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BurningHamster

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Posts posted by BurningHamster

  1. <p>Anyone know what causes companies to end relationships?</p><p> </p><p>

    I've got two companies who start the game with a friendly relationship and one sends workers on excursions to the other. Always within the first week or so they end the relationship and become hostile. They are located in very different game regions and I cannot figure out what the cause of this could be.</p>

  2. I think adding it for eras makes sense as TV tapings in the old days never had crowds like RAW and Nitro in the Monday night wars for example.

     

    Perhaps even having an option of different types of TV shows rather than just A and B to maybe bring in an option for studio wrestling shows that run in set locations to small crowds rather than the usual WWE style TV shows from arenas.

  3. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="forlan" data-cite="forlan" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="49922" data-ipsquote-contentclass="forums_Topic"><div>Im not sure on AI but obviously you can change it on your own. As WWF did not have a women's division and WCW had a women's champion but no womens division to speak of (i tried giving them one but they hire like 12 women) its a strange situation.</div></blockquote><p> </p><p> This is one of the biggest annoyances I have had with TEW for a long time. Womens divisions are so absurdly large there is no way to replicate the fact that up until relatively recently, a women's division was 2-4 women in a lot of promotions.</p>
  4. Reading the game's manual, the skills-section states that basics is only used when under 40, in which case a worker's matches will be penalized. In theory, this is fine. But in practice, it seems weird.

     

    Now that I've ran multiple 3-month watcher games, it occured to me that pretty much all new (non-canon!) workers that popped up, effectively started with 40+ basics, making the stat utterly useless, except for hiring rules that your boss can impose on you. The stat never goes down, so you're left with only a handful of workers in the default database that "suffer" from the low basics. Most of them get the checkmark after the demo is over, leaving you with no more "rookies" for the remainder of your savegame. But let's face it: no one is going to hire rookies, unless you have a minor company, but those won't impose these rules on you anyway.

     

    The stat is still there for immersion's sake, I guess. But imo it could do more. If it remains a binary function, the cap could be raised to 60 or something. That way it actually does something. Another fix is just to lower the basics skill of new workers. I HAVE seen some with +-22 basics, but they are very rare in my experience.

     

    Seriously? Oh ffs! :p

     

    First was Adam saying that he dropped submissions and chain wrestling because they were never individually calculated so condensing it to just technical made sense ... AFTER so many mod makers had put work into individually entering these skills for so many workers and now learning basics means almost nothing.

     

    I think basics should mean something in the state of the game, a tiered reduction or boost to match rating which can vary depending on the company product.

     

    Honestly, things like this are really disappointing and discouraging.

  5. This is something that has been bit of an issue in 2016 too but I was a bit disappointed to see it had not been addressed for 2020.

     

    It appears as though there is still no option to set a company to add a womens division by narrative at a certain date which makes it very tricky to create mods that run somewhat akin to reality.

     

    Also, there is still no option to have a truly small womens division. If you have no popularity at all, it appears to be 6-8 is a "small" division but this grows to 12-15 by the time a company is small which is just way too large to reflect reality.

     

    I'd like to see an option added to reflect how women's wrestling has been treated for large chunks of history.

     

    "Not a focus" - As in, there CAN be women's wrestling but it is not something the company focuses on. They will have no problem having only 2-4 women's wrestlers on the roster at any one time regardless of company size and will not feel the need to put women's wrestling on every show.

     

    Alternatively perhaps having women's wrestling as "Special Attraction" where only occasionally will a company have women's matches maybe using it more for big shows just for something different.

  6. Would it be possible to get some even smaller roster size options for owners? Even if it does result in a penalty for the AI company? (not sure if that is a thing)

     

    When trying to set promotion size to get somewhat realistic attendances, a lot of the smaller companies start requiring rosters significantly larger than they had in reality. Smaller Japanese companies/Joshi promotions often had 12-18 people on their rosters but would be in the range of what I would consider a mid-size small company based on attendance.

     

    Alternatively, could we get a boost to attendance for smaller companies on touring shows. It feels very low at the moment for some to get 100-150 people per show as a lot of touring companies ran mostly these tour shows and relatively few big annual or monthly shows.

  7. Really confused by this.

     

    Say I create Curt Hennig in the game, and give him an alter ego of Mr. Perfect with a 20% chance of happening.

     

    It seems like, from my tests, that Hennig will always sign as Mr. Perfect. Am I missing something there?

     

    I've noticed this too, even with some gimmicks I give very low percentage to. Raven would keep ending up back with WWF as Johnny Polo!

  8. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="D-Lyrium" data-cite="D-Lyrium" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>As far as I know, pre-game history is basically cosmetic. It's true that a worker won't usually want to rejoin a company he's recently left, but I don't think that takes into account companies he worked for before the game started.</div></blockquote><p> </p><p> Thanks man.</p>
  9. The only problem I have with suggestions like this is the way it's worded. "Do THIS instead of THAT!" Your basically ignoring (probably not intentionally) everyone that likes it like THAT. What I like to see is suggestions that say, "Can we have it like THIS as well as like THAT". This way it doesn't force the ones to play YOUR way (again, probably not intentional), they can still play it like THAT, and you can now play it like THIS.

     

    Did any of this or that make sense? :D

     

    Hey man, I never said numbers couldn't remain, and if you look at my follow up to LloydCross I said it would be desirable to have the option to represent it many ways. Everyone has their preferences and their reasons for having them.

     

    I haven't kept up with the discussion on why TEW2020 has numbers for everything and you can no longer represent those differently. I also always preferred when worker skills could be descriptions and I would set scouting to 8 or below so I could get them, or had a grade option. It's just TEW2020 can be bit of a bitch if you have dyscalculia.

  10. For people who want less precision in the feedback here, how would you feel if there were just no overall rating shown at all? Just going off general notes about the crowd response would probably be the most realistic.

     

    Honestly, a description is better than a number to me if done properly. But seriously, the star system is pretty established in wrestling and so feels like the most logical way to present it. If a program can generate a number, surely there has to be a way to visually represent that by certain number ranges aligning to a grade, a star rating, a description, whatever alternative is desirable. Hell, I think having the option to be able to use any/all of those methods to judge a match/show is desirable.

  11. Bring back star ratings :D:p

     

    TEW seems to be moving further and further away from the familiar territory of wrestling over the years in terms of presentation, at what point does it cease to be a wrestling sim and become a number management sim? Even if it is that under the hood, can we at least have a surface level that feels more like wrestling rather than playing around with a calculator or random number generator?

  12. Where there particular things you are finding problematic and frustrating? Or just the whole process?

     

    Whole thing is a bit intimidating and confusing, but major issue so far is the promotion size/worker popularity/attendance balancing act as I consider this probably the foundation of any mod.

     

    TEW2016 always had their screwy company sizes (see ECW not being Cult Size) but at least they were based on actual terminology used in wrestling. Attendance was always way too high, now it feels too low even boosting company and worker popularity. Is there any guide to this? and you better bloody not say the Cornelleverse! :mad::p

  13. Agreed, to piggyback on this I also think that maybe a workers overseas popularity should be at least somewhat influence their pay.

     

    For example, If I am ECW wanting to bring in the Michinoku Pro guys for Barely Legal 97 and say The Great Sasuke is pretty much unknown in the US (as he was at that time) I can get him for 40 bucks and not even cover his travel expenses where he gets around a grand a show in Japan? Foreign stars should be paid better than local jobbers otherwise what reason is there for players to not just sign all the most talented available foreign workers for cheap as free and grind good matches to world domination?

  14. If this is still a thing I'd like to suggest/discuss some products.

     

    Is there an existing option to differentiate products between mid-late '90s WWF and WCW? Both could be considered classic sports entertainment, attitude entertainment or even wrestling soap opera depending on the specific time but I'm struggling to figure it out. WCW had more emphasis on in-ring wrestling, broader scope of styles but could also be just as cartoony as WWF at times. WWF really limited their style in comparison but maybe had a bit more entertainment emphasis. In TEW2016 I would give them similar products, but make sure WCW required a bit more in-ring talent to succeed while WWF needed more popularity to mimic the fact that WCW's weakness was having old de-motivated guys on top who were popular but put on bad matches while their undercard guys were not popular but put on great matches. Similary WWF's success was based almost entirely on having big popular stars. Any advice? Or is another product required to make this work? I'd also hazard a guess that maybe even TNA/Impact or AEW could be described as having a product that is sports entertainmenty but with a higher emphasis on in-ring action.

     

    Also Lucharesu/Lucharesu entertainment to me seem like the products of Michinoku Pro/Osaka Pro respectively. If I were to try to emulate a company like Toryumon Japan/early Dragon Gate or maybe even Kaientai Dojo I'd find it doesn't neatly fit into either due to the lessened entertainment emphasis of lucharesu and the heightened comedy of lucharesu entertainment. Not to mention the harsh penalties on overbooking and the ring style being lower risk and not so intense on the body.

     

    Could we get a product that is lucharesu based in the ring but maybe higher danger/intensity and therefore more injuries and wear and tear. No comedy gimmick main eventers but comedy matches/gimmicks are permitted. Overbooking and non-clean finishes are not so harshly treated as this was a staple of Toryumon and helped establish them as something different. Some entertainment aspects such as all workers requiring gimmicks/10-20% angles on live shows maybe. I guess steal the show/high spots and comedy matches required. Possibly a penalty for older or lower sex appeal male workers to emphasize the youth oriented and female fanbase. Not sure what to call the product as honestly, I would have called this Lucharesu Entertainment and the current Lucharesu Entertainment product would have been Lucharesu Comedy or Family Friendly Lucharesu.

     

    I'd also like to suggest a Hardcore Sleaze product, basically think XPW. More deathmatchy and fond of very violent matches than the other hardcore products like Extreme Hardcore, but with more entertainment focus than the deathmatch companies with an emphasis on sex and general bad taste. Very edgy and therefore not attractive to sponsors or networks, high injury risk, focuses on hardcore and high-flying wrestling.

  15. Hey, would it be possible to get filters similar to the in-game ones when you search for workers by specific skill levels/overness added into the editor?

     

    I think it would be a real time-saver for modders and make balancing things out a lot easier.

     

    EDIT: oops, the title is meant to be "Editor pop/skill filters". It's late.

  16. Question for my hardcore mod boiz

     

    Realistically, how much work do you guys think it will be to get a converted mod functional in an acceptable way in 2020? I've been giving it a shot but am a bit overwhelmed by it all and questioning if it's even worth the effort. I mean, it never is worth the effort, but this feels like maybe less so than usual? :D

  17. With the issues and time it is taking I think it would have taken less time to build from scratch. The database I'm working on is a complete mess now and to be honest I don't see the point in using it - I've done 6 hours work on broadcasters and stables alone trying to get the data converted. Workers took 10 hours and still not right. It is the worst. Promotions took a further 3 hours and the whole thing is just an unbalanced and unplayable database after 19 hours work - I've given up with it so until I feel like wasting my time again, I'll be sticking everything on the back burner and just going to play the 2016 version of the game.

     

    Honestly, It's hard to disagree with you. It feels like everything has been a bit thrown off balance and that it all needs individual attention to hammer mods back into shape. I expected it to a degree, but this is a little bit beyond a joke. Even after taking a while to come to grips with all the changes, it still feels pretty confusing and I've been playing these games since day one of EWR.

     

    It also feels like some of the changes are VERY restrictive to mod makers. I want more scope to make the game world my own, not less. While some of the changes to the game are improvements, as always there is a step backwards for every step forwards.

     

    But the one thing that really bothered me is a quote I read where Adam said condensing the 3 technical skills into 1 made sense since they were never individually calculated in matches anyway. Oh cool, thanks for letting a brother know not to put in any effort on those skills in 2016 ... just in time too. :p

  18. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="kito333" data-cite="kito333" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47675" data-ipsquote-contentclass="forums_Topic"><div>I figured I’d start a thread about issues with converting over our favorite mods. My current issue with a few mods I’ve tried is the amount of drug problems my workers are having! Did the effects get changed 2020? I have 5 or 6 workers every show unable to work because they are too drunk/high. Any advice? Anyone have the same issue? Other problems you’ve noticed?</div></blockquote><p> </p><p> Yeah, I'm definitely noticing this. Tried to run a WWF game in my 96 mod converted over and a dozen guys showed up unable to work.</p>
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