While party size isolation and Level 40 split are brilliant solutions, the system has several fundamental issues:
Problem 1: Gear Value Inflation (Unsolved in 1.13)
Players surviving 20+ minutes have exponentially higher Gear Value than their starting loadout. Matchmaking doesn’t address this, creating power gaps between early spawns and survivors.
Problem 2: Trial Rank Stagnation
Trial Rank updates slowly. A skilled player can remain in low-rank brackets for several sessions, giving them unfair advantage against genuinely low-skill players.
Problem 3: Mid-Game Join Disadvantage (Unsolved in 1.13)
Joining a running session means entering an already-looted environment with players who have time advantage. Matchmaking doesn’t add you just because you have compatible gear – it adds you because the lobby needs to fill slots.
Problem 4: Squad Coordination Isn’t a Metric
The system counts Trial Rank, Gear Value, Level… but not team synergy. A random trio with high gear can be weaker than a coordinated trio with low gear. Matchmaking ignores this entirely.
Problem 5: Level 40 Friendship Gap (NEW in 1.13)
Friends with different Account Levels can’t play together fairly. If you’re Level 50 and your friend is Level 25, they’ll be forced into 40+ lobbies where they’re severely outmatched.
Problem Summary Table
| Problem | Impact | Embark Solution? |
|---|---|---|
| Gear Value Inflation | Survivors = unfair advantage | Not addressed |
| Rank Stagnation | Smurfing in low brackets | Partial (faster rank gains?) |
| Mid-Game Joins | Late spawns disadvantaged | Not addressed |
| No Team Synergy Metric | Coordinated teams dominate | Not planned |
| Level 40 Friendship Gap | Mixed-level friends can’t party fairly | By design (protection priority) |
Understanding Lobby Capacity and Distribution 👥
Maximum lobby capacity: 30 players per instance
Within Each Level Bracket (Sub-40 and 40+):
- 30 solo players in Solo Pool
- 15 duo teams (30 players total) in Duo Pool
- 10 trio teams (30 players total) in Trio Pool
- Variable solo + squads in Solo vs Squads Pool (40+ only)
Population Distribution Impact (Post-1.13)
Sub-40 Bracket:
- Higher population (all new players)
- Faster queue times (large pool)
- Tighter skill matching (more players)
- Lower average Gear Value (learning economy)
40+ Bracket:
- Lower population (veteran players only)
- Slower queue times (smaller pool)
- Wider skill gaps (Level 40 vs Level 75)
- Higher average Gear Value (established economy)
Prime Time (6 PM – 11 PM EU/NA):
- Both brackets well-populated
- Tighter skill brackets
- More accurate matchmaking
- Faster queue times (30-90 seconds)
Off-Peak Hours:
- 40+ bracket significantly smaller
- Wider skill brackets
- Less accurate matchmaking
- Slower queue times (2-5 minutes for 40+, especially high-rank)
💡 Queue optimization: Sub-40 players enjoy fast queues anytime. 40+ players should prioritize prime time for fairest matches when the player pool is largest.
Advanced Matchmaking Manipulation Tactics 🧠
Can You Game the System?
Technically, yes – but Patch 1.13 made it harder:
Low Gear Queue Abuse:
- Enter with 5k loadout → easier lobby
- Downside: Vulnerable in combat, no advantage against skilled players
- 40+ Note: Even with low gear, you still face Level 40-75 opponents
- Verdict: High risk, questionable reward
Rank Suppression:
- Intentionally underperform to stay in low brackets
- Downside: Violates competitive integrity, likely tracked by Embark
- Verdict: Not recommended, may result in penalties
Trio Averaging:
- One high-gear player + two low-gear players = mid-tier average
- Downside: Two teammates are underpowered
- 40+ Override: If one player is 40+, all go to 40+ bracket regardless
- Verdict: Valid strategy within bracket, but can’t bypass Level 40 split
Alt Account Creation (NEW concern post-1.13):
- Create alt to stay in sub-40 bracket indefinitely
- Downside: Significant time investment to level multiple characters
- Embark tracking: Likely monitored for abuse patterns
- Verdict: Level 40 requirement takes long enough to discourage casual smurfing
❌ Common mistake: Players think they can “cheese” matchmaking with low-gear entries. The reality is you’re just handicapping yourself – the lobby average might be lower, but you’re fighting with starter weapons. And if you’re 40+, you’re still facing veteran players regardless of your gear.
Matchmaking Evolution During Early Access 🔄
Embark has already tweaked the system multiple times. Patch 1.13 was a massive overhaul. Expected future changes:
Likely Improvements:
- Faster Trial Rank adjustments
- Better mid-game join detection
- Tighter Gear Value brackets within each level camp
- Population-based pool merging (off-peak)
- Solo vs Squads XP balance adjustments
Community-Requested Features:
- Opt-out of mid-game joins
- Visible matchmaking score
- Pre-game lobby composition preview
- Additional level brackets (60+, 75 only, etc.)
- Party level gap warnings
⚠️ Reality check: Extraction shooters inherently have dynamic power curves. No matchmaking system can perfectly balance starting gear vs. looted gear. Embark can improve the system, but some imbalance is genre-inherent, not system-broken.
FAQ
Q: Can a solo player ever encounter a duo or trio?
A: No, never – unless you voluntarily opt into Solo vs Squads mode (Level 40+ only). Standard matchmaking pools are completely separated by party size.
Q: What happens at Level 40?
A: You permanently move into the 40+ bracket and only face other Level 40-75 players. You can never return to the sub-40 bracket. You also unlock access to Solo vs Squads mode for XP bonuses.
Q: Can I play with my Level 20 friend if I’m Level 50?
A: Yes, but your party will be forced into the 40+ bracket, meaning your Level 20 friend faces Level 40-75 opponents. This is extremely disadvantageous for them. Consider creating an alt character to play in their bracket fairly.
Q: How many players are in one lobby?
A: Maximum 30 players per instance. This means 30 solo players, or 15 duo teams, or 10 trio teams (within your level bracket).
Q: How is Gear Value calculated for a trio?
A: Average of all 3 players. If one has 100k gear and two have 10k gear, your average is (100k + 10k + 10k) / 3 = 40k Gear Value for matchmaking.
Q: What is Solo vs Squads mode?
A: A Patch 1.13 feature for Level 40+ players that lets you opt into facing duo/trio teams as a solo player in exchange for increased XP rewards. It’s completely voluntary.
Q: What happens if I join mid-game?
A: Matchmaking assigns you based on your starting gear, but players in the map may already have 100k+ additional value from looting. Be extra cautious. This issue was not addressed in Patch 1.13.
Q: Can I manipulate matchmaking with low gear?
A: Technically yes – if you enter with 5k loadout, you’ll get an easier lobby. But you lose combat advantage and remain vulnerable. If you’re 40+, you still face veteran players. High risk, questionable reward.
Q: How long does it take to find a match?
A: Sub-40 bracket: 30-90 seconds anytime. 40+ bracket: 30-90 seconds prime time, 2-5 minutes off-peak (especially high-rank players).
Q: Does Trial Rank update every game?
A: No. Trial Rank updates after several games based on results. Embark hasn’t published the exact algorithm.
Q: Will matchmaking change during Early Access?
A: Likely yes. Patch 1.13 already introduced massive changes (Level 40 split, Solo vs Squads). Expect further adjustments based on community feedback.
Q: Can a high-level player create alt accounts to stay in sub-40 bracket?
A: Technically yes, but reaching Level 40 takes significant time investment (15-25 hours), making casual smurfing less attractive than other extraction shooters. Embark likely monitors for abuse patterns.
Q: Is there skill-based matchmaking (SBMM)?
A: Yes, Trial Rank functions as SBMM. Higher skill = higher rank = harder lobbies. However, it’s blended with Gear Value and Account Level (within your bracket) for final assignment.
Q: Should I rush to Level 40?
A: No. Take your time in the sub-40 bracket to learn map knowledge, loot economy, and combat mechanics. Once you hit 40, you face significantly harder competition and can’t go back. Level up naturally through quality gameplay, not speed-running.