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#19291 Petition to Wargaming to change the K/D scoreboard to the old point system

Posted Xarthare on 11 September 2017 - 09:24 AM

A lot of the new players are not aquainted with this, but when the game was released on steam, and before session 6 or 7 of alpha version the scoreboard displayed information about severall core aspects of the game and not just the kills and deaths a player had during the game.

Is a scoreboard with just kills and deaths bad ?

Overall the answer is yes. People will focus on kill leading them to behave in  a manner that is not acceptable. Things as scouting, decaping, caping, morale impact, friendly fire is not displayed, and these are core points of arena, or at least they used to be.

Games are not just won by the amount of kills a player gets in a match, the points i mentioned above can be the decisive factor from a win loss. A player that sacrifices 3 units, two or even one to prevent the enemy from capturing the base is often not rewarded as he should be. He sacrificied all his units or some to allow is team to win, or not if he is unlucky, the match. Player who decap should receive more points at the end of the match.

The information that used to be displayed, and that ive already mentioned, should be part of the scoreboard, but i will mention them again, and if any of the veterans or new players think there is something that should be added feel free to do it so :):

- keep the information about the amount of kills a player perform, as the old scoreboard had, but just don't focus on those to aspect, the game doesn't need to be oversimplified;

- provide information about FRIENDLY FIRE, and PLEASE apply a penalty to players who freely abuse this mechanic. The old system that removed experience and silver was perfect, this would force player to not spam arty pebbles and arrows on team mates. There are a lot of people who will just spam it without thinking a second time on how much that will harm the team on the long run;

- provide information for people who contributed with scouting the map;

- provide information for the amount of decap and cap points a player has done during the match;

- also if a player for some reason has to leave the enemy base he was capturing i think he should not lose his points, this is something new i would like to see implemented, but sometimes, a cav player may need to leave the base to go help a team mate (and i often do this because no one is willing to sacrifice their units)

-reward team play, for several times i've wanted to vote on some player for saving me (nikepetros is one of them ;P, as well as some of the portuguese players i usually play with, or others, such as DRscot, jazz, Alex_forward adn many more). When the match ends we should be able to vote for them, if we think they deserve a medal or some kind of reward. This reward could be translated in a bonus o 5 k silver and 500 free experience for each vote.

At this point i do not recall anything else, but feel free to add something if you think it would help improving the information displayed on the scoreboard :)


#17339 No gold given at the start of Closed Beta

Posted Akriom on 01 September 2017 - 07:55 PM

Ave Commanders!

 

As you may have noticed, we have left all accounts without any gold. While we have been giving out gold during Alpha to test this feature and see how people were using it we are having a different approach this time around.

 

For the first days/week of Closed Beta we want to see how players react with a very limited amount of gold/no gold at all. This serves the purpose of having a better understanding of the progression system while also having a better understanding of the free to play version of the game and player's progression if no gold can be spent.

 

Fear not, as we are looking at other ways of improving your gameplay experience and will reveal these once we are ready to do so. 

 

We do understand that for those who used to have gold or that would like to buy gold this experience can be frustrating. Please understand that it is an important part of the testing process especially during the early stage of this Closed Beta. 

 

If anything, take this as a challenge and don't forget Commanders can be bought with free experience. 

 

See you on the battlefield!

 




#24011 When CB ends ? And when Open Beta starts ??

Posted PeLLaSG0S on 03 November 2017 - 05:01 PM

View PostZwillinger, on 03 November 2017 - 07:02 AM, said:

Just going to repost something I posted on the TWA subreddit:

 

 

 

 

Seriously? Why dont you repost something better like this for example...???

 

https://totalwararen...ng-september-1/

Why dont you use this???

 

Oh you dont remember it? Its funny...that you use TWA subreddit thing to inform us about misleading again the player base....???

Why you didnt use the official announcement you made?

 

On your official announcement for  closed beta  you clearly said ....·The first Closed Beta Test will begin on Friday 1st September at 13:00(UTC), and will remain active for 8 weeks!!!!

and now you are coming to tell us that ....to be crystal clear: We are currently planning on Closed Beta lasting at least through the new year.!!!

 

Really?So now i believe  you expect from the player-base to take you seriously??? Not only you fail to deliver your promises now you are misleading us too...EVERYONE KNEW THAT THE CLOSED BETA WILL LAST 8 WEEKS...and now you are coming to tell us...end of the year and we will see.....

 

Well the players are not fools...and if we can be fooled once well i can assure you we cannot  be fooled forever...YOU FAILED TO KEEP YOUR DEADLINE ....YOU FAILED TO KEEP YOUR PROMISE....

 

At least admit it ....apologize ....and carry on fixing the game...but dont come in the forum to announce the extension of the closed beta through a redit thing....Be a man and admit that you f... ed the game and that you are not ready yet....

We would understand an honest announcement and apology...but not this bs....

 

People have started paying money for this game having in mind that after the 8 weeks we would be ready to start the open beta and there would be no more wipes....

If you see them now asking for compensation what you gonna tell them...???I pity the customer service people... 

 

You disappointed us...one more time...The majority of the players are not playing arena any more because they are sick of wipes...we are testing the game for you almost 4 years  now....we deserve some more communication ...we deserve to know the truth about the state of the game...and you keep failing to deliver....and this is both for CA AND WG!

 

Its a shame because this game has great potential but you are doing big mistakes...

 

                                 




#21625 Closed Beta third patch notes! (29/09/2017) - Update 2.1

Posted Akriom on 29 September 2017 - 05:18 PM

Commanders,
 

The next update is soon upon us as it will arrive on the Tuesday 3rd of October!

 

Balance changes and entirely new abilities have been implemented for Tier VI and beyond – but don’t worry if you haven’t reached Tier VI yet, as we want as many players as possible to be able to test these changes! Log in to the game between now and Monday 2 October at 05:00 CEST (UTC+2) to receive a free gift of 500 Gold and 3 Premium Account days to give you a boost as you climb towards Tier VI.
 

But let's get into the details of what this update brings to the game!

 

 

PLAYER LEVELS:

 

  • Player level is a single number that represents the player's overall time spent playing Total War: ARENA. It continues on past Tier X, and is separate to commander tiers and unit upgrades.
  • The player levels up automatically by playing battles, and the battle outcome influences the speed of levelling up. This number constantly grows regardless of being a 'spread' player (a player who plays multiple or all Commanders) or 'tunnel' player (players who concentrate on a single Commander), allowing you to easily compare your game rank with your friends.
  • Your player level is very visible on your profile, and you are given various rewards for levelling up, including currencies and premium access, but we are looking at more rewards to add to this.

 

Level.gif

 

 

PLAYER TITLES:

 

  • You can now earn and unlock titles which can display alongside your player name in battle.
  • Titles are a great way of showing off achievements you've earned and add a level of customisation to your profile. Titles are available when you earn the Silver Grade of an achievement, while Mythical Achievement titles are available when you unlock the achievement, regardless of Grade.
  • More titles will be available as we implement more achievements.
  • Titles appear before your player name and above it in battle (this is customisable in the UI settings).
  • We are looking at a way to reward closed beta players for participating with a unique title.

 

Titles.png

 

  • The conditions for unlocking the current titles are as follows:

Rome:

TITLE ACHIEVEMENT REQUIRED CONDITION
Legatus Legatus Buy a Roman Commander
Consul Roma Invicta (gold) 1,250 Roman victories
Africanus Africanus (Silver) 1,000 Scipio victories
Avenger Germanicus (Silver) 1,000 Germanicus victories
Conqueror Conqueror (Silver) 1,000 Caesar victories
 
Barbarian:
TITLE ACHIEVEMENT REQUIRED CONDITION
War Chief War Chief Buy a Barbarian Commander
Warlord Aesir Warlord (Silver) 1,250 Barbarian victories
Eaglebane Liberator (Silver) 1,000 Arminius victories
Ruiner Lioness (Silver) 1,000 Boudica victories
Warrior King Uniter (Silver) 1,000 Vercingetorix victories
 
Greek:
TITLE ACHIEVEMENT REQUIRED CONDITION
Strategos Strategos Buy a Greek Commander
Autorkrator Epiphanes Autokrator (Silver) 1,250 Greek victories
The Great The Great (Silver) 1,000 Alexander victories
Spartan Spartan (Silver) 1,000 Leonidas victories
Queenslayer Queenslayer (Silver) 1,000 Cynane victories
Tyrant Tyrant (Silver) 1,000 Miltiades victories
 
All factions (Continuous):
TITLE ACHIEVEMENT REQUIRED CONDITION
Imperator Imperator (Silver) 90 Units unlocked
Legend Ad Victoriam Unlock all Units and have all Commanders at Tier X
All factions (Single Battle):
Title Achievement Required Condition
Scourge Exterminatus Maximum (Mythic) 1,500 kills in a single battle
     

 

 

REPLAY SYSTEM:

 

  • Replay system implemented, the controls you have during a replay are:
    • Pause
    • Fast Forward (x2, x5)
    • Slow motion (x0.5)
    • Free Camera View
    • Select any player and view fog of war from their perspective (but not their camera movements)
    • Fog of War on/off

 

replay.jpg

 

  • The Cloud replay browser extends the local replay browser by allowing you to download replays from the cloud. You will be able to access your own or your friends' replays and tag games you enjoyed as ‘Favourites’. While in the battle, all tooltips and battle UI are still available, so you can read the battlefield exactly how you would in battle. This is a great way to show off a particularly good battle to your friends, or to watch and analyse where you went wrong or got defeated.

 

replay2.png

 

 

NEW TOOLTIPS:

 

  • New information display with abilities, descriptions, unit type, and difficulty.
  • New tooltips for every option menu item to help you understand what each option does.
  • New ability tooltips that help to explain the ability more clearly and give a more technical breakdown of its effects.
  • New Commander tooltips showing faction, difficulty, specialty, a short description and Commander abilities.
  • New short and flavoursome unit descriptions for all current units, mixing tactical and historical information. These will be implemented for all future units and factions from the outset.

 

tooltip1.png

 

tooltip2.png

 

tooltips3.jpg

 

  • All units have also had their colouring looked at to make them more historical and varied, with many units now having unique colourings.

 

tooltip4.png

 

 

BATTLE DECORATIONS:

  • Can now earn decorations in battle which are rewards for small, positive actions. These will display at the top right of the screen and multiple different kinds can be unlocked, dependent on positive actions done in battle.
  • These decorations have been added to reward you for playing well, and giving you immediate feedback on your actions.
  • Decorations are currently rewarded for the following:
executed  EXECUTED - Killed an enemy commander
ambushed AMBUSHED - Executed a Surprising Flank Manoeuvre
nuked NUKED - Caused an enemy to suffer a Nuke Morale Penalty
eliminated ELIMINATED - Dealt the final blow that caused a unit to be eliminated or shattered
defended DEFENDED - Decap an enemy unit capturing your base
saved SAVED - Apply a morale effect to an ally that means the difference between routing and not routing
demolished DEMOLISHED - Destroy an enemy artillery piece
routed ROUTED - Rout an enemy unit (only awarded to most recent enemy morale effect)

 

 

VICTORY/DEFEAT SCREEN:

 

  • Victory/Defeat screen now shows the top players from each team, and their associated Commanders.
  • We have built on the glory of finishing a battle by adding an animated Top Players call-out following the Victory / Defeat screen.
  • After seeing the Victory / Defeat screen for a few seconds, you will see this new screen showing one player from each team based on one condition from this list:
    • Most kills
    • Most spotting
    • Most capture
    • Most decorations

 

vic_defeat.png

 

 

TIER VI+ ABILITY OVERHAUL:

All Tier VI+ units have had their statistics and abilities considered and tailored towards their playstyles, with entirely new abilities added.
 

Rome:

  • Introduced Formed Combat as the new base ability for Tier VI+ Roman Infantry, increasing their defensive capability.
  • Differentiated infantry types by introducing "Light Pila" and "Heavy Pila"
  • Gave Javelins a mix of either mobility, or missile blocking abilities.
  • Focused the Cavalry unit line more on having a mix of supporting abilities.
  • Tier VIII Italian Noble Cavalry: Melee Attack reduced from 161 to 153, Melee Defence reduced from 85 to 81.
     

Greece:

  • Increased frontal block on Pikemen, so that they are not reliant on having ‘Raise Shield’ as a unit ability on every unit.
  • Scattered some supporting & mobility abilities into the spear line to help with Greek mobility.
  • Alternated between offensive and supportive Cavalry units for unit diversity.
  • Offered more tank, damage, or mobility options through equipment choice for Archers.
  • Alternated fast fire and range for the Slingers through abilities.
     

Barbaric Clans:

  • More fire abilities.
  • Mixed up the Wardogs with new ability and release options.
  • Fetch: Intercept range reduced from 110 to 80.
  • Introduced some buff/debuff abilities to the infantry line.
  • Damage & speed buff abilities for Falxes.
  • Mixed support abilities for the Cavalry.
  • Alternated fast fire and range with the Missile units through abilities.

 

 

UNITS PASS:

 

For the lower tiers, morale flank damage has been rebalanced so that battles feel more offensive and combat-focused, where you are able to more confidently engage the enemy. Softening the lethal nature of morale flank damage allows newer players to learn about the morale system while it is less punishing and offers more opportunities to support and reinforce allies at the lower tiers, helping to encourage teamwork throughout all tiers.

 

For the higher tiers, we saw a predominance of Cavalry and registered that the community were concerned about this. Instead of rushing out a balance patch and making a mistake, we waited until more data was available, and then considered how to approach the subject. The result is a reduction in the amount of morale damage done by Cavalry in the higher tiers, as we found that players could use a support ability and then flank to inflict incredibly large amounts of morale damage. By reducing the raw flank morale damage, you are still encouraged to use support abilities and help teammates, but Cavalry are no longer able to single-handedly rout large quantities of units.
 

  • Rebalancing of Morale flank damage:
     
    • Roman:
       
      • Tier I
        • Pedites decreased from -70 to -56
        • Tirones decreased from -35 to -28
           
      • Tier II
        • Milites decreased from -70 to -56
        • Leves decreased from -35 to -28
           
      • Tier III
        • Accensi decreased from -70 to -62
        • Republican Skirmishers decreased from -35 to -31
        • Catapult decreased from -35 to -31
           
      • Tier IV
        • Hastati decreased from -70 to -64
        • Socii Javelineers decreased from -35 to -32
        • Heavy Catapult decreased from -35 to -32
        • Auxillary Cavalry decreased from -70 to -52
           
      • Tier V
        • Principes decreased from -70 to -67
        • Rorarii decreased from -35 to -34
        • Onager decreased from -35 to -34
        • Architecti decreased from -35 to -34
        • Celeres decreased from -70 to -54
        • Retentus decreased from -70 to -67
           
      • Tier VI
        • Equites decreased from -70 to -56
           
      • Tier VII
        • Legionary Cavalry decreased from -70 to -56
           
      • Tier VIII
        • Italian Noble Cavalry decreased from -70 to -56
           
      • Tier IX
        • Praetorian Cavalry decreased from -70 to -56
           
      • Tier X
        • Legatus decreased from -70 to -56
           
    • Greek:
       
      • Tier I
        • Mycenaean Hoplites decreased from -45 to -36
        • Mycenaean Archers decreased from -35 to -28
           
      • Tier II
        • Archaic Hoplites decreased from -45 to -38
        • Archaic Archers decreased from -35 to -29
           
      • Tier III
        • Theban Hoplites decreased from -45 to -40
        • Ionian Archers decreased from -35 to -31
        • Theban Cavalry decreased from -62 to -49
           
      • Tier IV
        • Levy Pikeman decreased from -45 to -41
        • Athenian Hoplites decreased from -45 to -41
        • Toxotai decreased from -35 to -32
        • Citizen Cavalry decreased from -70 to -52
        • Telesillis Argives decreased from -45 to -41
           
      • Tier V
        • Theban Pikeman decreased from -45 to -43
        • Macedonian Hoplites decreased from -45 to -43
        • Cycladic Archers decreased from -35 to -34
        • Psiloi decreased from -35 to -34
        • Thorax Spearman decreased from -45 to -43
        • Companion Cavalry decreased from -70 to -54
           
      • Tier VI
        • Elite Companions decreased from -70 to -56
           
      • Tier VII
        • Agema Cavalry decreased from -70 to -56
           
      • Tier VIII
        • Somatophylakes decreased from -70 to -56
           
      • Tier IX
        • Royal Cavalry decreased from -70 to -56
           
      • Tier X
        • Hellenic Cataphhracts decreased from -70 to -56
           
    • Barbarian:
       
      • Tier I
        • Tribesman decreased from -77 to -68
        • Riders decreased from -47 to -34
           
      • Tier II
        • Woodsmen decreased from -77 to -65
        • Scouts decreased from -47 to -36
           
      • Tier III
        • Warband decreased from -77 to -68
        • Raiders decreased from -47 to -38
        • Huntsman decreased from -39 to -34
           
      • Tier IV
        • Seconded Strays decreased from -77 to -71
        • Bloodsworn decreased from -77 to -71
        • Cherusci Warband decreased from -77 to -71
        • Brigands decreased from -47 to -40
        • Cimbri Archers decreased from -39 to -35
           
      • Tier V
        • Wild Wolves decreased from -77 to -74
        • Warriors decreased from -77 to -74
        • Falxmen decreased from -77 to -74
        • Mounted Warband decreased from -47 to -41
        • Archer Warband decreased from -39 to -37
        • Basternae Falxmen decreased from -77 to -74

 

We have addressed the slight power imbalance found between Greek Cavalry and other units by toning down their charge impact.
 

  • Reduced the charge impact of Greek Cavalry units:
     
    • Theban Cavalry from 125 to 121
    • Citizen Cavalry from 126 to 122
    • Companion Cavalry from 127 to 123
    • Elite Companions from 129 to 124
    • Agema Cavalry from 130 to 126
    • Somotophylakes from 131 to 127
    • Royal Cavalry from 132 to 128
    • Hellenic Cataphracts from 142 to 138


After analysing the data from the last few weeks, we found that cavalry units tended to lose more of their men, but had to pay a lower replenishment cost than other units. To address this, we've slightly increased the unit cost of these units to bring it more in line with other unit types.
 

  • Increased the unit cost of all cavalry units by approximately 10% Silver
     
    • Roman:
      • Tier V Celeres increased from 1160 to 1280
      • Tier VI Equites increased from 1720 to 1880
      • Tier VII Legionary Cavalry increased from 2360 to 2600
      • Tier VIII Italian Noble Cavalry increased from 3120 to 3440
      • Tier IX Praetorian Cavalry increased from 4280 to 4680
      • Tier X Legatus increased from 5280 to 5800
         
    • Greek
      • Tier III Theban Cavalry increased from 480 to 520
      • Tier IV Citizen Cavalry increased from 840 to 920
      • Tier V Companion Cavalry increased from 1280 to 1280
      • Tier VI Elite Companions increased from 1720 to 1880
      • Tier VII Agema Cavalry increased from 2360 to 2600
      • Tier VIII Somatophylakes increased from 3120 to 3440
      • Tier IX Royal Cavalry increased from 4280 to 4680
      • Tier X Hellenic Cataphracts increased from 5280 to 5800
         
    • Barbarian
      • Tier II Scouts increased from 180 to 225
      • Tier III Raiders increased from 450 to 495
      • Tier IV Brigands increased from 855 to 900
      • Tier V Mounted Warband increased from 1170 to 1260
      • Tier VI Gungir Chargers increased from 1710 to 1890
      • Tier VII Blood Riders increased from 2385 to 2610
      • Tier VIII Nifilheim Riders increased from 3150 to 3465
      • Tier IX Harbingers increased from 4275 to 4680
      • Tier X Noble Horse increased from 5265 to 5805
         

Archers appeared to be having a harder time generating revenue than other unit types due to their inability to gain silver from multiple sources as the majority of their income is purely from dealing damage. To make sure that they are more in line to other unit types, we have slightly reduced the cost of many archer units.
 

  • Decreased the unit silver cost of some archer units by approximately 10%
     
    • Roman:
      • Tier III Republican Skirmishers decreased from 450 to 405
      • Tier IV Socii Javelineers decreased from 810 to 720
      • Tier V Rorarii decreased from 1080 to 990
      • Tier VI Velites decreased from 1620 to 1440
      • Tier VII Augustan Skirmishers decreased from 2250 to 2025
      • Tier VIII Veteran Velites decreased from 2970 to 2655
      • Tier IX Elite Velites decreased from 4050 to 3645
      • Tier X Imperial Velites decreased from 4995 to 4500
         
    • Greek
      • Tier V Cycladic Archers decreased from 1080 to 1020
      • Tier VI Levy Slingers decreased from 1620 to 1440
      • Tier VI Lesbos Archers decreased from 1620 to 1440
      • Tier VII Scythian Archers decreased from 2280 to 2040
      • Tier VIII Pontic Slingers decreased from 3000 to 2700
      • Tier VIII Helot Slingers decreased from 3000 to 2700
      • Tier IX Cimmerian Heavy Archers decreased from 4080 to 3660
      • Tier IX Olympic Slingers decreased from 4080 to 3660
      • Tier X Rhodian Slingers decreased from 5040 to 4500
      • Tier X Cretan Archers decreased from 5040 to 4500
         
    • Barbarian:
      • Tier IV Cimbri Archers decreased from 780 to 720
      • Tier V Archer Warband decreased from 1080 to 1020
      • Tier VI Proven Archers decreased from 1620 to 1440
      • Tier VII Ambushers decreased from 2280 to 2040
      • Tier VIII Night Hunters decreased from 3000 to 2700
      • Tier IX Cernnunnos Hunters decreased from 4080 to 3660
      • Tier X Archers of Ullr decreased from 5040 to 4500
         

We will be addressing more seriously, in the near future, the topic of grouped Cavalry charges (blob charging), but we are removing charge impact from the Confident morale state as the beginning of this process. This change will directly counter group charging behaviour by making it less efficient to execute these charges.

 

  • Completely removed charge impact from Confident morale state
  • Vitruvian Ballista:
    • Reduced the number of projectiles from 5 to 4

 

 

COMMANDER ABILITIES:

 

After analysing our data and gathering player feedback, we have balanced several commander abilities. This is part of our commitment to regular balancing, and these kinds of changes will be a regular part of updates.

 

  • Alexander
    - Wedge: Reduced the base charge impact from 10% to 5%

 

  • Vercingetorix
    - Defiance: Changed the melee AP damage talent from an additive to a multiplier 
       - The talent now scales from a previous +6 melee AP damage to a total of 40% melee AP damage over 5 levels

 

  • Arminius
    - Momentum: 
       - Added 10% charge bonus on the base ability
       - Created a new talent for Momentum that adds a total of 10% charge bonus over 5 levels

 

  • Scipio
    - Wrath of Mars: Charge bonus has been reduced on talents from 50% to a total of 30%
    - Oath of Perseverance: 
       - Reduced the base defence from 80% to 50% 
       - Reduced the total talents defence from 70% to 50%

 

  • Caesar
    • Veni:
      - Reduced the base melee defence and melee attack from 30% to 20% 
      - Reduced total defence given by talents from 40% to 30% 

 

 

OTHER USER INTERFACE CHANGES:

  • Hitting F1 key in battle will now display a controls help-sheet overlay.

 

help.png

 

  • Ping icon now shows next to the players name on the side-scoreboard when they ping in battle.
  • Polish and general clean-up of Parties & Friends. Some notable changes:
    • Change in invite time duration.
    • Opening the chat panel by hitting ENTER
    • Chat will open when receiving a private message. 
    • Changed other player names in chat to make them more readable
  • Combat text polish. 

 

 

ART & GRAPHICS:

  • VFX pass on Salernum.

 

vfxsal.jpg

 

  • VFX pass on the Front end.

 

vfxfe.jpg

 

BUG FIXES:

 

  • Game screen will no longer freeze and become unresponsive on commander selection screen at the start of the M1 tutorial. 
  • Fixed a crash that was occurring when closing the help panel for Commander Abilities and then accessing the ‘help’ feature again. 
  • Fixed a crash when selecting Officer Training tutorial while in Commander Abilities panel. 
  • Can no longer break M2 tutorial when purchasing equipment quickly when prompted to. 
  • Can no longer get stuck during Advisor pop ups in M2 by clicking Silver button before the tooltip appears. 
  • Can no longer get multiple flank bonuses with unit blobbing by issuing multiple order types. 
  • Opening and closing the main menu in quick succession will no longer lock the game into a pause. 
  • Wardog units no longer have full unit replenishment/deaths regardless of unit condition. 
  • Can no longer exploit AOE abilities usage an infinite amount of times. 
  • Unit which is under Hunt ability can now be tracked after leaving visibility. 
  • Fixed an issue where it was impossible to select units after the cursor was over some UI elements. 
  • Can no longer drag invisible selection boxes when using certain pings.
  • Disconnected players dead units now correctly display a dead unit card. 
  • Fixed an issue where sometimes party members wouldn't be able to accept party invites after previously being kicked from a party. 
  • Fixed issues where switching between units quickly with tab and activating an ability no longer activates the second unit’s ability. 
  • Resizing the minimap quickly no longer causes the grid coordinates to vanish.
  • Fatigue bar no longer freezes at whatever percentage it was when a unit is killed.
  • Combat text will no longer overlay the scoreboard. 
  • Rebalancing "Barrage" - no longer fires a near constant stream of arrows.
  • Slinger’s weapons no longer float around the slinger’s hand during attack animations. 
  • Porthole render can no longer be dismissed with left or right clicks. 
  • Hovering over Artillery that are deployed in the fog of war will no longer display an attack cursor and threat indicator tooltip.
  • Unit dust VFX now displays on water. 
  • Heavy Artillery unit ID will no long remain after the unit has died.
  • Fixed inconsistent balance for some lower tier consumables. 
  • Hints no longer overlap when viewing the help mode.
  • Advisor tooltips can now be dismissed with the Escape key. 
  • Commander portrait no longer constantly glows after boosting a commander. 
  • Active abilities no longer cause unit abilities to change position when equipped. 
  • Anvil can no longer be activated at distance when Hoplite Phalanx is active. 
  • Click-dragging a unit card from the front end unit panel then closing the panel no longer breaks the unit panel.
  • Pressing Enter no longer switches to the previously typed in chat instead of the currently selected one. 
  • Loading screen tooltips no longer state the wrong key bindings for pings and telestration.
  • ‘CPU’ players now have the disconnection UI icon next to their name. 
  • ‘Unleash’ no longer displays as if it can be reused if Wardogs have already been unleashed and not attached to the unit. 
  • Wardogs will no longer maintain a directional marker in the fog of war. 
  • Disconnect player colour is now blue for all necessary UI elements.
  • Roman bolt consumables no longer have different names in the Front End and Battle. 
  • Boudica's ability ‘Ambush’ can now be used on the Celtic Slingers unit. 
  • Removed ‘Engineering Experts’ from Scorpion units due to it being a redundant ability for this unit. 
  • Tier VI Hound Handlers can now use the Throw Javelins ability. 
  • Wardogs now have a colour on the Unit Types pie chart in the Profile panel. 
  • Wardogs no longer pass through barricades unhindered. 
  • Right-clicking on an enemy while routing will no longer trigger the audio for issuing an attack order. 
  • Leonida's will now correctly hold his shield when his primary unit are the Myrmidons. 
  • Using ‘Raise Shield’ with Pikeman no longer causes their pikes to disappear. 
  • Fixed issue with duration of Wardogs ability ‘Fetch’ which wasn't allowing them to reach enemies on the edge of the intercept range.
  • Attacking with a Wardog unit will now trigger battle music. 
  • Wrong health no longer displays for disconnected units. 
  • Fixed issue where the apply button clickable area in the key bindings was smaller than the displayed zone. 
  • Horn audio now plays when the allied base capture reaches 25%, 50% and 75% captured.
  • Commander VO plays for allied base capture if the enemy base is already being captured. 
  • Deployable construction time UI stat now properly displays. 
  • [LOC] Premium shop panel is now localised in all supported languages. 
  • [LOC] Quick ping wheel is now localised in all supported languages.
 
 
See you on the battlefield!

 

 

 


 




#21007 SUNTZU Clan Recruitment.

Posted SUNTZU_JoJo on 22 September 2017 - 05:22 PM



The SUNTZU International Division is now recruiting new, both casual and competitive members to join our clan.



Casual Players:


If you only have time for a few games a week and aren't able to fully commit to playing Total War: Arena from a competitive standpoint, don't worry!

 

We have other Casual Players in exactly the same position, meaning you can enjoy your time in game with them.


Furthermore, for those of you who want to improve your skills, you will have many opportunities to play with our more competitive players and even join our specialised training sessions.


This way you can still have fun within our community, be part of the team, but without feeling like you have to play a lot - a choice our Competitive Players make of their own free will, because they want nothing more than to be the best at Arena!

 


 

Competitive Players:


For those who are passionate about Total War: Arena, this is where you will thrive.


From playing regularly together, strong bonds will be formed. This will fuel synergy amongst the team & this is also where leaders are born.


We believe in creating an atmosphere of progression, where every game has a lesson to learn. Using each players skills to the maximum potential and then raising the bar even higher, all while having fun.

 


 

To sign up to SUNTZU please join our Twitch server and introduce yourself on our recruitment channel. You will be granted the rank of a [Recruit] and one of our recruiters will contact you shortly, to introduce you to other recruits & SUNTZU Clan members.

 

https://invite.twitch.tv/LxxbTT

 

The Trial period as a [Recruit] lasts approximately one month; however, this is purely dependant on your level of activity, progression & integration within our community of SUNTZU Clan Members. During this period, both your teamwork and individual skills will be put to the test; but we also use this timeframe to see how your personality fits within the clan, as we believe the right personality & attitude to be just as invaluable as your skills on the battlefield.



The SUNTZU Team



 




#18527 Closed Beta mini patch notes (updated 08/09) - Update 2.0.4

Posted Akriom on 07 September 2017 - 11:33 AM

Hi everyone,

 

We did a very small update this morning at 4AM (GMT+0) that will have the following changes:

 

  • Fixed XP conversion price. Was: 5xp per gold; will be: 25xp per gold
  • The game client will now display ban reason on game launch if player is banned.
  • Lowered silver prices for some units replenish and consumables cost

 

The main reasons for changing the units replenish and consumables cost:

  • To keep the same average amount of battles needed to progress to tier X
  • To ensure progression curve would start being more challenging from tier VIII while in effect it starts on average at Tier IV up until this update
  • To rebalance the cost of the different unit types – this was done as melee infantry was significantly more expensive than other unit types were, due to the replenish cost

 

Regarding refunding gold already spent on XP conversions, we will communicate on this as soon as we possibly can.

 

We hope you'll enjoy those small changes.

FYI - We're busy working on the game in many different ways and more updates should be coming in the near future.

 

So stay tuned for more information!




#20411 High tier leaders playing in low tier ranks (proposed solution)

Posted Ll3w3llyn on 17 September 2017 - 12:21 PM

Hey guys,

 

Like a lot of similar multiplayer games, there's a bit of a "smurf" problem in Total War: Arena. And while most games require a person to make a smurf account in order to play with lower tiers, this is not necessary for Arena. In fact, the game itself seems to give incentives for this kind of behaviour. Everyone will go back from Tier X at some point to start ranking up the next part of the unit tree, and that's perfectly okay. 

 

But right now Arena gives a huge advantage to these players, because their leaders will retain all of their upgrades. That means that you can find a leader with a fully upgraded ability tree fighting with tier I units. While their units are of the same tier as their opponents', they have a huge advantage because their fully ranked up abilities will buff their units to perform on a much higher level. 

 

To solve this, I propose that when upgraded leaders fight with lower tier units, their abilities are restricted to the tier they are playing in. For instance, take a fully upgraded Leonidas, who decides to play tier II so he can rank up some of the units he hasn't tried yet. While he has all three abilities unlocked and upgraded to tier X, he should be limited to using the abilities available on tier II (and only upgraded to the extent tier II allows). This makes sure that this veteran player, who already has a huge advantage in this lower tier by virtue of his experience, does not get an even bigger advantage over the newer players more commonly found at the lower tiers.




#16905 Total War: ARENA Memecenter

Posted SUNTZU_Mistrzu on 30 August 2017 - 10:40 AM

[img]http://i.imgur.com/8fCFci4.png[/img]


#23394 FF penalty calculation

Posted SUNTZU_Mistrzu on 26 October 2017 - 02:16 PM

I really like the idea of scaling FF penalty - the more you FF the higher the multiplier gets. It raises an issue however that player who dealt 10k FF and 100 dmg to enemies will get the same penalty as a player who dealt 10k FF and 20k dmg to enemies and a guy who dealt 15k FF and 200k dmg to enemies will be penalised even more despite clearly being the best out of those 3 players.

 

People need to be aware that there is good and bad FF. Bad FF should be penalised more than it is right now and good FF should be penalised less.

 

I suggest (again...) that another variable should be introduced in calculating the amount of FF penalty at the end of a battle - total damage done to enemies. Simply compare the ratio of total damage done to enemies to FF damage, apply some formula on top of it and voilà. It can be as simple as dividing the FF penalty by that ratio so if you deal 10 times more damage to enemies than to allies your penalty is 10 times lower, if you deal 10 times more damage to allies than to enemies, your penalty is 10 times higher.

 

There is one potential hole (or not, depends how you look at it) in that system (still less holes than in the current one). A player could do a few volleys of very bad FF (let's say 10:1) and then for the rest of the battle he would deal no FF at all but still do a decent amount of damage. Some people would say he needs to be punished accordingly for that very bad FF, some can say he should be forgiven because it was a one timer and ultimately he did more good than bad for his team (that would also mean that people who do it by accident will be less penalised - something that phalanx players certainly know more than anyone). If the offender was to be punished accordingly for that very bad FF, the game would have to compare damage dealt to allies and enemies in that short period of time - relatively hard to implement and judge properly by a system. Not to mention that if someone deals pure FF in short amount of time, there can be a problem of dividing by 0 ;P

 

TL;DR:

- Incorporate ratio of FF to damage done to enemies to formula when calculating FF penalty at the end of a battle.

- It will mean lower penalties for those who do good FF (a lot of damage to enemies when compared to damage to allies)

- It will also mean higher penalties for those who do bad FF (a lot of damage to allies when compared to damage to enemies)

- It will also mean more forgiving system for accidental FF (for example when an ally walks through your phalanx)

- It can mean that players who do bad FF but then do no FF for the rest of the battle while still dealing damage to enemies can be penalised less than they should in some people's eyes. In my opinion that's far lesser evil compared to current system/formula.




#19718 Reporting exploits

Posted Akriom on 13 September 2017 - 01:24 PM

Commanders!
 

We know that usually you use all means at your disposal to achieve victory. However, there is one exception:

In the case of encountering exploits within the game, such as the infinite use of a skill due to a bug, for instance.

 

We recommend testing any such instances you find a second time and, if possible, record it, then send it to a Wargaming staff member on the forums or to our Customer Support team via the ticket system, with all the information you possess about the exploit.
 

Please note that trying it more than twice, particularly when used to purposely and negatively affect the gameplay experience of other players, is considered a bannable offense. As such, we have just banned a player for the duration of one week. If caught again, the restriction will be expanded.

If unsure, please talk to us to clarify if something is an exploit, or just a very clever tactic.

 

Please note that naming or shaming is not accepted and post using these to report an exploit will be either deleted or edited.

 

We take testing very seriously, and want to improve the game in order to offer all of you the greatest possible tactical experience!

 

Thanks for your assistance, and see you on the battlefield!




#17222 Commander prices

Posted Quo_usque_pro_victoria on 01 September 2017 - 02:48 PM

Right now, there are 3 free commanders that are Arminius Cynane and Germanicus. The others need to be unlocked by using Free XP or Gold. The concept itself is not an issue, but the way it is made and the prices are.

 

There are several issues :

1) The commander prices are too high. Without premium account, you win something like 80-100 Free XP per battle (if you win, so less otherwise). Which means that, only to unlock Boudica and Alexander, you need to play more than 160 battles. And that's only 2 commanders, and even though they are the most expensive, you still need to grind a lot to buy the others. That is artificial grinding that is not useful for the players.

2)That brings less diversity in the game. There are no commanders for spears or javelins, which means that you won't see them often in the battlefield. So, no efficient counter to cavalry on the field. Miltiades is not so expensive, but still.

3) (only for the Closed Beta) We can't test them all in depth.

 

Solutions :  Reduce the prices of the commander or make them available by silver. The prices should be high enough to make the gold offer interesting, but low enough to make someone who is not willing to pay not annoyed by that (and not feel like he is wasting his time as he can't play his favourite commander/units) So, I think that all the commenders should be unlocked when you played more or less 100 battles. (so, if the rewards don't change, 10,000 XP in total,or 300,000 silver)

 

P.S. :Considering that the grind to get all commanders at T10 is long (as there are a lot of units), you don't need to create more grinding, by making commanders expensive




#24215 Only activate ONE ability stack when selecting multiple Units

Posted SUNTZU_Mistrzu on 06 November 2017 - 12:36 PM

Yeah, back when they introduced that change at the beginning of Closed Beta I thought "LOL, this had to be designed by a Caesar player because he's the only commander that would benefit from that change". And it was a noob-Caesar-player-friendly change since every half decent player will just brielfy select one unit to activate his buffs.

Our community fought so hard to make CA revert that change that I definitely don't want to see our effort in vain again.




#21601 General feedback : gameplay

Posted Quo_usque_pro_victoria on 29 September 2017 - 03:07 PM

As the title indicates, this thread will cover (almost) every aspect of the gameplay and will therefore be very general (and quite long). However, dividing it in several parts would make it lose some clarity as some parts of it will be linked together. 

 

To moderators and developers : if you want me to divide it in several parts, please PM me : I will edit this thread as a consequence and post a link directing to the part that was deleted and moved. Thanks in advance.

Overall mechanics 

 

Blobbing : 

A lot of mechanics were introduced during the Alpha, but a lot of them are not working correctly. The most important one is charging and flanking, and the main issue realated to that is blobbing. It multipliates the damage of your charge and allows you to inflict morale damage that shouldn’t be dealt. It also make your units almost immune to nuke damage, except from artillery. Therefore, used with Wedge or Oath/Warcry, blobbing is almost impossible to beat in a 1v1 situation and allows cavalry (both Roman and Greek, and even Barbarian against lighter units) to completly wreck an infantry unit in one blobbed charge, because of the nuke damage and the morale penality.

 

Solution : 

A solution for that issue would be to implement a collision system between allies, that would make them actually hit allies without causing damage, thus slowing them down and reducing the damage of their charge. An other solution would be to make charges only activated on one unit only. Consequently, to make your three units charge, you would need to select them one by one and make them charge. 

 

Morale : 

 

It’s directly linked to blobbing which shows some of the issues that are present with the morale system. One frustrating thing is that you need to actually give an attack order to inflict morale damage, which makes blobbing even stronger. A frontal charge with one unit also inflicts morale damage due to flaning, for some reason 

There are also a few modifications to make with the flanking system (I know it’s being work on, or at least I saw something about it) so I won’t expand on it. To sum up, a unit would be flanked only if a large proportion of its flank is covered and the majority of the flanking unit (and, more importantly its center) is located on the attacked unit flank. 

 

Wavering system : 

 

It’s probably the worst feature in the game, in my opinion. Related to morale, it makes your unit lose morale once more than 30% of your initial unit model count is dead. Your unit is also unable to inflict flank morale damage. First off the limit for that to happen is too high : a unit with 30% of its men count is still very useful. This mechanic forces you to rush wjen one of your unit is wavering. It prevents any base capture once your unit is wavering. It makes the end game quite boring and a coin toss : you have 290 men in 10 infantry units, they are all wavering. You only have one unit against you that is not wavering. If the one unit kites you well and succeed to escape it will win. 

Instead of a loss of morale per second, it should be a simple loss of morale : for instance, when you have 20 men, your base morale would be lowered by X points. That would make the wavering units easier to rout, but not useless. The limit for the wavering stance to be applied should be lowered ; 30 men oculd still perform a flanking maneuver. So I think the limit should be lowered at 20 or 25 % of the initial men number. 

 

Pathfinding :

 

Not really something that we can define as a mechanic, but this is a major issue : units not responding to orders, units « dancing » around a point, overall delay of orders, all of that makes flanking, tactic and fast response to an attack hard to achieve, whereas it should be one of the main aspects of the game. 

 

Vision system : 

The vision in itself is good, but units have too much visibility range, which makes ambushes almost impossible. On the other hand, there are a few issues with vision that I’ll show in an other thread…once I’ve taken enough screenshots ^^. 

Therefore, my suggestion about that would be to decrease the visibility range for all units by something like 25 (that’s an example, and that would need a lot of testing to define the perfect value) That would make ambushes easier to make, but, in order to make ambushes not too strong, the surprise flanking timer (the time between the moment your unit was seen and the moment you cahrge) should be slightly reduced (I think it is 2s, it should be a bit lower.) 

 

An other consequence of that is that archer fights don’t rely on vision anymore and only on pure strength (numbers and quality) rather than positioning. So let’s move on to the units. 

 

 

Units and commanders :

 

Archers and skirmishers: 

 

As said above, archer fights now only matter on numbers on quality. One reason is that your vision is so extended that you can see your enemy very easily. An other reason is the lack of height advantage : being above an enemy doesn’t necessarily give you an advantage whereas it should. All of that makes archer fights quite boring, to be honest, as, if you are ountumbered, you will have no choice but retreat.

Giving skirmishersmore damage when on a higher ground could make them overpowered though, as their damage is already quite high (especially for slingers) The idea would be to reduce the normal damage of all skirmisher units (a lower decrease for javelins), but a bonus of damage when they are on a higher ground 

 

I’ve only played archers for now, so I can’t really tell about the balance between slingers/archers and javelineers. The only thing I’ve seen were the stats and the fact that the slingers have way more range than archers and a bit more damage too, and that the slingers can actually fire over their allies, in some situations.

 

Slingers should be changed one wayor the other as they ahve more damage and range than archers. 3 units of slingers also kill half a unit of T6 (unupgraded Greek cavalry) in one volley. They deal a lot of damage to infantry as well. So something should be dne to make archers interesting (aside from the fact that archers can have barrage with Cynane)

I have nothing to say about the commanders : Cynane seems to be pretty balanced as a commander at least in mid tiers, same for Caesar with javelins. So nothing to say (and to change) in my opinion 

 

 

Cavalry : 

 

Because of blobbing, it’s the strongest unit in the game : its charge (when blobbed) can destroy a whole unit. 

 

 

Greek cavalry :

I personally don’t use blobbing, so I can give some feedback on cavalry : its charge is a bit too strong, especially with Wedge. (That will be balanced in the next patch, I know)

Its melee capabilities seem to be balanced, except maybe at T3 ; they die quite quickly in melee, against basically anything that is not archers or Heavy artillery (even the Architecti beat them in melee), so I think that this part is balanced.

 

Roman cavalry : A melee cavalry with an excellent charge. When blobbed, it can deal as much damage as Greek cavalry. It’s a lot harder to kill and the T5 Celeres can actually beat in melee and without Oath a T4 Hastati unit, so that’s an issue in my opinion. With Scipio it is quite easy to play and pretty safe unless you rush. 

 

Barbarian cavalry : 

I haven’t played it yet (so I’ll post an update once I’ve played them). Excellent mobility, decent charge for a light unit (excellent for T6 and T7, perhaps a bit too good at T7, considering that it’s a light melee cavalry)), good melee capabilities and most importantly, Mount kick, which can destroy a up to 20 % of a total unit health in one use (which is an issue). Mount kick, I thnk should be best suited for barbarian cavalry if it was a knockback ability helping them to escape from a fight. I don’t know if it would make Barbarian cavalry OP or not though. 

 

The impact of commanders in the cavalry balance. : 

 

 I’ll mainly talk about Alexander and Scipio as the barbarians don’t have a real cavalry commander (Arminius doesn’t count as he is better with swords, in my opinion)

Alexander : he has only 2 abilities with cavalry : Hammer and Wedge. The first is the weakest charge of the game (and by far) and the second needs to be changed ; it is way too powerful and does not have a real counter to it. The first soution would be to reduce the turn speed and speed of the unit in Wedge. The second would be to reduce the charge impact bonus and put more charge bonus bonus. In both cases, the -60% melee defence penality would be removed, as it is pretty useless. 

(Wedge is going to be changed in the next patch, so we'll see)

 

Scipio : Warcry seems to be quite balanced, Wrath of Mars is a good charge at first and then excellent as it actually adds quite a lot charge impact with the +10 morale buff (you will enter the confident state, which will increase your charge impact and other stats too), which measn that they can actually defeat Greek cavalry on the charge in the right circumstances (especially with the charge impact upgrades) 

Oath is, well, weird : it is OP because of its effects but can be negated by fleeing (which can be countered by a good support) I think that it needs a change as it makes a unit impossible to rout after T6-7 and immune to melee attacks, except for spears (and Mount kick and Shield Bash) 

A few solutions : the one I would prefer but which is hard to abalcne would be to make it a passive ability that gives Scipio’s units better melee defence stats when morale drops or better melee defence stats and morale as the number of unit models in the unit decreases. Or simply keep the melee defence buff but reduce the morale buff so that we could actually rout the unit. Or do the opposite and make the unit unbreakable, but with less melee buffs. 

 

Frontal charges with cavalry are an issue too, so a bracing bonus for idle units that are not in combat (affecting only the frontal charge deflect, and activated after 1 s of being idle)could be a solution to prevent that. Then the issue would be with melee units and charges not affecting them (especially Romans with Formed Combat) 

 

Melee units (including dogs) 

 

I’ve mainly played with Arminius and Miltiades with infantry and Boudicca with dogs.

 

Spears with Miltiades are quite good, they are quite flexible and cna work as a defensive or an offensive unit. You’ll mostly rely on Fear to get the job done, so Oath is your bane. But overall, he is pretty balanced. Spears with Leonidas are quite good too. Shield Bash is probably a bit too good at the lower tiers, but otherwise I think that he is fine. 

The only issue I can see with spers is that th ehoplite phalanx becomes quite useless after T5 as you can cut through it very easily. 

I’ve only played pikes with Cynane, because of the turn speed bonus Rapid Advance gives. They are quite good, but there are a few exploits (especially with Shield Bash, you can form your phalanx in melee and you can turn and cause damage as your pikes go « through » your enemies while you are turning. They are quite weak in melee as they should be. 

A good thing to implement could be to bring back the Drop pikes ability and enable the charge abilities when the phalanx is not active. Otherwise, except for the exploits I found, they are quite balanced. 

 

Now swords : Romans before T5 seems to be the weakest, but that completly changes then. The Armour values for the sword units become quite high and make the Romans the best melee units. Barbarians are quite good too before T5, but then Vengeance appears,a n dit breaks everything : the ability in itself is probably one of the best,and your only chance of defeating Germanicus is to rout him (or to have pikes). Like Oath, it’s pretty much a one time per battle ability. Germanicus also has the best charge in the game (with a crazy +10% charge impact bonus). I think that the Romans should have a better base charge than every one else, because they are heavier, but the +10% charge impact means that they can negate a cavalry charge (with Wedge). And the effect is even more important against barbarians. So I think that +10% charge impact bonus should be reduced, but the charge impact of Romans should be slightly higher (or the same) 

 

 

Barbarians are supposed to rely on their mobility,and they are quite good with that, especially with Vercingetorix, Arminius is better at the lower tiers, but Infiltration is well, not so useful (to not say awful). They seem to be balanced against Greeks and Romans, but Vengeance is breaking that. 

 

Wardogs are good, perhaps a bit too good. They can decimate a whole unit when blobbed and even the handlers are strong. The handlers should be less effedctive in melee and the dogs should deal a bit less damage after the charge. 

 

Artillery :

 

The role of the artillery in teh game currently is hard to see : it seems that it is the only that affects the battle outcome the most, even though it is designed to be a support unit. 

It can get a lot of kills very easily and quickly (more than 200 in 4 minutes) and is quite flexible,a s it can move around the map quite quickly while still ahving the possibility to deploy their artillery piece. It has a repair ability to repair their artillery piece if needed. First off, that repair ability is acting too fast ; in 10 seconds, an artillery piece is completly rebuilt. It should take a bit more time to repair an artillery piece, I think that 45s shoudl be good. 

The artillery accuracy at their max range is a bit too good too and so is their damage output (taking half the health of a cavalry unit in one volley is too much), so I think that something should be done for that. 

Also, the Acrid Smoke consumable’s effects are too strong, especially the -35 morale penality it gives (the same as Miltiades’ Fear.), so I think it should be reworked a bit. 

 

Balance between tiers : 

 

It is fine before T4, but becomes a mess after : ultimates are breaking the balance a lot already but the difference between tiers amplifies that. A few examples : T5 spears and T5 barbarian infantry (swords) only deal 40 damage per hit to Armoured Legionaries or any Roman infantry unit that is T6 or more. Even the difference of damage between T5 and T6 spears is insane (60 damage per hit difference or even more) 

The same thing happens with cavalry and charge impact, especially with teh charge impact upgrades after T7. So I think that that should be changed a bit to make a unit of TX be able to beat a TX+1 unit, because right now, it’s qute hard to do so, as, even if you rout them, you will need a lt of time to shatter it. Having one more tier should mean that you have better stats, but that should not mean that you should win every single engagement you have wth lower tier units by simply rushing head on.

 

One remark about Friendly Fire : I think that a lot of players don’t understand (or know) that Freindly Fire is punished (or is it ?), so I think it would be a nice addition to the tutorial to inform the player about that. 

I’ll make a thread about unit progression and monetization later. 

 

Things that are great in the game (because there are not only bad things in Arena) : 

-The main menu UI is great,a dn so is the ability to rotate around your units. The campfire is a nice esthetic addition to the game. 

-The tutorial is quite good too. Maybe allowing a player to have a tutorial for pikes, artillery and javelins against the Ai could be a good thing to add in the future. 

-The music is great too. One thing to add (if you can) would be the old Arena Sondtrack that as aawesome too. 

-The profile window is a nice addition and is well-designed 

-The fact that we can see all the stats is a nice addition.

 

 

PS : I’ve seen that there is a patch incoming that will change a lot of things, so, well, some things said in this thread might become false. 

Also, that’s where a draft option would have been nice as I wrote this (wall of) text in several days. 

 

I’ll make a thread about unit progression and monetization later, once I’ll have unlock more units and got to higher tiers. 

 




#21008 SUNTZU Clan Recruitment.

Posted SUNTZU_Mistrzu on 22 September 2017 - 05:24 PM

FAQ:

Spoiler



#20717 Petition for better communication on CA/Wargaming's behalf

Posted Aetholite on 19 September 2017 - 04:41 PM

I just found out that the NA forum section has this thing called: Closed Beta Report summary. Which sums up all the issues that they have so far acknowledged and are going to look into.

Link: http://forum.totalwararena.com/index.php?/topic/1788-closed-beta-report-summary-91117/

 

Now I don't know about you, but I would love to have a similair thing on the EU forums. A lot of us have been complaining about issues that they have already acknowledged in those posts. It would have been nice to know that they had acknowledged them. So that's why I am asking if you would also like to see this type of thing on here.

 

It would make it a lot easier to identify which issues you still need to report or need to keep reporting.

 

So please leave your opinion down below and let's try to get their attention and make this a reality. Overall better communication from the developers would also be really appreciated!




#20289 Alpha Testers Reward?

Posted MrConway on 16 September 2017 - 05:55 PM

View PostSteelF1st, on 07 September 2017 - 02:18 PM, said:

Will there be any reward (like in wows,wot) for Alpha testers (Beta as well) ??? Thx.

 

We will definitely give you guys something for all the awesome help during the Alpha, but we're not quite ready to announce it yet.


#19893 Mission 1 winner's list!

Posted Akriom on 14 September 2017 - 01:27 PM

Commanders,
 

Thank you for participating in our very first set of weekend battle missions, there's nothing better than a concentrated dose of pure mayhem on the battlefield to get your adrenaline pumping. Blades bled, shields shattered, and the results are in... Have a look at our list of winners to see if you ranked among our top 300 Commanders for the weekend.

 

If you had missed the Mission 1 announcement, here's our article explaining it.

 

Please note that we have heard your feedback and are working hard to keep these missions as interesting as possible for as many of you as we can. More on this in a not so distant future!

 

See you on the battlefield!




#17662 [Tutorial]How to Change Unit Width In Game

Posted 5D__Ardez on 03 September 2017 - 07:13 AM

Not sure if this is the best place to put tutorials. Please move it if inappropriate.

 

 

 

While adjusting your unit width doesn't provide any actual stat bonuses, you might find it good to use when trying to squeeze through a small gap by reducing your width or to try and prevent a unit from slipping past you by increasing your width. This is an ability primarily used by melee infantry.

 

Video Guide:

 

 

Text Guide:

First you need to go into your settings.

1. Hit Escape or open the menu via the button at the bottom right of your lobby screen.

2. Click Options.

3. Click Functions.

4. Open the 'Advanced' panel at the bottom.

5. Ensure that 'Holding ALT modifies unit width' is enabled. If not, click the box so a check appears.

6. Click apply.

 

Then you need to go into a battle to use it.

 

7. Hit play to join the queue.

8. When in battle, select a single unit.

9. Hold your ALT key on your keyboard and then press down right click on your mouse and drag it horizontally. An outline of the unit formation will appear and you can stop dragging the mouse when you have the width you want.

10. Release right click and ALT and the unit will move into the position you selected with the width you desired.

 

PLEASE NOTE THERE ARE UNITS THAT CANNOT HAVE THEIR WIDTH MODIFIED. THERE IS A LIMIT ON HOW MUCH YOU CAN MODIFY THE UNIT WIDTH.




#12877 A New Player's Guide to Total War: Arena - Part 1 (Setup & Installation)

Posted 5D__Ardez on 07 July 2017 - 03:28 PM

NOTE: The NDA on TWA has been lifted as of Alpha Test # 10. Any content from Test #9 or earlier is still under NDA, This includes forum content containing information from those tests. If you have questions, reach out to Wargaming.

 

A New Player's Guide to Total War: Arena

 

Redemption & Installation  

 

Creating an Account

 

To begin your military campaign of mediterranean conquest you will need to first redeem your Closed Alpha code and install the game. You should have received a 15 character long code that looks something like this: PHA2-NDB5-VNXN. Please note that the code shown has been previously redeemed and you must use your own unique code to get access to the game.

 

Once you have your code, you need to go login to your Wargaming.net account. There are region locks in the game which means you need to make sure your account belongs to the region you want to play in.

 

You can register a wargaming account by going to these links for your preferred region and creating an account or logging in to an existing account.

 

EU - https://eu.wargaming.net/id/signin/

NA - https://na.wargaming.net/id/signin/

RU/CIS - https://ru.wargaming.net/id/signin/

ASIA/OCEANIA - https://asia.wargaming.net/id/signin/

 

Redeeming Your Code

After you are logged in you will need to go to another link to redeem your code. Again, the link to use is region specific.

 

EU - https://eu.wargaming.net/shop/bonus/

NA - https://na.wargaming.net/shop/bonus/

RU/CIS - https://ru.wargaming.net/shop/bonus/

ASIA/OCEANIA - https://asia.wargaming.net/shop/bonus/

 

Once the site is loaded, enter your code by typing it or copying and pasting it into the text box that says ‘Enter Code Here’. Click the Redeem button when your have finished entering it. If you run into any problems entering your code there is a link to Wargaming Support at the bottom of the website where you can submit a ticket or ask a question.

 

After your code is redeemed you will need to wait for a follow-up e-mail from Wargaming. That e-mail will be sent to the e-mail address you used to create or login in to your Wargaming account, which may be different from the account you received your Alpha invitation in. If you don’t receive that e-mail within 24 hours, open a ticket using the support link on the website.

 

Installing the Game

The e-mail will contain the steps needed to install the game, which are detailed below.

 

Download the Wargaming Center Launcher by clicking this link: http://redirect.wargaming.net/WGC/Wargaming_Game_Center_Install_EU.exe

 

After downloading, open the file and follow the on screen instructions to complete the install. Once installed, open the launcher by double-clicking the Wargaming.net Game Center icon on your desktop.

 

At the top right of the window, click Install Game by ID and in the pop-up that appears copy and paste the following line:

 

Block Quote

 

 

UPON ENTERING THIS CODE AND CLICKING INSTALL YOU ARE ACCEPTING THE NDA TO NOT SHARE WHAT YOU SEE IN THE GAME CLIENT OR CLOSED FORUM SECTIONS. (Except content from Alpha Test #10 and onward.)

 

Click install after the Game ID has been entered in the text field. Total War: Arena will install and takes roughly 3GB of hard drive space. Once installed it will appear as a tab at the top of your Wargaming.net Game Center launcher.

 

First Time Login

Once installed, click Play on the Total War Arena tab of the launcher. The launcher will open a login window where you should login using the region and account information from the first section of this guide. You already signed the NDA when you installed the game.

 

You may discover that your wargaming account belongs to a region you didn’t expect, such as NA when you are EU. If you have already redeemed your code then you will need to open a ticket with Wargaming Support to fix it. You will need to create an account for the region you want to play in and start the process from the beginning.

 

Once logged in, if the servers are open then you will be able to setup your commanders and units. If you get an error stating ‘Service Unavailable’ then that means the servers are closed and the test isn’t live yet.

 

Congratulations! You are now ready to play as soon as the test goes live! If you experience any errors during this process, please report them on the forums so that the Publisher and Dev teams are aware. Each region has its own forums, so pick the one that matches your WG Account.

 

EU Forums:http://forum.totalwararena.net/

NA Forums:http://forum.totalwararena.com/

RU/CIS Forums:http://forum.totalwararena.ru/

ASIA/OCEANIA Forums:http://forum.totalwararena.asia/

 

This is the end of the public section of this guide. There will be a follow-up to this discussing in-game settings, factions, units and strategies in the closed section of the forums as soon as I am able to prepare it.

 

 

Please PM me with any questions about the contents of this guide.

 




#20685 Commanders ability's too powerful

Posted AlinaSix on 19 September 2017 - 09:05 AM

In my opinion commanders ability's make this game unbalanced...the impact of the powers should be tune down...should give a small advantage not overwhelming advantage.