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johnnyhockey

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Everything posted by johnnyhockey

  1. I mean if you chose to use an 'OP cheat' in game then that's your decision. But I can't even count the amount of managers that have become as popular, if not more so, than the talent they managed. Paul Heyman and Lesnar is the best current example. I think people are genuinely more excited to yell along with him during Lesnar's entrance then they are about the damn match. Zelina Vega is more popular than any of her cronies. Sable. Sunny. Dude I could go on but, I disagree with your assessment.
  2. I dunno man, have you ever tried to run a company? Getting 30,000 people to pay money to watch your underground wrestling show is a massive amount, unless it literally did go viral. But going viral is something that usually happens randomly and is certainly not the norm. I agree that the viewer number seems waay too big. Especially if the company is relatively small, only the hardest of the hardcore would be buying that online, I'm talking somewhere around 500-1000 people if it is marketed well.
  3. Hmm ok I hear you. I think the idea of an iron-clad non-exclusive is not really one we see implemented much in reality, but sometimes a guy like Jericho for example will work with NJPW and AEW simultaneously. I'm honestly just not sure what his contract looks like. I think there's a decent chance that AEW is loaning him out on a per show basis, which is doable in TEW 2020.
  4. I agree, the stat doesn't do anything that another stat is not already doing. Cutting it seems like the best option, we're already swamped with stats so who's gonna miss it.
  5. Um... exclusive means he can only work for you. Non-exclusive does not... Ironclad means the contract can't be broken but means nothing about him signing with other companies. So.... sign them to an exclusive contract. Problem solved?
  6. Jesus christ this is the worst type of consumer and probably the reason so many game companies refuse to communicate with their fans. Treat me like a king because I buy your products! Fans like this are why people stop listening to their fans and just make the game they want to without much feedback. Entitled, spoiled sons of guns, welcome to gaming culture 2020. That said I will be buying the game but certainly I was expecting more after the huge success that was WMMA 5. The next TEW might be a make or break the series and needs a true 'total rebuild' imho.
  7. This is exactly how I feel. A small group of people complained loudly about issues noone else was having. Now, they have the game they want but so many others have been driven away. I'm with you Teemu I couldn't give a damn about difficulty, and tbh I don't even see how 'difficulty' even applies to this game. The game has been tuned for only a part of the audience because they complained constantly. Financials, spreadsheets, blah blah. It's not as fun as it used to be and its trending in the wrong direction.
  8. Ah ok thanks guys. Bummer because i think I made it run for 5 minutes... one minute off
  9. Really not a big fan of the 'Lack of anything interesting' penalty to certain angles. After the match my World Champion is celebrating with his best friend when he gets turned on, attacked and sent through a table with a stunt bump, setting up the next world title feud. The segment was penalized for 'a lack of anything interesting happening'. Really? It seemed pretty damn interesting to me. It seems a bit silly to penalize players for a subjective 'lack of anything interesting'. Especially when the angle was definitely the most interesting thing that happened on the show.
  10. The entire Rusev/Lashley angle went down with pretty much 0 heat I understand your sentiment... but goddamn that was a dreadful storyline.
  11. <p>Agreed! At least retiring workers give you a heads up in this game, so you have time to take the title off them etc. </p><p> </p><p> But I'd like to ask them if they'd be available for a match, say 9 months in the future for Wrestlemania. Or maybe the Wrestlemania after that.</p>
  12. Seconded. Would love this! I have the unfortunate distinction of having the worst name memory of all time... this would save me tons of time.
  13. <p>Yeah I third the 'both' option. I feel like I've been forced to sign a bunch of extra guys to flesh out the developmental roster, guys I probably wouldn't be interested in otherwise. Not a killer for me but I certainly wouldn't mind the AI filling out the last 10-15 roster spots.</p><p> </p><p> It also makes me feel like I'm taking a hands-on approach, almost running developmental myself at times, when I'd like to have the option to be 'hands-way-off' and kind of let them run themselves.</p>
  14. I've been seeing a lot of posts like this over the past weeks and I agree, for me this is the #1 thing I'd like to have expanded upon. I will keep fighting for these improvements and hopefully something will get added before full release!
  15. <p>I very much agree. Would love to have a development screen that shows all the stats that have improved recently, or even just a more streamlined area for stat increases like OP said. </p><p> </p><p> As the stats currently are I'm finding it extremely difficult to determine if I should call workers up from developmental, who to send to the performance center, and who could be a potential breakout star of the future.</p>
  16. <p>It is indeed possible to do this, thank you friend! No more convoluted work histories is very nice <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> Still lots too be improved on as far as the developmental system goes. I do hope they implement some feedback/specific training regimens/etc.</p>
  17. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Blackman" data-cite="Blackman" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="48402" data-ipsquote-contentclass="forums_Topic"><div><p> But in terms of difficulty to implement: I don't think it's that hard. You just apply a modifier on the monthly total gain or either lower it by a fixed amount relative to the expected gains.</p><p> </p></div></blockquote><p> </p><p> Yeah I'd like as many options in game for everyone to get something they want. I wouldn't mind this at all and I think(?) it pretty much gives everyone the ability to play how they like. It would also allow you to switch to easy if you're in dire straights and then over to hard during financial booms, which allows more options for the player.</p><p> </p><p> But we'll see. Not everything can get tweaked in two weeks. If the financials aren't changed, I personally won't be too bummed <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
  18. I don't know if arguing 'what the game is' will change anyone's mind. The fact is not everyone wants the finances changed, and the solution to just give yourself 5 billion dollars with the editor doesn't sound like a lot of fun. Little bit one-sided to argue that the game should be the way you want it at the expense of others. We all in this together. I think some type of "Easy, Meduim, Hard" preference on finances would be a great fix, but might be hard to implement. I'm running a ZEN file and barely breaking even through 2 months. If the game gets much harder I'll be in the red. So I think the finances are pretty good as is for the small companies at least. And WWE makes some serious bank IRL, like serious bank. Starting your own football league is unfortunately not an in-game option, but that's the type of money the biggest companies make. Boatloads of cash. So if we're talking realism, I'd say its pretty damn realistic.
  19. Ok I think we're miscommunicating here. My point is I'd be really bummed out if the game was overtuned so the player can't make cash. I'd rather it stayed as it is, rather than being 'fixed' to more realistic values, which might not be as much of an enjoyable experience.
  20. Hmm, didn't even notice the option. Not sure, but I will try this! Will report back unless I forget... which is very possible
  21. In WMMA5 I know there's a setting for making bankruptcy impossible, so you could theoretically be 5 billion dollars in the red with no penalty, but that's not exactly what I meant. I enjoy having some financial aspects present, but if I have to grind for 5 in game years for enough money to start a child company, for example, I think that would just get very annoying, and probably just lead to people cheating money into their bank account via the editor anyways.
  22. Regardless, I'd rather have more money to do things then less. Maybe a setting could be added for financial difficulty?
  23. <p>Yes please return this feature. </p><p> </p><p> </p><p> That is all, good day.</p>
  24. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Dross" data-cite="Dross" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="48396" data-ipsquote-contentclass="forums_Topic"><div>At the moment, there is absolutely no reason as a bigger company with a dojo to not crank up the levels to 100%. I upgraded the TCW dojo to 100% training, 60% facilities, and running costs are still only 87'000 a month, which is nothing for a company that rakes in more than a million each month.<p> </p><p> I suggest to make the cost curve much steeper where upgrades start rather cheap but become prohibitively expensive so that you have to think twice before cranking up the facilities all the way.</p></div></blockquote><p> </p><p> The improvements come with an initial cost as well as increased monthly fees. And don't forget that it might not make a single difference anyways. It gives your spawned workers a <em>better chance</em> to be very good, but may still lead to the dojo churning out bad workers anyways. So you are investing in something that may give you 0 returns.</p>
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