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Closed Beta Report Summary: 11.27.17


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dance210 #1 Posted 01 December 2017 - 04:24 PM

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Commanders!

 

Below is the cliff notes version of the NA weekly report. It includes information from the 11.20 report and the 11.27 report, so the bugs in particular will appear longer than normal.  It's a brief look at our full report; if you have any questions or feel as though important topics were missed, please let me know below! The bugs are generally newly reported bugs, although some issues may still be included.

 

Key Items

  • Upgraded commander abilities should also be limited in lower tier matches.
  • Players would like to see more detail on what is included in each point category (e.g. aggression, defense, etc.) and how the points are calculated for the scoreboard.
  • Players would like kills to be included on the scoreboard.
  • Continue reviewing balance of specific Commanders, abilities and units.
  • Allow players more versatile movement (e.g. left, right, about-face) and formation orders.
  • Allow players to reconnect to a game in progress.
  • Adjust the tactical marker and telestration tool to show which player is using it.
  • Add in-game functionality to honor other players or report inappropriate behavior.
  • Review Silver economy, especially at high tiers.
  • Review Friendly Fire, especially punishments and/or ways to curb it from happening.
  • Review matchmaking balance.
  • Players will be flagged as AFK when using certain abilities or capping a base. This needs to be adjusted.

 

Bugs

  • Players receive the following memory leak error: “Instruction at 0x590c809c referenced memory at 0x000000. The memory could not be read. Click on OK to terminate the program."
  • Points differ between what is shown in match and the after battle report. 
  • High CPU lag when playing Total War ARENA. Player reports that 30% of CPU is being used by the WGC launcher.
  • Player is unable to upgrade items (items are greyed out), even though they have enough experience or silver.
  • Hitting CTRL will bring up the scoreboard until the player hits Tab. This occurs even if the scoreboard isn’t bound to the CTRL key.
  • Scythian Scale Armour: Doesn’t seem to apply melee defense or missile block chance correctly in the Stats tab.
  • Titles aren’t working correctly for the 1,000 win. Player balkasg reached 1,000 victories with Caesar; however, the “Conqueror” title remains locked.
  • Movement orders will stack, causing a delay before the unit actually moves. This stacking occurs even when player does not use the command to stack movement orders.
  • Several bugs were found with artillery:
    • Artillery refuses to fire during a match. This bug also occurs with scorpions.
    • The Assemble/Disassemble button is grey for remainder of the match.
    • Artillery cannot rotate after manual aim is toggled on or off.
    • Once a player clicks disassemble, the player is unable to cancel the order by moving the artillery unit. The unit will still fire while disassembling.
  • Cavalry are able to run through stakes without taking any damage (see video: http://forum.totalwararena.com/index.php?/topic/2676-cavalry-walking-through-stakes-abuse-video/). This has also been noticed with pikemen.
  • Player will receive an error “Requested invalid purchase option” when trying to replace one of the three units with a higher tier unit. The other two units were successfully replaced.
  • On Thermopylae, player used Wrath of Mars with Cavalry unit pointed towards the water. The charge sent the cavalry into the water; after the charge was complete, player was unable to exit the water.
  • For Architecti, the animation and sound associated with firing played correctly; however, the unit did not fire. This continued throughout the game, with the unit not firing. This may also happen with other heavy and light artillery units.
  • Ballista heavy artillery are unable to fire to their maximum distance.
  • Changing targets with light artillery will cause them to skip their reload.
  • Consumables may not automatically restock when the Player Level increases.
  • The “tall grass” visibility interactions are inconsistent between maps. E.g. tall grass on Rubicon allow limited sight while tall grass on Germania allow zero sight.
  • Glitch with the live games screen, causing the list the reload repeatedly. This makes it hard to check with players are in game.
  • Artillery which are ordered to deploy at a given location will often run to the location, stand there for several seconds idle before finally deciding to begin deploying the artillery piece.
  • Heavy Artillery piece which are deployed will occasionally start locked in a reload animation and unable to fire for several seconds to a minute (well-beyond regular reload time) – while other artillery will be able to shoot immediately.
  • Activating Fire-At-Will on light artillery too quickly after deployment will cause them to glitch out and become unable to fire until they are redeployed.
  • Occasionally, light artillery will become untargetable and continue to fire even after the unit has been routed off of the battle field.
  • Tier 10 ballista Imperial Winch Crank tooltip says -2 reload when actually it provides -20% reload (-1.8 instead of 2.0)
  • Tier 5 falxmen unintentionally receive extra speed from confident state for some strange reason, tier 6 falxmen receive a smaller bonus as well.
  • Using abilities while under the effects of whip causes unit to suffer unintentional extra moral penalties briefly, (below the normal -25 morale from whip). E.g. activating cavalry charge immediately after whip will cause your morale to drop by about 35 rather than the intended -25.
  • Activating a new instance of Caesar’s ability such as Veni or Vidi while a previous instance is about to end will cause both instances to end abruptly before their intended duration.
  • Occasionally, formed combat will cause your unit to get rear-flanked from the front while the models enter the formed combat formation.
  • When attempting to place stakes or other deployables, occasionally the game will try to center the deploy selection radius from a unit that is lagging far behind the rest of the formation, preventing you from placing stakes in front of you.
  • Anvil can cause dog handlers to become frozen when used on their dogs, even when handlers are no where near the Alexander unit.
  • Low vegetation settings makes it far too easy to see stakes in the forests or grass compared to high vegetation settings, in which case it is nearly impossible without scanning with cursor.
  • Raise Pikes animation is possible to be skipped through activation of the raise shields ability, allowing pikes to move and redeploy immediately
  • Pike phalanx performs phalanx attacks and knockbacks well-before the pikes even hit the ground and complete the pike phalanx formation, eliminating counter-play and cancelation of phalanx formation by the opponent.
  • It is possible to immediately get out of a unit formation by clicking a movement order towards any ledge on the map. This bypasses the deactivation cooldown on formations such as pike phalanx immediately.
  • Issuing a different order immediately after using pilla can cancel the order to throw pilla, while removing 1 usage of throw pilla from the user
  • Spam clicking movement orders through enemies can cause your units to knock enemy models backwards and walk through their formation, allowing you to immediately rear-flank even from the front.


Cool_Hammer #2 Posted 01 December 2017 - 09:29 PM

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Can we have message boxes when other players private message us like in other Wargaming games? It's easy to not see messages from your friends right now.

Garbad #3 Posted 01 December 2017 - 09:47 PM

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Good summary.  I also would like to know why unit stats are sometimes wildly inconsistent -- for example, look at the damage rating of barbarian youths (~675 or so) compared to same tier roman javs (~500 or so) despite having practically identical sub stats.  Why is this?

Ardez #4 Posted 01 December 2017 - 09:57 PM

    Zhayedan

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View PostGarbad, on 01 December 2017 - 04:47 PM, said:

Good summary.  I also would like to know why unit stats are sometimes wildly inconsistent -- for example, look at the damage rating of barbarian youths (~675 or so) compared to same tier roman javs (~500 or so) despite having practically identical sub stats.  Why is this?

 

Some stats are weight VERY differently. For example Morale Flanking Damage is worth A TON of aggression pts. Compare Greece to Barbarians in that regard.


xtcmax #5 Posted 01 December 2017 - 10:26 PM

    Lance-corporal

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  • Fix CPU lag
  • Add further zoom option
  • Battle Results should display received achievements

Edited by xtcmax, 02 December 2017 - 04:55 AM.


HeartMiner #6 Posted 02 December 2017 - 08:05 AM

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    04-16-2012

http://forum.totalwa...__fromsearch__1

more heavy artillery bugs were posted here with detailed explaination.

 

I did experience a few more bugs with heavy artillery/missle units. They were recorded in my stream videos. 

https://www.twitch.tv/videos/205863784

00:28:40

stuck in the pin mode after spamming f2, could not click to aim or click to operate arty. 



Naacal_ #7 Posted 03 December 2017 - 05:17 PM

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Gonna update the list because some of the pike related things have changed

  • Block Quote

    Anvil can cause dog handlers to become frozen when used on their dogs, even when handlers are no where near the Alexander unit.

     

It's no longer the case as handlers can move around freely but the next issue is that dogs stop attacking entirely when anviled

Block Quote

Pike phalanx performs phalanx attacks and knockbacks well-before the pikes even hit the ground and complete the pike phalanx formation, eliminating counter-play and cancelation of phalanx formation by the opponent.

 

It's more of an issue with hitboxes because the pikemen can deal damage in a pretty wide cone and from the men themselves

Block Quote

It is possible to immediately get out of a unit formation by clicking a movement order towards any ledge on the map. This bypasses the deactivation cooldown on formations such as pike phalanx immediately.

 

It's fixed, though you can still go out of phalanx when the 6s cooldown has passed which can be pretty annoying in some cases when you missclick

Block Quote

Spam clicking movement orders through enemies can cause your units to knock enemy models backwards and walk through their formation, allowing you to immediately rear-flank even from the front.

 

Same with pikes, except that you can form phalanx in combat.






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