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TeemuFoundation

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  1. <p><em>Editorial skill comparison</em> sounds like one of the biggest features yet as I'm someone who spends 99% of his TEW playing time making mods. This sounds super, super useful. Usually, the way it goes is, I spend the first year or so working on a database, then I start my first savegame, play a few years, find flaws in the database, then go back to the editor, repeat this a few times, and when I'm finally done, a new TEW is announced lol. So I'm really looking forward to modding being quicker in any way possible so that I can actually play the game. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="EBEZA" data-cite="EBEZA" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>This is the biggest piece of news that I hadn't realised I'd missed! Did he say anything about elimination notes, eg "Bray Wyatt to eliminate Seth Rollins"?</div></blockquote><p> There's been nothing on eliminations yet.</p>
  2. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="cps_1900" data-cite="cps_1900" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>We were talking about a worker offering to put another worker over in a series of matches as described in the Journal and that was what Mick Foley did for Edge and Randy Orton. <p> </p><p> Hulk Hogan only put Goldberg over in one match and he definitely did not do it to help Goldberg. Goldberg was already over by then. He did to prove he could still draw a crowd and a rating to increase his own value.</p></div></blockquote><p> There’s also the story of Hogan covering himself up with some extra slippery baby oil, or whatever, in an attempt to make Goldberg slip up and look bad. Proving that Hogan should still be the top guy. But always take these backstage stories with a grain of salt. I believe it was Scott Hall who told the story.</p>
  3. <p>Slightly bummed that the new system is purely numerical. Really, really not a big deal, but even though the game is math at the end of the day, it's still more immersive to have people ranked using letter grades, or even purely verbal grades such as "good", "average", etc. Because when we talk about wrestlers in real life, we don't say "Eddie Guerrero was a 100 in charisma and 97 in mic skills!"</p><p> </p><p>

    But really, this is just incredibly nitpicky of me. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>

  4. I'd like to add that I totally understand TLCJR4LIFE's standpoint as someone who seems to be into the optimized gameplay experience. As far as TEW goes, I'm the total opposite, and very much a casual. I pretty much just like to sandbox, in all honesty. I just want escapism, play fantasy head booker for a few hours, and push Stevie Richards. But I'm a top speedrunner of the game Mega Man X. And there's not a pixel or frame in that game that I don't know everything about. I'd argue that anything that's been discovered about that game by a human I'm aware of. And some of those discoveries have been by me. I sometimes watch a friend stream that game, and all the suboptimal things just hurt me in the head - regardless of how elitist I know it is. So I can get the mindset. Most of us are probably pretty casual, but we shouldn't diss those who like to enjoy the game differently - and indeed, as a game, moreso than a sandbox.

     

    I'm somewhere in between, I think, now that I think about it. I enjoy the game throwing me curveballs, I enjoy injuries, and having to change my plans, and being challenged. And I hope financial woes become more of a thing for larger companies in 2020. But it's still sandbox first and foremost. Game second.

  5. Sorry, but if you think this has been a "huge flamewar", you should probably stop reading discussions on the internet.

    I know you're joking, but you're also 100% correct. Very rarely does anyhing fruitful come out of reading discussions on the internet. So your advice is actually very sound.

    Anyways, with regards to the discussion of merging the technical skills:

    Correct me if I'm wrong, but doesn't the game already take only the highest top row skill into account when calculating match ratings? So, in theory, you could just merge all the in-ring skills into one, call it "wrestling" and assign a number betwenn 0 and 100.

    I've actually suggested this, and I would love it, but I know no one else would.

  6. Heh, another day at GDS, another huge flamewar. Over features of a text-based wrestling simulator.

     

    I don't want to come off as antagonistic, but my two (additional) cents regarding the technical stat gate. So, let's say a worker has 80 in chain wrestling, and 40 in submissions. Okay, so the criticism is that only his 80 in chain wrestling comes into play when determening how good his matches are. But, uhh, how else should the game work, exactly? If the worker is bad at a certain area, why would he ever go there in a match? Sounds like that match has a pretty poor road agent! It only makes sense that the wrestler sticks to what he's good at.

     

    Also, let's say we're given a finer degree of control regarding the matches. Hurray, we can now choose what skills the wrestler uses in a match. We're booking him in this awesome technical masterclass against another skilled individual, it's gonna be so awesome. 20 minutes of back and forth action over the GDS Unified Universal World Heavyweight Championship of the Galaxy.

     

    And you get to book the worker with 80 in chain wrestling and 40 in submissions to use... CHAIN WRESTLING! Because it's the only logical choice. Why would you do any different? The game just does the work for you. It's a pointless click removed, streamlining the process, making it so it's actually possible to still play the game without it taking as long as a real life WWE PPV just to get through one show.

     

    No, I do not want more clicks and overcomplication introduces to the booking.

     

    K. I. S. S. = Keep it simple, stupid.

     

    (Not calling anyone here stupid, it's just a saying.) (Also, I was writing my post while RingRider posted, so I didn't see it. Feel free to remove if deemed necessary.)

  7. Worker promises is fine, but kind of random. I expected it as something to be triggered by us and negotiated. It's an improvement, granted, kind of wondering if there are consequences to either side.

    The random nature of the proactive approach by a worker to put someone over is the best part. Spices things up. It can offer an incentive for you to steer away from the mundane, predictable way of booking. And it's realistic, too. It's a known thing to happen that bigger stars sometimes approach the booker to say they'd like to put over a smaller star. Not super common, but it's a thing.

  8. Super cool additions today. Makes the workers feel more human, adds a layer of interaction between you and the workers, and just makes it feel like you're dealing with an actual locker room. I like stuff like this in the game in general. I speedrun the game Mega Man X, which is super heavy on RNG, and was just discussing with a friend of mine about what is it about the damn game that has us coming back over and over. And we both agreed that it's the casino effect, caused by the RNG.

     

    So randomness like this a great thing in my books, especially since it's still keeping with the "real world" of pro wrestling, and totally fits in.

  9. I hate that technical wrestling is one thing now. Huge disappointment. Mat Wrestling and Chain Wrestling are so different from each other this makes no sense to me whatsoever. With all the 'MMA stuff' (MMA stat, intensity, stiffness) removed, I guess I can somewhat understand removing Submissions, though I wouldn't. All three of the current technical skills are their own thing, to find a wrestler who can do all three of them to a good level is very rare. If anything, I have always wanted Mat Wrestling to be changed to Grappling. This way it could be used more intuitively when making stats, for example, for wrestlers with an amateur background that probably have their highest top row stat be Mat Wrestling to begin with. Grappling would then include not only wrestling on the mat, but also wrestling when standing up (so clinching basically). While I am at this, the rumble stats really need a rework. It would be so much better to remove Brawling & Puroresu and instead have Striking & Throwing/Slamming.

     

    Also gutted to see Fog Of War gone. Sure it was far from perfect and it had it's annoyances. Personally, I always play with it on. Not looking forward to going back to the old way.

     

    To me, removing these two things is a bigger loss than any of the features I've waited for years to get in (like the Variance option actually changing something, Experience). Really hoping for some good journal entries or the game better be leaps and bounds better under-the-hood to account for removing stuff.

     

    Well, at least there's finally the search by skill feature...

    The game literally functions exactly the same as before, you lost nothing.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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!

  15. 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.

  16. 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.

  17. 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".

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