Reward asymmetry has to favor the loser, or the population bleeds
Every full-loot system that survived the late nineties learned this. The current extraction shooter wave is repeating mistakes the older genre already paid for, and most of the surviving examples already wrote down the answer.
The new extraction shooter wave is repeating mistakes the full-loot MMOs already paid for. Reward asymmetry has to favor the loser more than current designs admit, or the meta calcifies and the population bleeds out within a year. The combat in most of these games is excellent. The combat is also not the problem.
Here is the problem in one sentence. A loss in an extraction game costs the player too much, and a win returns too little.
The math of full-loot systems was solved a long time ago. UO Felucca worked because the world was so dense with loot generation that losing a character was time, not progress. Darkfall worked because skill gain was active, not stored, and a death moved you backward only by the actions you had to repeat to replace what you used. Both of those systems erred in favor of the loser. Both of those systems retained populations that lasted years.
The current wave inverted the asymmetry. Tarkov started this trend honestly. The progression and gear ladder are both linear and steep, and a death late in a wipe sets the player back by hours of acquisition. The audience that grew up with Tarkov accepted this because the wipes flatten the curve every six months. The audience that grew up after Tarkov, and signed up for Hunt or Marathon or Arena Breakout, increasingly does not have that wipe pressure release. They are being asked to absorb full-loot loss inside an environment that has none of the equalization mechanisms that made the old games sustainable.
Hunt is the partial exception. The hunter inheritance system, the perks transferring to a fresh hunter on death, the bounty token economy: these are mechanisms designed precisely to soften the loser's loss. Hunt's audience is older. Hunt's audience is also more loyal. The two facts are connected.
The loud Marathon prerelease conversation has been about the gunfeel and the art direction. The conversation that should be happening is about the loss curve. Bungie has the talent to ship a full-loot system that respects the loser. The pre-release marketing language has been ambiguous on whether they will. If Marathon ships with Tarkov's loss curve and none of Tarkov's wipe flattening, the population will fall off a cliff at month three. The signs are visible early and the publisher has time to course correct.
The Korean and Chinese extraction projects have an advantage in how they think about this, by the way. The free-to-play monetization layer they all run on top of forces them to think about retention math from launch. The Western extraction projects often launch with monetization deferred to a later patch, which means they do not get retention pressure until the population has already churned.
Reward asymmetry favoring the loser is not a charitable design choice. It is a sustainability choice. The genre learned this twice already, in 2001 and again in 2009. The third time it learns it will be in 2026, in real time, in front of an audience that did not study the previous lessons.
Here is the verdict. If you are designing an extraction shooter, you are designing a full-loot MMO with shorter sessions. The reward curve of full-loot MMOs that survived more than two years all bias toward returning the loser to the table. Adopt that, or accept that the population is the cost.