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TeemuFoundation

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Posts posted by TeemuFoundation

  1. There is no such thing as an intangible "star quality" trait that gets wrestlers over. Every single star has gotten oven due to a combination of the following skills:

    - charisma

    - entertainment skills

    - wrestling skills

    - looks

     

    There's not a single wrestler who got over because of anything but the above.

     

    If you want to keep "star quality", it should not be a single skill on it's own, but a calculated combination of the above. In game terms it could be the average of the 2-3 highest stats (with most of the above examples again being averages from a combination of stats).

    This is actually a really good post and idea. I agree. I've also always been in the camp of people who believe there is no such thing as a mysterious "star quality", which pretty much sounds like magic whenever people describe it. And I personally don't believe in magic.

     

    Star Quality is definitely a good game mechanic, though, and I understand why it's there. And that's there your suggestion comes into play, and I like it.

  2. This is an outdated mindset. Orton has always been one of WWE's top merch sellers despite being a heel most of his career.

     

    The nWo were the biggest merch movers for WCW despite being heel

     

    The Shield were big merch sellers despite being heels.

     

    CM Punk while heel did great numbers.

     

    Selling merch has more to do with how over someone is more than whether they're heels or faces.

    CM Punk in 2012 didn’t want to turn heel due to losing out on merch money. He said so in that big podcast he did.

  3. Nathan Jones had the look of a star, but wasn't charismatic at all

     

    Mike Sanders had charisma but no star quality.

     

    Strongly disagree that Star quality and charisma are the same thing.

    Strong disagree; ”star quality” is just a different way to say ”charisma”. Having ”it” is just a different way to say having charisma. Nathan Jones had a look, but he wasn’t charismatic. Menace and size are already covered in the game. And the reason Mike Sanders lacked star quality was indeed because he wasn’t quite charismatic enough, and he also lacked size in his era to stand out.

  4. There’s no reason to overcomplicate things with several different variations of the same thing, technical wrestling. They may not be exactly the same thing, but I don’t see the added gameplay benefit of splitting the stat up into three when there’s never a need in the game to prioritize one over the other two.

     

    It always takes at least a few seconds to adjust a stat when creating a worker. Two different stats is several seconds.

     

    That’s several seconds per worker. Now imagine creating a database with thousands upon thousands of workers. We’re talking hours of pointless work now being removed from mod making.

  5. Combining the technical wrestling stats is one of the biggest improvements the series has ever seen. I've been calling for it forever. I'd go even further, personally, and combine all the brawling stats into one, aerial stats into one, etc. but I'm probably in the minority, so I'll take what I can.

     

    As a database maker, I've always felt the workers have way, way too many stats. And honestly, charisma/mic skills/acting should also be combined into "promo ability". Maybe a case could be made for charisma to be its own seperate thing, but I'd be fine with getting rid of it.

     

    Just extra clicks whenever modding to be tbh. Anyways, I very much appreciate the change that was made!

  6. About the recent announcements.

     

    I dig the tournament addition. I had a system for doing tournaments in place already, but this built-in system is very much appreciated. And highly requested, too. So it's cool to see it in.

     

    What I really like is the fact that match styles are now a match aim. It's exactly the way I've thought it should be done, as well. Two wrestlers can have a cage match that has a lot of spots off the top, whereas another set of two wrestlers may have a more brawling oriented cage match. Think of Bret and Owen in contrast to Tully and Magnum TA.

     

    Same goes for any type of match tbh, so I honestly just ended up having every match be a regular match and used my imagination. With some clear exceptions. But this does add a layer of immersion to the game that I appreciate.

     

    I wonder if the default setting - when no match aim is included - is a regular match.

  7. I know I shouldn't get into this, and this is the only thing I'll say on the matter, this may even get deleted by a mod. And, indeed, I won't join in on any argument that may stem from this.

     

    But I've been a member since 2005, and this is a forum I regularly lurk, being a big fan of the TEW series, and I'm equally regularly amazed by just how hostile and toxic this place can be whenever there's a difference in opinions. The snide comments, the negative attitudes, the passive aggressive tone that always surrounds a lot of these issues here really make GDS a forum I rarely want to use.

     

    It's hard to understand since the way I see it, this is a forum where fans of this game franchise come together to discuss this game they share a love for. Should be a fun place, but nah.

     

    That was my two cents, and now I am done with this topic.

  8. One question I have is whether tournament matches will be recognizable in match histories. So, will it say "Wrestler X beat Wrestler Y in XYZ tournament match"?

    The way I did this in TEW 2016 was, I had numerous copies of Singles matches (just copy/paste in the database editor) and ticked the box "Has Name Value" and just created a bunch of matches like "King of the Ring Opening Round", "King of the Ring Semi-Final", etc. etc.

     

    As well as just generic "Tournament Opening Round", etc. and "#1 Contender's Tournament" matches and whatever, whatever.

     

    So, in the match history, it will say "Shawn Michaeals defeated Razor Ramon in a King of the Ring Semi-Final match".

  9. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Historian" data-cite="Historian" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Not always. It does if the two workers are involved in a storyline, but my counter point is this -- not every product requires storylines [MAW's Old School Product for instance] so unless you have a storyline, you can't get the benefit there. Also, if you're bringing in someone, like the COTT World Champion and you want to announce in advance Nicolas Lopez versus Greg Gauge at the Rip Chord Invitational for the COTT World Title, right now there's no way for that to have build up heat.<p> </p><p> What I'd love (and have suggested before) is to see a similar use of the functionality in WMMA for your ability to hype a match between workers. It could mean they were hyping it a lot on social media, etc, but we'll see. If it's not in there, it won't make me not like the game.</p></div></blockquote><p> Then it goes back to the overness of the competitors. And this is already part of the match rating calculation.</p>
  10. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="MrVillian" data-cite="MrVillian" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Yeah I wish you'd bring back the heat rating for announcing matches like in older versions of TEW. Is that gonna make a return?</div></blockquote><p> I feel like this would be a little redundant, actually. A match, in my eyes, is as hot as A) its angle, and B) its competitors. We already have storyline heat and worker popularity. And I feel like those two factors are what create match hype and heat.</p>
  11. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>(NB: This is not necessarily the final list; I'd be surprised if at least one or two more options get added once we've got to the testing phase.)</div></blockquote><p> I think there's a typo. Probably should read: <em>"I'd not be surprised if..."</em> <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
  12. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="southside_hitmen" data-cite="southside_hitmen" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Under this new system, will we have any ability whatsoever to create our own product (just like the “create match” button in picking match types or freestyle angles)?<p> </p><p> How many “pre-set” products do you anticipate having? If we are talking the entire history of wrestling that’s a ton of different products to model, and it doesn’t include fantasy setups.</p></div></blockquote><p> It was covered in the journal update itself that it's very easy for Adam to add new pre-made products into the game, in the form of patches, and that the community will get the opportunity to give suggestions. Chillax, guys.</p>
  13. I'm actually a big fan of a more streamlined, simplified approach. To most things, honestly. I know there are different types of players, but I'm one who thinks that too much freedom can sometimes be too much. I like being in a box and figuring out how the box works. Whenever I have too many choices, I can never really make up my mind and it all becomes too overwhelming. This just makes life easier, so it's a big quality of life improvement, and gets a thumbs up from me.
  14. <p>Love the new notes, man! Especially the "At Ringside" one! It seems small, but it's something I've always really, really wanted to have in the game. I believe I've suggested it more than once, too. Great to finally have this included! <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p>

    Are we still limited to 20 notes?</p>

  15. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Blackman" data-cite="Blackman" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>I figured these NWO comments would come, but come on: who wants to repeat bad history? <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /> 18 is already ridiculous for a stable imo.<p> </p><p> I thought New Day would be a stable. Wasn't there a feature where you could put the belt on all 3 of them? I'm almost sure.</p><p> </p><p> Lots of nice additions lately. Loving anything that can make the booking easier.</p></div></blockquote><p> Repeating bad history is the most fun part about TEW 2016 - only to make it even worse. That's the heart and soul of the game. My dream TEW is one that allows me to go absolutely balls to the wall insane with WCW - having the entire company be literally two rivaling nWo stables; paying low card jobbers a million dollars a month and never using them; multiple face and heel turns per night, back and forth; the World title changing hands every hour of a three hour TV show; crazy matches, dumb gimmicks, you name it. And all the while the company has unlimited resources.</p><p> </p><p> That's my dream TEW experience. A lot of the stuff we can already do, but I want more.</p>
  16. <p>NXT absolutely is a third brand, as opposed to a developmental company. If I were to book modern WWE in TEW, I'd have NXT as a brand, definitely. It basically took the place the ECW brand that ran from 2006-2010. That being said, I think smarks are also grossly overestimating the overness of guys like Kevin Owens, Sami Zayn, Finn Balor, and Samoa Joe, prior to them coming to WWE. Those guys were not over, or stars, prior to WWE. No casual fan knew who Kevin Steen, El Generico, Prince Devitt, or Samoa Joe was. Only wrestling nerds who hang around in wrestling message boards did. Like I said, smart marks always, always, always way, way, waaay overestimate both the popularity, as well as the marketability, of "their guys".</p><p> </p><p>

    Like, if Samoa Joe, for instance, was such a star that the IWC makes him out to be, why wasn't TNA making any money while he was there? Why didn't Kevin Steen and El Generico face off each other in front of tens of thousands in RoH if they were so damn over? The answer is, they weren't. They were stars in minor league promotions that no one watches. They have no right to complain about being "too over" for NXT upon signing with WWE.</p>

  17. Nice, fresh entry today. Experience is something I've always considered to be a part of psychology in previous games, but it's nice to have it be its own stat from now on. Definitely something that is realistic, and I like the added strategic element of older wrestlers now becoming more valuable by default. So there's an actual incentive to keep them on the payroll, however much it may hurt.
  18. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Munit" data-cite="Munit" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Love the booking entry. Still curious if we get an autobooker</div></blockquote><p> There already is an autobooker in TEW 2016.</p>
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