Arena
Bring crew decisions into duels, with an arena presentation built around a colosseum battlefield.
Being finished
A place to test a formation
The arena brings a different purpose to crew building: a duel rather than the next step in a story chain. The skills and positions chosen before combat still matter, but the setting and the surrounding information need to make it clear that the player is taking part in an arena activity.
Restoring this experience involves both the duel and the screen around it. An arena view needs to communicate the available action and its outcome. A battle backdrop alone does not prove the ranking, challenge or reward flow, just as a list of opponents alone does not prove that a duel resolves correctly.
What is visible now
The measured arena work includes ranked opponents, the selection between normal Arena and Shichibukai, and the Silver and Prestige result associated with rank rewards. The surrounding screen and the complete player route still need their own acceptance; those checks do not establish a public competitive season or a live player population.
The battle system itself has separate work on character actions, skill effects and hit feedback. Keeping that work connected to the arena helps make a duel readable. It also prevents the arena from becoming a second, incompatible version of combat with a different interpretation of the same crew or skill.
What still needs the full journey
Some arena work remains unfinished. Testing must reach the activity through the normal player route and follow the result back to the account. The current checklist is useful evidence for implemented pieces, but it does not mean every opponent, reward or ranking state is accepted for release.
You can follow the latest arena status on the progress board. Read battles and skills for combat itself, or crew and tavern for preparation. Public access and a beta schedule have not been announced; this is a guide to the development work.
