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TeemuFoundation

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  1. I make the Money in the Bank a tournament title, but you could always award more than one a year. Just because it's scheduled to be awarded in July (or whatever month) of the year doesn't mean you can't have a match to award it in November (or whenever). At least that's the way I did it in 16. In 20, if I'm thinking straight (which isn't guaranteed), tournament titles can be tied to an event rather than a month, but I'm guessing you could still have it on the line at any time.

     

    St.T

    Yea you can, but it's just a matter of taste. It's carried around like any old title, so might as well make it be a title like the others. After all, all titles are props to advance storylines, so it's not like the briefcase is technically any different.

  2. It says it let's the AI know that they are "Part-Time OR soon-to-retire", not and. I can't tell what the AI will do after the three months, but I feel like the game can definitely put Lesnar, Taker, and Cena all as Part-Time wrestlers, and utilize them for years as such, depending on other stats. I can't test this yet, but I don't think putting them as "Part-Time" dooms them to retirement in a few months.

    Ye, I seem to remember it being worded differently in another handbook, but I only have 2016 and 2020 installed on this computer. It may also be that I'm thinking of a forum post made by someone. Point being that it's not very important for human players.

  3. It's crossed my mind. Feels like it defeats the point for how 2016 had them, but again, this is something that I'll just need to get used to. If I sent them on vacation then that means I couldn't randomly bring them back for a special appearance or mid-year ppv match though. It doesn't matter though. It is, what it is.

    Put them on vacation for like a month at a time. Month or two. It doesn't always have to be six months at a time, so you can change your mind. Make a text file for yourself where you type in an amount of dates for each part timer. Then make it your self imposed challenge to stick to those. I always do stuff like this myself.

  4. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Teh_Showtime" data-cite="Teh_Showtime" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>He wrestles like 3 times per year surely that’s the very definition of occasional?</div></blockquote><p> I believe Occasional Wrestler is just for the AI to know that a worker is to retire soon. I don't think Occasional Wrestler has ever been literal. I could be wrong, though.</p>
  5. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="nerodragomir1" data-cite="nerodragomir1" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>For me, it's the fact that it feels more limiting than 2016. I feel like I have less choice, this may all just be a placebo effect of only having like 5 different pushes, but it feels like I have less options to work with when booking. Before I had: Main event, Upper Midcard, Midcard, Lower Midcard, Opener, Enhancement talent then occasional wrestler. In my brain, that feels like way more choice, more organized as well. How in 2020 am I supposed to know if a guy is occasional? He is looked at all the same in terms of world view. <p> </p><p> I like the idea of the new system, it just removes the option of me overpushing someone. I used to be able to take a guy with 10 pop & label him as a main eventer, even if he wasn't. Now I can't do that. It just limits my freedom to do whatever stupid thing I want. It plays into people disliking the removal of sandbox. I want the option of being dumb & overpushing someone that has no right being a main eventer. I get the new push system, I don't hate it in concept. I find it unappealing in execution though.</p><p> </p><p> But let me say this one last thing about it. I get where he's coming from, I'd assume Adam is attempting to stop people from gaming the system. I just find it limiting. If it had more options, & had an actual occasional option as well, to let me know who is & isn't occasional, i'd be cooler with it. Right now I have no clue how to find out who is occasional & who isn't. I can live with how it's implemented though. That's one of the least of my issues with the game.</p></div></blockquote><p> To be fair, you can still push people however you want. If you put your midcarder over your world champion, it's a push.</p>
  6. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="NinjaBadger4k" data-cite="NinjaBadger4k" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Yeah I have to agree unfortunately.<p> </p><p> I have tried to like 20 but I just can't. I never played 16, I was always EWR > TEW05 > TEW13 and I have never had any issues with those games bar a few hiccups here and there with 05. I was always able to maintain a steady flow and like Football Manager, I could lose an entire day playing it and not realise.</p><p> </p><p> With 20, there are so many features that I do like but I don't think I can justify the price for those features alone. For me, it's not user friendly and the booking side of things feels so sluggish compared to booking with TEW13. I also don't think I could purchase at launch due to the lack of good real world mods. The CVerse just doesn't interest me, I have tried to enjoy it but it's just not for me. The characters are ok I guess but I can't get invested in them to justify a long term save. I've already exhausted the beta with TCW and SWF and I didn't enjoy it.</p><p> </p><p> I think at this stage I am more likely to purchase 16 if there are enough changes to justify the purchase in comparison to 13. </p><p> </p><p> I just hope that in a years time there will be enough improvements made to 20 and enough quality working real world and historical mods for me to justify the price. Right now it's just a bit of a let down <img alt=":(" data-src="//content.invisioncic.com/g322608/emoticons/frown.png.e6b571745a30fe6a6f2e918994141a47.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> I am going to try and do another 3 months with one of the mods in BETA for historical time and see if I can be swayed, if not then I'll either stock with 13 or jump to 16</p></div></blockquote><p> I can definitely recommend 2016. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /> If you like 2013, 2016 is very similar, but with additional features.</p>
  7. I've been throwing around the idea of going back to 2016. I want to like 2020 so badly, it has some really cool additions. Right now I seriously can't play it. I try playing & get incredibly annoyed with just the sheer lack of flow that it seems to have. It just constantly is stopping me from enjoying myself.

     

    I know the main screen is getting fixed, that is a huge help!

    The angle screen & even the main screen when booking shows are still really bad though.

     

    I know they are still working on things. I hope they change the booking screen back to how 2016 had it. Remove those awful side buttons that move segments. Bring back the 2016 style buttons.

     

    Also, please don't tell me that's not possible due to the new control style or something like that.

    If that's the case, I will just stick with 2016 out of spite for the new controls.

    TEW 2016 is a really solid release and a solid video game. So I don't mind at all going back to it. It feels like a breeze. I've never gone backwards in this series, but this was the firs time that I felt that maybe the prior release just fits me better. That also has to do with me being more fond of sandboxing, and 2020 hasn't felt like lending itself to sandboxing quite as well as 2016. Not yet anyway. I'm willing to wait and see how 2020 looks like on official release, though. However, going back to 2016 is not a bummer, it has aged really well.

  8. Really hope those new interfaces fix the game. I legit can't play without starting to get a headache. The angle screen still needs to be fixed on several levels.

     

    Please add someway to sort workers & non-workers on it, please add a view button next to the workers, please make it easier to find tag team info!

     

    Each time I try to do something, I get slogged in B.S that 2016 did so much better.

     

    I really want to like this game. Please help me like it!

    Tbh I’ve already gone back to 2016. Right now it really feels like the superior game. And it’s not just the UI.

  9. I think the game would be made simpler if interviews (mostly backstage), actual angles, and hype video packages were made into their own things, as opposed to all of them existing as "angles". Of course this is way too late for TEW 2020, but for a possible future game.

     

    Here's a look at what I had in mind:

     

    Interviews

     

    Interviews would mainly mean backstage interviews. Quick, to the point interviews built to hype up an upcoming match in the short term. Either that same night, or in the near future. Interviews would be all about hitting bullet points fast, in an attempt to get people to buy tickets and order the pay per view. If the trend of penalties is to be continued in future TEWs, this would bring more clarity and intuitiveness since, as I said, interviews would be all about getting those money lines in - in the most cost-effective manner possible. So an interview would not receive a penalty for going short, and instead the penalty would be for going too long. An interview would ideally be around 1-3 minutes. I say 1-3 minutes because I actually went back and looked at old classic interviews with a timer, and that's the average I got. Hard Times by Dusty Rhodes was a little over 3 minutes, for example. And that's a relatively long interview.

     

    When cutting an interview, a worker with high enough entertainment skills (maybe 90+) would have an RNG chance of delivering a Money Line, a very rare occurrence that would add hype to a match. The player could choose an optional target for the interview the worker is cutting, and the game could store a possible Money Line for 1 month, and if the worker, who cut the interview, faced off with the worker it was directed to, within 28 days, the Money Line could add additional buys to that show, as well as a small bonus to the rating, due to the added hype. A Money Line could only occur as an improvised thing. Interviews could also be scripted, just like angles are now, and they would be relatively safe, but would also be prevented from getting the extremely high ratings.

     

    Also, a lot of people every year ask for interviewers to be added to the game, and while I've never been a massive fan of the idea, due to added mod making tedium, this would make the addition of proper backstage interviewers way more plausible since interviews being their own thing would allow coding interviewers in such a way that they are always automatically strictly rated on mic skills, and nothing more. Their popularity, or any other stat, would not play into the segment rating. Maybe looks to some extent? Interviewers would be their own role in the company, similar to road agents and referees, and would automatically rotate like those aforementioned roles do in matches.

     

    Hype Packages

     

    Personally, I never use hype video packages in TEW since I disagree with the idea that they are "angles". But I know a lot of people really dig using them, so to make this more intuitive, they could also be split into their own things. The quality of a hype video package would not depend on the stats of the workers in question, but instead on the production quality of your video team. The team would not be actual workers in the database, but simply something you could hire with money via a dropdown menu. TEW, in my opinion, still needs more stuff to spend money on, so this would be a nice idea. We already have production values, so I guess this could be tied to that, but I'd like to see an extra added cost for a professional video editing team. Again, an exceptionally well made video package would not only produce a good graded segment, but could also add some extra hype to a match. Not every package can be a winner, of course, so just like with the Money Line example, it would RNG if a video package was something earth shattering. Call it Best Picture, or something lol. The more money you're pouring into your video editing team, the higher the chances of great videos. You would still insert these videos into the show card, and set the length. Also, maybe the experience of your video team should matter, as well. So just hiring a team wouldn't automatically produce the most superb videos right off the bat, but the team would have to work for you, get to know your product, et cetera, before really being able to give the best bonus.

     

    And then angles themselves could remain largely as their are, although I have ideas on how to improve them, as well. I just think I'll make that into its separate post. But the main thing here is that, if interviews are taken out of angles, the current 5 minute rule on angle ratings suddenly makes sense because an actual in ring rangle being capped at sub 5 minutes is reasonable. The problem with the 5 minute rule as it is right now is that backstage interviews need to be longer than 5 minutes to get the best rating possible, and that is kind of silly. In ring angles are more about the larger storytelling, and since they're in ring, you have the entrances eating some time, as well, off the overall length of the segment, so a minimum of more than 5 minutes is perfectly acceptable.

     

    Also, we would simply have to click through less angles since for interview and video segments we would just choose from a list of "1 person interview, 2 person interview..." and so on, and same for hype videos. It would be a nice simplification of the interface.

  10. I always felt that injuries - especially in a high frequency company like a WWE - weren't common enough, so I'm glad if they've been increased. They can always be adjusted in the settings, so this shouldn't be a major issue. I'd usually always set the frequency to the highest setting during WrestleMania seasons and stuff like that just to add an element of challenge and unpredictability.
  11. I agree with the broader points here that there should be more flexibility in TEW's penalties, but this highlighted sentence in particular is really inaccurate. There are absolutely time restrictions/conventions on segment/scene length in all forms of entertainment. They exist because - right or wrong - the formulas have proven successful. Now, breaking with convention can yield a positive response from the audience (something I don't think TEW simulates very well), but it can also prove alienating (something TEW simulates a little too well).

    Yeah, that's fair. You're right. And I would like to add that, for instance, the penalty for "nothing exciting going on" angles is absolutely a good penalty, and super intuitive and makes sense. I'd like to see more stuff like that where it's contextual. If you catch my drift.

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