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#1931 Account resets

Posted Sith_VoidDragon on 30 November 2016 - 09:53 AM

My two cents.

 

CA made categorical statements in the past regarding no future resets which lured many of us into spending significant time in the previous beta unlocking commanders and units.  Had we been aware that future migration or resets would be taking place I am sure many of us would not have invested that much time in the game, and let's be honest time is the biggest investement you as the player will make in any game.

 

Now with the issuing of closed alpha keys and quoted battle numbers one would assume CA have some record of player achievement in the prior beta, thus if there was a will to, they could award the player base with a similar level of cumulative XP as they had previously achieved.  This could be issued to as a redeemable code to the players Steam Arena address but used on their Wargaming account if the two differ.

 

From a business perspective I understand why they are not doing this.  Creating a schism in the player base for a newly launched title would probably be disastrous as you want as many players in the new games ecosystem as possible to ensure queue times are kept to a minimum.  Furthermore we don't know what the financial arrangement is with Wargaming, my guess would be that allowing a swath of the dedicated player base immediate access to high tier units would be a big no no for Wargaming.

 

So how to appease the masses?  Maybe offer up a variety of free premium units once they become available along with a period of premium account access and the unlocking of all commanders for free at the start of the game (this last one should specifically not be monetised for former testers).  




#1077 Account resets

Posted boxlars24 on 27 November 2016 - 05:52 PM

Xeir stop trolling these forums, you don't know what you are talking about and can't empathize nor use common sense as proven by my prior post. 

 

The reason that people pay for the additional content is because more advanced units are more interesting to play(or more desired):

If wargaming/Sega denies this premise I would advice them just to give every unit away as people would clearly not spend a dime on units.

 

Me and all others have been promised not to get our content wiped or progress reset, yet this happened. - In other words; we have been excluded from more desirable units, that we/I consciously played to obtain.

I'm not interesting in getting good at a game which requires me to play 100+ matches to unlock new heroes, which seems to be what the new pricing suggests. If there is a competition in ping pong and you are told the value of winning is x, and suddenly just as you have trained the value of the price decreases - is a case of fraud.

 

I as many others think compensation for hours grinded in to this game is well deserved as no wipes were promised. I am not speaking of a 100% compensation, but sure, 80 - or even 50% would be nice - despite the steep price increases.

 

Total war haven't even admitted that they promised no wipes and weren't able to stand up to it, again, shameful and pity behavior. If they didn't delete their article on patch 11 and no wipes, and instead explained their deep sorry for our time wasted I wouldn't be here writing this. I don't know if Sega and the wargaming will ignore this obvious pathetic robbery, to which I think a visit from the European Consumer Committee IS my response. 

 

Edit: I don't like suing other companies, but since both Sega and Wargaming has had no problems doing this in the past. So to anyone having problems with this, please refer me to your post regarding how horrible and how much you criticized Sega for suing level-5 and wargaming project Tank in the past. 




#696 Account resets

Posted boxlars24 on 27 November 2016 - 11:58 AM

View PostXeir, on 27 November 2016 - 11:05 AM, said:

http://forum.totalwa...d__352#entry352

 

Also no one Sayed there will be not Another wipe before Open beta.

 

Total War: ARENA – No Account Resets from Patch 11
Total War: ARENA is Go – No Account Resets from Patch 11

All your current game progress is here to stay, forever. There will be no account reset in Total War: ARENA anymore, no progress lost, and you won’t have to start over at any point in the future.

Patch 11 also brings huge improvements to CPU optimisation and significantly lowers the system spec required to get great performance in game. If you’ve been prevented from playing so far due to unit lag, it’s time to give the latest build a try.
For more information on this and some essential rebalancing to Spears and Cavalry, check out the patch notes on our dev blog:

https://blog.totalwararena.com/2015/09/07/patch-11-no-more-account-resets/
 
-by CA Dogbert  [developer] 9 Sep, 2015 @ 12:36pm, https://steamcommuni...41624281295984/
 
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 
Then I don't know what "no more account resets FOREVER" means, or "you won’t have to start over at any point in the future." means.
 
They should just be lucky no one is suing them for there promises as compensation for lost time and progress.
 
Edit more:
 
CA Dogbert  [developer] 10 Sep, 2015 @ 11:31am 
"No more wipes :)"



#5496 Total War Arena fractions

Posted Falathi on 22 February 2017 - 02:20 PM

Well it`s kind of natural process to first develop an initial batch of factions that make for the core of the game - it`s much easier to keep adding units, factions and nations later, once you have this core working well. 
It`s also that when we focus even on classical antiquity and early Medieval periods we already can see lot of factions that could possibly be added one day, including Egypt, the Sassanid Empire/Persia and all the messy patchwork thanks to diadochi. If we move further east, we can encounter the Warring States with their developed warfare. There are nomads from the steppes, and there are empires of Africa. 
And many more. 

What, when how and if gets implemented remains to be seen in the future. 




#2647 Community Questions – 1st Alpha Weekend

Posted IDEAnLeiTung on 16 December 2016 - 02:28 PM

Most stuff sounds like you thought it through and makes Sense:
BUT
The automated spawn point system is really really bad. It takes away so much tactical depth right in the beginning. You say it lets you play more battles quicker but what about the people that have to run across half the map to get into a good position for their units. What about people that want to queue up in a party and play on the same side, etc.
I strongly recommend that you look into this again. Please.
(I'll post some possible solutions in the alpha section once i find the time)


#2603 Community Questions – 1st Alpha Weekend

Posted Akriom on 15 December 2016 - 06:20 PM

 

1. This alpha weekend felt more like a roll back: what is the reason behind these changes? Why not keep the latest Beta build?

 

Units:

  • Horse archers and other units were removed (such as war dogs, gladiators and auxiliary cavalry) is it a temporary measure or is there other plans for these units?

We wanted to make each faction more unique, which is why we decided to give each faction a more focused group of unit types, which represent that faction. Like that, it’ll be much more interesting to try playing a different faction, with a different commander. Some unit types (such as Gladiators and Horse Archers) were removed because we are reserving them for future factions and commanders. Also, War Dogs never worked… but we have plans for them!

  • Archers are unbalanced with at low level being too strong and the old exploit is back: they can kill cavalry that is engaged in melee fights without (it seems) doing any friendly fire. Is there anything that will be done about it?

We’ve already addressed this in the upcoming patch. All cavalry units now have the Charge ability from Tier I. Also, we’ve weakened archer melee strength and morale. This combination means that with a single charge, cavalry is able to deal significant damage to archers, and have a good chance to rout them. We will of course continue balancing all unit types, and we love to get your feedback.

  • Will the unit weight’s impact in combat/damage be implemented to the game as it used to work? (e.g. cavalry vs Pikes)

Unit weight (heavy/medium/light) wasn’t actually “a thing”, we just displayed it but the unit stats underneath were far more complex. We felt that it was more misleading than anything else, which is why we’re now transitioning to a clearer and more predictable system for display. However, in the background, nothing has really changed to how it was before.

  • Will the unit identifiers interact with each other the same way they use to in the previous beta?

Yes and no. We’ve introduced new default settings, which for example show player and and unit tier. Also, unit cards will still bounce off each other and not overlap by default. At the same time, we’ve introduced a whole new set of options that let you customize exactly what you want to see on the unit identifiers, and how you want them to behave. You can make them overlap, just like they used to.

 

Battles:

  • The experience gained after each battle has been reduced and more experience is needed to upgrade units. What is the reason behind that?

The experience gained from battle has not been reduced. We do now reward teamplay more than individual contributions, to encourage people to play together more. Also, we’ve actually reduced the time it will take players to reach Tier X, compared to how it was before, as we’ve adjusted all the prices of units and equipment.

  • Was it intended not to have consumables?

We still have consumables, but they are introduced later. You get your first consumable slot at Tier IV, and a second consumable slot appears at Tier VII. We’ve done this to reduce the complexity of the early game while increasing the complexity of the late game. We also intend to do a complete overhaul of consumables in the future, to make them more interesting and tactical.

  • Are there less maps? Why are some maps limited to specific tiers?

Some maps are simply not suited for early tiers. Germania, for example, is huge. At the lower tiers, it takes far too long to traverse the map, and low-tier artillery units have a too short range to be useful on this map. Therefore, we have staggered the maps so that they appear on the tiers that they are most fun to play on, and we’re intending to add more maps soon.

  • Forests are making the game less readable/not clear and we had to zoom in for visibility – is this going to change?

Yes, we are currently working on making units inside the forest more visible by outlining them. Unfortunately, that won’t make it into the upcoming patch.

  • Will we have once again the possibility to select the starting spot?

For the moment, we’re going to stick with automated deployment. This way, battles start a lot faster, getting players into the action more quickly and allowing you to play more battles per hour. Also, we found that many new players didn’t understand the deployment system. Lastly, the system wasn’t flexible enough: A large number of players always ended up in positions where they didn’t want to be, for example.

We have plans for improving this system further: We will review the automated deployment locations and assignment, and we may also bring some form of player-selected deployment back in the future.

 

Skills:

  • Previous general skill system was better (e.g. 4 skills better than 3) why was it changed?

Previously, the skill upgrades were rather boring and it felt that they didn’t matter, especially at the later levels. Many players felt that the tiny percent bonus wasn’t worth spending a ton of Free XP on. Also, many players gave us the feedback that they’d like to customize their commander more.

We took in all that feedback and introduced the talent trees: It allows for customization, each individual upgrade is actually stronger than before, which also makes it more noticeable. Also, each upgrade step now costs a lot less Free XP, which means that you can upgrade more frequently and you can customize more deeply.

Lastly, we reviewed all of the commanders and realized that with only three abilities we can make them much more distinct, with each commander standing for a specific play style. They simply didn’t need four abilities. Instead, we moved more abilities onto the units, which also makes each unit type more distinct and fun to play. Now, at higher tiers, Commanders have three abilities and units have three abilities. This also has the positive side effect that taking a unit for which your commander doesn’t have an ability isn’t such a bad thing anymore.

Lastly, we don’t consider the current commander ability system as complete or balanced. We wanted to go out early to get your feedback and then improve on it.

  • Cynane isn’t good anymore. Any plans to improve her (especially with the horse archers being removed)

We’re aware that some commanders will need a review and improvement of their abilities and we absolutely intend to do that in the near future.

  • Some useful commander abilities have been removed (e.g. Arminius Spy ability)

We intend to review commander abilities. Some of these abilities might also end up on units, and some will go onto future commanders. We wanted to make each commander more distinct, with less overlap between abilities.

  • There’s no “Veni” but there is still the “Vidi” and “Vici”. That doesn’t seem logical anymore.

True! We’ll update the naming of Caesar’s abilities in our overall ability review.

 

UI:

  • Why was the UI completely reworked, previous one “worked fine”?

We identified issues that were confusing users. Our hard-core fans of course had gotten used to the old UI as it was, and figured out how to read and operate it. However, whenever we saw new people interact with the game, it was clear that the UI wasn’t doing enough to help them important concepts like morale, flanking, and positioning. People also found it very difficult to select their own units or target enemy units, especially when there was a concentrated group of units.

The new UI addresses these issues and makes it easier to see what’s going on, how to select units, and to understand the game’s key concepts. However, with the upcoming update, we’re introducing a wide range of new options which will allow seasoned players to define exactly how they want their UI to behave and look, and what information they want to see.

Lastly, we are aware that some players had issues with old config files from a year ago making the UI far worse than it should be. We’ve now introduced a fix that will set up the UI as it should be, regardless of old config files. If you are still experiencing issues, please do let us know on the forums.

  • Pressing ALT to switch weapons “was fine” why was it removed? (not being intuitive enough didn’t convince the community)

There was absolutely no indication in the game of how to throw pila, for example. It was essentially impossible for a new user to understand that their legionaries could throw pila. In order to make it clear which unit can do what, we turned such hidden abilities into actual unit abilities.

It also makes it clearer for experienced players to understand the cooldown, and how many shots they have left… neither of which was displayed before.

  • Are there any camera setting changes planned in the future? Are the FOV and Zoom options WIP?

We feel that camera control and spatial awareness are part of the skill of the game. Moving the camera higher would reduce the amount of situational awareness a player needs. This would make it much harder to outmaneuver and surprise an enemy… which is a key part of our gameplay!

Situational awareness is a resource that the player needs to manage, it’s part of the game.

  • Player name setting is not working – are there plans to re-add more icons to help identify units?

Already fixed in the upcoming update.

 

Others:

  • CA promised not to reset accounts after previous beta – why has that changed?

We made fundamental changes to our server and profile architecture, and we also completely reworked the unit trees for all factions… We shuffled around entire branches of the trees, we introduced commander ability trees, and moved abilities between commanders. Keeping any sort of progress was simply not possible.

We’re sorry for this, but it was unfortunately absolutely necessary. We will, however, reward players of the past Closed Alpha and Closed Beta stages once we are sure that there will be no more resets (for real, this time).

  • Why is Friendly Fire not included in the end game stats?

Players who do friendly fire are penalized much more in terms of losing silver than they were before. We felt that showcasing friendly fire to other players was only a negative thing which could lead to toxicity in the community. Don’t worry about who did friendly fire, and don’t flame them… Rest assured that they’re penalized by the game and help them learn!

We are also working on making friendly fire more obvious for the person dealing friendly fire, and we’re looking at ways for the game to teach the player about it.

 

2. Are you going to add more options for the mini-map? (Like commander style, zoom, etc.)

Possibly. We’re working on improving the minimap, but we’re waiting for more feedback and tests of what users need most.

 

3. Will we be able to bind abilities to Keyboard shortcuts?

Players have always been able to change the key bindings for each ability slot, and it’s still possible. In the near future we will also introduce a change that makes sure that abilities are always in a sensible slot, for example all charges being in the same slot, on the same hotkey.

 

4. Why is the game being simplified?  

  • Won't this lead the game to be non-skill based?

The game is not being simplified. In fact, we’ve made many elements of the game more complex and deeper. The Commander Abilities are only one example.

What we have done, however, is to introduce concepts bit by bit. In the first few tiers, players have fewer options than they used to have in the past. In the later tiers, they will have more options than they had in the past… and we still have more game systems planned for the later tiers.

Our goal is to make the game more accessible and easier to understand for new players, and deeper and more complex for hard-core players.

 

5. What are the plans for the reward system for non-combat units (e.g. holding strategic position)?

The rewards system has been completely reworked since the last Closed Beta test a year ago.

We’re rewarding players for non-combat actions, such as spotting, flanking, routing, buffing, debuffing, and all kinds of other support things. Victory now also accounts for a large portion of the rewards, and so does the overall performance of the team. Essentially, if your team does well, you will be rewarded for your contribution, regardless of whether you fought, captured a flag, or held a mountain pass.

 

Alpha testers can check the patch notes showing the improvements between first and second Alpha weekends here.




#2030 Total War: ARENA Memecenter

Posted Kingnikolaj on 01 December 2016 - 06:18 AM

I felt a bit inspired

Attached Files

  • Attached File   You_Were_The_Chosen_One 2.jpg   68.11K
  • Attached File   You_Were_The_Chosen_One.jpg   61.67K



#566 Account resets

Posted AntiStreSs_FR on 27 November 2016 - 09:58 AM

After thousands of hours of gameplay this really did kill my motivation to restart playing this game anymore... if they didn't say we could keep our game progress after the test I think I would have saved tons of hours of wasted time. I feel I was tricked and lured into a game that didn't keep its promises.

If this was a game with an easy unlock curve that would be ok but when you consider you have to play several hours every day for months to unlock your favorite leader and units, this seriously makes a difference and puts an end to the fun and promising gameplay I remember having here :(. And I have to do that for all the 9 generals I already unlocked after hundred of gameplay hours each. Seriously? After having played  over 2000 battles  now the test reopens I can barely unlock 2 tier 1 generals ??

 

Now imagining having to work just to be able to play a game with decent units just feels bad...

I don't think they wiped because of the changes (so far I don't see that much) they did it because it's easier for them to test a game if all the players use first tier units from scratch.

 

I have the feeling they are making this game more addiction based than really fun or strategic, I'm willing to pay for fun not for drugs... I'll keep playing real Total War games, this one looks just like other addiction based games : forcing players to spend time and\or money is its only clear purpose




#5555 Community Questions - 3rd Alpha Weekend

Posted Akriom on 23 February 2017 - 04:59 PM

  • Will the spawn point selection come back at some point?

As previously stated at Wargaming Fest, we do intend to reintroduce dynamic deployment. The change to fixed deployment was focused at new players, ensuring they get into battle quickly with only few elements to focus on i.e. the core mechanics of the game.

 

  • When will the Add friends and group system be implemented?

We’re working on it right now, and we’re getting close to completing it. If everything goes to plan, it will be included in one of the next Test sessions!

 

  • After tier 5 it is very hard to farm silver; what happened with the silver balance?

There was a bug with the rewards system, where players received Tier 1 rewards all the way up to Tier 10. This has now been fixed.

 

  • What are the future plans for the tutorial? Some important mechanics look missing.

The tutorial you saw was only the very first version, more of a test than anything else. We’ve already added a first metagame tutorial, and we are going to keep adding more features to the tutorial. Additionally, we are expanding the contextual hints system in order to continue to give advice to players even past the tutorial.

 

  • The information about unit classes (weight) is absent in the user interface, but this mechanic is active, why?

The concept of weight was a simple label, it originally portrayed the role of a unit based on a couple of statistics. However, it wasn’t an equation or calculation, in fact the label was derived from less than 5% of the statistics which define a unit and so it was often wrong or confusing when considering additional variables. We’re currently developing a replacement system which will act as a better aid, summarising a unit and identifying its role.

 

  • Will we see different attack and defend maps? Total War had emphasized siege warfare, will we see that in TWA?

As previously stated, we want to focus on the current game mode. We are ensuring the surrounding gameplay is of the highest quality before we provide additional modes, of which many have been considered. This is something we are considering for the future

 

  • ​Are you still working on "pathfinding"?  (I saw some marked improvements, but specifically in ordering units to follow the forest road in Marathon, I incurred movement penalties because the units wouldn't stay on the road). 

Pathfinding is under review, however improvement on complex systems like this is a delicate process. Because of this we’ll be making smaller steps over a longer period to ensure we’re moving in the right direction.

 

  • Are there any plans to introduce the ability to put your units in loose formation to mitigate arrow damage like other total war games? 

We’re reviewing how and if units without shields should have a method of avoiding missiles beyond dodging through movement. In regards to loose formation, because of the nature of accuracy being a simulation, loose formation does not directly equate to a required amount of damage reduction.

 

  • Many commanders were stripped of an ability that made their playstyle unique, such as Scipio's quick march. Can we expect a return of these abilities in some form for those commanders, or will they be given to new commanders? Why did you change the skill system?

We’re going to review the commander abilities in the future. We do want each commander to have three abilities, as we feel that this makes each commander more unique, and we will have less overlap between commanders. With the ability upgrade tree, there are already many more options to customize your commander than before, and we intend on improving this. Abilities that used to be on commanders in the past and which are no longer there may indeed come back on future commanders.

 




#414 Humble bundle money

Posted Inardesco on 26 November 2016 - 05:39 PM

From what I've gathered from CA, they're still working things out. Considering WG had the amount of battles played within the Alpha e-mail it suffices to say that user data has been shared with WG from CA so this might include Humble Bundle/Alpha codes.

 

Just be patient till word gets out on what might and might not be returned.




#3845 Community Questions - 2nd Alpha Weekend

Posted Akriom on 26 January 2017 - 06:43 PM

 

  1. Will there be less grinding planned for the future? At the moment it feels like there is too much grinding involved

 

We’re still looking into and refining the progression of the game. Our goal is that it does not feel like a grind, but that we still have enough content so that even our most hard-core users don’t feel like they’ve done it all after a few months. We want our players to want to explore, try out new unit types, new factions, and to look forward to keep on progressing at all times. To achieve this, we plan to listen to our community feedback while also looking at our metrics to see how fast or slow people are actually progressing.

 

  1. The game felt too arcadish for some players. Do you agree on that? What would you reply to those thinking about it?

 

In reference to the battles, this is the deepest most complex Total War to date. In Arena any unit can beat any other unit, given the right context. This in turn makes the strategy and tactics in Arena a lot deeper. For example, compared to previous Total War games Cavalry can beat Pikes given a favourable context.  

 

In terms of player interaction, Arena is focused on placing the responsibility on the player. Requiring user input in areas where previous Total War games - due to the much larger number of units you had to control – couldn’t have. Such as charges, routing of units or placing combat deployables during battles.

 

In regards to game balancing and pacing, some of the core systems are currently being adjusted. Therefore the speed of the game and how the combat is resolved between two or more units is changing. We are working extensively on the morale and flanking systems to make sure the battles are exciting and deep. Compared to the previous tests some of our users experienced much faster routing mechanics and could have felt the game being too fast. For example, when your unit is fully surrounded or charged from behind the combat is more punishing then in the previous tests, resulting in those engagements being resolved faster.

 

  1. Will the collision system be reworked/improved?

 

Arena has an improved entity collision system which is defined on a per unit basis, but reacts on an entity (soldier) level. This has massive strategy and tactics implications, as players can herd/box-in the enemy a lot more effectively. We’re continuously looking how we can improve and develop the collision system to support and create engaging and exciting gameplay for our players.

 

  1. While some player felt the archers too overpowered, many others thought that they were underpowered. What are your current thoughts about this unit, and what are your plan for it?

 

The fact that a unit can be considered overpowered, and underpowered at the same time, actually is telling that the balance here is working well. Situationally, a unit should be able to use its strengths to shine, and sometimes wreak absolute havoc. But, in the wrong situation, with its weaknesses exposed, that unit can suffer terribly.

 

We’re about to see a new unit type step into the arena soon. So our plan with ranged units (they will have a close relationship with this new type), will be to make sure that this delicate balance of strengths and weaknesses is not tipped too far in one direction, but more details on that later…

 

  1. Why the “Vicious Strikes” debuff lasted for so long and decreased movement speed so significantly?

 

With unit abilities, we’ve designed as “Situational Options.” They can momentarily increase your success if used at the right time, but should also give you something to think about, so you don’t just mindlessly spam all your buttons in combat. With Vicious strikes specifically, we have an ability that will help you deal more damage – but you need to consider “Can I guarantee I won’t need to move away quickly, or give chase to the enemy?”

 

With that being said, we are looking to consider the length of our cool-downs & negative states, and make sure that they are still supporting the pace and excitement of our battles.

 

  1. Could you explain some of the mechanics of calculating XP and credits:
    1. For artillery units, especially when they go into melee
    2. for defending the base and a long participation in a battle

 

The rewards are all calculated after battle. We take into consideration almost every action that occurs in battle; it’s quite a sophisticated system. So whether you do damage, kill enemy soldiers, spot enemies so that your friends can shoot them, flank an enemy unit, block incoming damage, or reduce the enemy’s morale (and many more battle actions), you will be rewarded. This means that if artillery units go into melee, they will be rewarded for the damage they do, the kills they get, and for any morale they take from the enemy. As artillery units are very weak in melee, they’re best used to flank and do morale damage, to try to rout an enemy unit. Let others do the actual fighting, if you can.

 

Your rewards are however more importantly affected by how well your team did, and whether your team won. Those two things are far more important than any singular other individual contribution to the battle. So, even if you don’t do much damage, or fail to rout enemies, or if your presence in a specific area of the battlefield distracted the enemy and caused your team to win, you will see a reward for your actions. Of course, the longer you participate in a battle, the more likely your team is to win, and the more points you and your teammates can accumulate, leading to higher rewards across the board.




#3733 My complaints about the game and its management

Posted Tocki92 on 21 January 2017 - 12:52 AM

I feel with you;)

I understand that they switched publisher, which they might not know in that moment, but their announcement was pretty clear (no wipe ever). But seriously, as a professional gaming dev team, They cant announce something like that important, without being convinced by 100% !!!!

 

340 games? i know some people with more than 3k games (I had about 2300 if im not wrong), I know some people who spent more than 100€ into that game, they got it back via steam-credits, but they CANT spent it on arena anymore, its a different launcher now. Wasted money, good job CA, thats how you deal with your loyal customers:D. Humble Bundle?

I bothered myself playing those horrible medium velites to unlock elite velites (which sucked without any gadget), grinded through the whole sword infantry tree (which was pretty boring) just to finally unlock palatini (which sucked aswell without any gadgets). I mean you need days, if not even weeks to fully unlock all the gadgets of a tier9-10 unit. But I did it, because I WANTED those Palatini so bad. 

Then they wiped and the BIGGEST JOKE is their argument that they improved so much that the grinding will not be noticeable anymore. I mean WTF, it is the same mechanic, with even MORE grinding, because you cant skip tiers anymore (like tier5 to tier 9 slingers). Each tier is filled with units, which you need to unlock, equip to get the next one----> more grinding... 

 

I lost any trust into CA. Rome Total War, Medieval 2, Empire, Napoleon, I got them all. Shogun 2 I spent 2756 hours, because avatar conquest mode was the most amazing thing in TW I have seen. Took part in many tournaments and even won a few against really good players. I paid for every dlc they released, I just wanted to support them for creating such a wonderful game.

And then? failed miserable with Rome 2. MP was boring and bad balanced. Attila same s****. My last hope was Warhammer, because the unit variety and the era gave so much potential to create an amazing MP. Well again, they totally failed ( stupid demi spam, dwarf chopper spam, hero spam, ah I could cry about that bad balancing...). And the Dlc get more and more expensive with less content (freaking elve dlc for 17,50€, are you guys insane?!)

I spent thousands of hours and hundreds of € into TW games and can say that I was one of their biggest fans out there, but since 3. of september 2013 (Rome 2 release) my loyalty dropped slowly and now I really start to hate the company.  

 

 

 

 




#3541 Merry christmas and a Happy new year

Posted Xeir on 24 December 2016 - 11:17 AM

 

New Year is the time to remember all the memories we share, all the fun things we did, all the secrets we poured out for distance is the last thing that can create a rift in our community, and our family.




#3363 Total War: ARENA Memecenter

Posted zigza5 on 18 December 2016 - 11:36 PM

from PanRigas youtube channel




#2245 Total War: ARENA Memecenter

Posted Kingnikolaj on 06 December 2016 - 01:55 PM

 

DJUJXwC.png

(after the 2485th attempt I got it right)




#223 Welcome Alpha Testers!

Posted WickedMouse on 25 November 2016 - 08:15 PM

You cannot play the game right now. I get "Login Failed", because the test is not going right now. That's sunday the 27th. If you have successfully added the Wargaming Code to your account, it should trigger it for the forum account, once you are able to login again. I just managed to do this myself. So other than make it so you need to login on your eu.wargaming.net account again I cannot give you any further suggestions.


#2042 Account resets

Posted M__C__M on 01 December 2016 - 11:33 AM

The mails we got clearly indicates that logistically compensation is doable, I am sure they have a record of more than our number of battles, and CA saying it can't be done is not exactly truthful, the truth is they don't want it to be done. Now, maybe it's a part of the deal with Wargaming, in that case, nothing extra can be said.

Now about premium units, I am sure they will offer some low-mid tier premium unit/gold as rewards for us testers, but we won't be talking about "a variety of premium units" because this will also be bad for business.

And the model for unlocking generals is wrong, my guess is that further down into the game development we will have unbalanced generals MM due to the fact that new players will use only the free generals.

My direct question now to Wargaming, will Total War Arena share at some point in the future, Premium Account in the way existent Wargaming titles share with each other?

 




#2024 Total War: ARENA Memecenter

Posted SUNTZU_Mistrzu on 30 November 2016 - 11:16 PM

Let's inspire some good behaviour in our fellow players with Good Guy Dogbert!

[url=http://imgur.com/EqtpFrT][img]http://i.imgur.com/EqtpFrTm.png[/img][/url] [url=http://imgur.com/Wy1aA3j][img]http://i.imgur.com/Wy1aA3jm.jpg[/img][/url]

[url=http://imgur.com/0BxTIn5][img]http://i.imgur.com/0BxTIn5m.png[/img][/url] [url=http://imgur.com/6W5eG49][img]http://i.imgur.com/6W5eG49m.png[/img][/url]

[url=http://imgur.com/B8jYcDb][img]http://i.imgur.com/B8jYcDbm.png[/img][/url] [url=http://imgur.com/MGfb9R2][img]http://i.imgur.com/MGfb9R2m.png[/img][/url]

[url=http://imgur.com/Xk3eXqu][img]http://i.imgur.com/Xk3eXqum.png[/img][/url] [url=http://imgur.com/hAMuKug][img]http://i.imgur.com/hAMuKugm.png[/img][/url]

[url=http://imgur.com/Gf3ilwC][img]http://i.imgur.com/Gf3ilwCm.png[/img][/url] [url=http://imgur.com/XnpcVIE][img]http://i.imgur.com/XnpcVIEm.png[/img][/url]

 




#1882 Total War: ARENA Memecenter

Posted SUNTZU_Mistrzu on 29 November 2016 - 07:25 PM

This was a hit on both previous ARENA forums so I decided to continue this beautiful tradition here too.

I wanted to keep updating this first post with the best memes just like I did on previous forums but it seems like there is a limit of max 10 images per post. FeelsBadMan. I'll still update this post with raw versions of all memes so that everyone can create their own memes easily. I'll keep uploading the rest of my memes gradually. Meanwhile you can check out our old Memecenter for inspiration material ;)

Sadly I have to use thumbnails so I don't brake forum rules.

Here are some of the oldest and dankest ARENA memes:

 

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On a quest to create perfect matchmaking:

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Raws:

Good Guy Dogbert
Scumbag Dogbert
Dogbert wants you
FeelsArenaMan
Leonidas' nipples
Bad memory hoplite
Dogbert the Chosen
Kappa the Chosen
Shocked Arminius
Arminius is firing his lazah
Greek laptop
Kawai Mirtiadesu-sama
Sad king Dogbert
Zigza's facepalm
Choo choo!
Modern chariot
Salty meal
Tanking
Two noobs playing ARENA
Pay to win Romans
Get rekt shirt
Magician Dogbert
Chef Dogbert
Ancient USB

You know, I was a pro gamer once




#1877 An Idea

Posted CapnKappa on 29 November 2016 - 06:48 PM

Would it be possible to have the Arena Team to give us a set amount of commander points for us who have already spent so much time and effort into the beta before the shut down? With other people's emails the team was able to still see how many games they played. The Arena Team still have SOME information from the accounts from the beta. Therefore we can spend the points into the units without having to grind hours upon hours again.