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Alt Eriba Register Öffentliches Forum » Erfahrungsberichte » U4GM ARC Raiders Expedition Guide What Resets and Stays


Gestartet von: [Gast] Dez 16 2025, 09:22
[Gast]
Dez 16 2025, 09:22
You’ll know you’re flirting with Expedition when your stash starts feeling more like a junk drawer than a plan. Runs blend together. You’re still winning fights, but the rewards don’t hit the same. That’s when folks start talking about a “soft reset” and acting like it’s either genius or heartbreak. It’s both, honestly. If you’re the type who likes long-term account growth, it can be a solid move, especially once you’ve got your head around what you’re really keeping and what you’re absolutely kissing goodbye. I also found it helped to think about progression in terms of ARC Raiders BluePrint style planning, because going in blind is how you end up regretting it.



What you actually have to do first
Expedition isn’t a button you press on a whim. There’s a whole build-up to it, and the game makes sure you pay attention. First, you’re working through the Expedition Project, and that means building the Caravan. It’s not cute or quick. It’s a real resource drain, the kind that makes you stop crafting random stuff “just in case.” Then there’s the timing piece: you can’t leave whenever you feel like it. You’ve got to catch an Expedition Window and register to depart inside that window. Miss it, and you’re back to waiting and second-guessing yourself, which is kind of the point.



What carries over, and why it matters
Here’s the part people want to hear first: you’re not starting from zero in every way. You keep unlocked maps, which saves a ton of busywork. You also hold onto Workshop Stations, Codex entries, Raider Tokens, and Cred. Competitive players get to keep active leaderboard standing, trials progress, and Raider Deck progress, plus cosmetics and personal event progress. The real power bump, though, is the permanent stuff earned through the Expedition loop itself, like bonus skill points and extra stash slots. Those two alone change how fast the next character ramps up, because you’re not constantly choosing between “fun gear” and “basic survival.”.



What gets wiped, and what usually hurts most
Now the punch to the gut. Your inventory is gone, full stop. If you’ve been hoarding that one perfect weapon for a “future run,” yeah, that future run is not happening on this Raider. You also lose stash upgrade progress, blueprints, coins, your player level, and a bunch of den and workshop upgrades. Quests reset. Standard skill points reset. It feels rough because it’s supposed to. But it’s not pointless pain. The second time around you’re sharper, you route better, you waste less, and you rebuild with intent instead of vibes.



Making the reset feel like a win
If you’re thinking about Expedition, treat it like moving house, not tossing everything in a fire. Spend down what you won’t miss, take a last look at what you’re about to delete, and be honest about why you’re going. If it’s just boredom, fine. If it’s chasing stronger long-term bonuses, even better. The players who hate Expedition are usually the ones who expect to feel “done” right after leaving, and that’s not how it lands. It’s more like you’ve earned the right to rebuild faster and smarter, with fewer dead-end choices, and with a clearer sense of what your next character should become through BluePrint in ARC Raiders planning.Craft elite equipment using curated ARC Raiders Blueprints from U4GM, delivered quickly and always secaurely.