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TeemuFoundation

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  1. I haven't really touched TEW for a good few years now, probably not since 2017. Not in any kind of serious fashion. So I'm now really looking forward to play some TEW again for sure.
  2. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="lavelleuk" data-cite="lavelleuk" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Has the attribute suggesting ended? Couldn't find the thread.<p> </p><p> Also another annoying question, I tried to search the journal but mo luck (so guessing it means its unchanged) but when you "hire local" for shows is it still just unemployed people? Or is it now anyone with non-exclusive contracts,like indy shows are?</p></div></blockquote><p> <a href="http://www.greydogsoftware.com/forum/showthread.php?t=544243" rel="external nofollow">http://www.greydogsoftware.com/forum/showthread.php?t=544243</a></p>
  3. To be fair, I had things I was looking forward to, as well, and goals I was looking to pursue, but covid-19 turned things upside down for a lot of us.
  4. <p>I'll do what I always do, and spend like a year and half modding before ever starting my first savegame lol. And then I play for a month, figure out what I need to tweak, tweak that stuff, and then it's been another year and a half, and oops, a new TEW is announced before I ever got a chance to do a proper save.</p><p> </p><p> And then TEW 2020 is going to feel outdated once I finally have a database, so I can't play. This is the TEW life for one TeemuFoundation. Every time. I like it, though!</p>
  5. Yea, the way the Journal was structured this time around did not really build up hype. It was like the main event of WrestleMania was early on, or in the middle of the card, and we got the US and Tag title matches to end the show. This was discussed a few times earlier, and Derek mentioned something about how the way the game was developed this time around necessitated the Journal to be structured like this.
  6. It always sees to me that most people play CVerse.
  7. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="crownsy" data-cite="crownsy" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47358" data-ipsquote-contentclass="forums_Topic"><div>yea, at this point i'm just waiting to see it ding with something like "testing is going so well, a demo is out in x days" as we've seen in the past. <p> </p><p> Normally if memory serves, if Adam feels it's almost done we normally get a demo that lets us take a look a week or so before the release. It's been way to long since 2016 but I think that even might have dropped like...a solid 3 weeks ahead of the actual release date</p></div></blockquote><p> I believe it was a week before the actual release that we got the demo. But then again it's been like four years.</p>
  8. I was mostly referring to the fact that the pacing of the diary this time around left a lot to be desired. There's very little hype, and this should be the hottest peak of the hype - when the biggest features get announced and we can't wait to get our hands on the game. I'm excited about the game, don't get me wrong. But it's mostly based on past experience and expectations, not so much based on the job done by the Diary itself this time around.
  9. I doubt strapping a rocket on the wrong guy and having them dominate is ever really a result of "bad booking skill". The booker just has a personal reason to push that specific guy. A monkey can see when a push isn't working. The bookers know it. They just push the guy because they want to push the guy. It's not like Vince didn't hear the reactions Roman Reigns was getting. Of course he did. He just didn't care. It doesn't make him a bad booker, just someone who had his own reasons to push a specific worker.
  10. Yea, I have no plans to convert anything from 2016. I'll just start from scratch in 2020. That way, I can make sure everything is set up correctly from the get-go.
  11. Attributes are definitely one of my most looked forward to features. Can't wait to mod and craft workers. And I think it's gonna give workers personality, etc.
  12. Whey would be differentiated by things like personality traits and attributes. Things like attributes have unlimited potential.
  13. Yeah, I have my own way of enjoying and experiencing TEW, which probably differs from how a lot of people play. That's why I made an effort to make sure I'm not undermining anyone's views. I have gathered programming experience these past five years, though, and do have a passing interest in making a game like this one day maybe. Not a competitor, but a different style of game. More of a fantasy booker, I guess. And with everything being said, I very much enjoy the TEW games the way they are, and am excitedly looking forward to 2020.
  14. Before saying anything, I want to say that this is just my opinion, I don't want to undermine other people's views and preferences. Debates on GDS rarely go well, so I wanted to make this clear. But I very much disagree that if you simplified the worker stats, TEW would be reduced to something like a 2K WWE game. First off, TEW is much more than just the worker stats. There's an entire game outside of that. And that alone makes it more deep and immersive than the 2K WWE games. I actually haven't played one since, idk, 2006 or something, but I have the general idea. To me, the in ring work of a worker in a TEW game can be simplified to the following: Athleticism: The actual physical ability to execute. Psychology: The understanding of what, when, and why to execute. The mental part of wrestling. This includes telling a story, selling, everything that has to do with knowlededge of how to pull off an engaging professional wrestling match. And perhaps experience could be its own thing, as well, even though it could also be lumped in with psychology. But one could argue that raw experience is something more than just that. Also, stamina I could see being its own thing. In general, more emphasis on the athletic capabilities would be better than the arbitrary "brawling", "submissions", etc. I just personally have never seen much value in "brawling", "submissions", etc. because they just don't really reflect in the gameplay much. A worker uses his best top rop row strats, right? I don't see a reason to specify which stats he uses; is he brawling, being technical, or high flying, since of course a wrestler wrestles his or her style. That's every wrestler ever. No brawler all of a sudden decides to have an aerial match. People do what they're good at. And this could be handled with "style". A wrestler could be a brawler, a technician, high flyer, all rounder, etc. Styles could even be more versatile, honestly. I think that's where the complexity could come into play. Say, you have someone like a Bret Hart. You could just tick boxes of all the styles he can do. Bret Hart could do technical, and he could also brawl. Those were two main styles he could do. What does it really matter whether his brawling is 80 or 84? Or whether his submissions are 97 or 100? This just makes mod making much more tedious, and it forces real world mod makers to have more guess work and estimates because no one will ever accurately nail Bret Hart's ability to brawl. Is it 87 or 88? So the stats will never be accurate anyway, so why even bother? That's my opinion. Imagine how much bigger the mod community would be if we didn't have to spend all the time setting a million sliders to estimated, sometimes even random, values when creating workers. And a bigger mod community would mean more real world mods, and a bigger player base, too. I think the new attributes will do a great job in making workers unique anyway, which would furhter allow the worker stats to be simplified. Especially if it's going to incldue stuff like "workes well with big workers" which will have an effect on the match rating, and will be a far more intuitive way to "craft" certain types of workers in a realistic manner. As opposed to fiddling with the 0-100 sliders. This is just my opinion, though. I never expect this to happen. And I like the games anyway, so this isn't a rant or anything. Just a thought.
  15. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Vinsmoker" data-cite="Vinsmoker" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47362" data-ipsquote-contentclass="forums_Topic"><div>That wouldn't be a Wrestling Manager game anymore then.</div></blockquote><p> Of course it would?</p>
  16. <p>Hard no on more stats tbh. The TEW modding scene is tiny compared to EWR, and the TEW games need to be made more approachable for modding, not less. And so many of this stuff is so subjective anyway. The modders are not wrestlers. They don't work in the wrestling industry. They don't know what psychology is. We can only guess and estimate. The more specific the stats, the worse the mods IMO.</p><p> </p><p> I know this will never happen, but if it were up to me, wrestlers would have "in ring" and "mic skills", and then style, and that would be that lol. Or maybe "athleticism" to determine the ability to execute, and then "psychology" to determine the knowledge of what to execute. And the combo of these two would be a match rating.</p>
  17. Pls no. When it comes to in-ring skills, we need less stats, not more. Making the technical stat into one stat from the old three was a good start, but there's much more fat that could be trimmed out.
  18. I don't know anything about real world mods by others since I always make my own. Precisely due to reasons like this.
  19. Yea, I always considered selling being solely the ability to fake out pain in a wrestling match. Facial expressions, body language and all that. And then flashiness is the Dolph Ziggler/Mr. Perfect style of visually impressive overselling/bumping. Or rather, one of the things covered by flashiness.
  20. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Jomosensual" data-cite="Jomosensual" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>With April still being the planned release, when should we expect the demo to drop? Around Mania week or a little after maybe?</div></blockquote><p> Historically, the demo's been released a week before the full game.</p>
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