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D16NJD16

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Posts posted by D16NJD16

  1. I actually find a lot of Real World mod stats to be lower then what I expect them to be.

     

    I can't remember a time where I've used the editor to lower someone's stats because I can remember a handful of times where I've had to bump people's stats ups.

     

    Especially Psychology and Selling. Those seem to be the two that every mod maker struggles with.

     

    They are probably intentionally low, because of how much psychology impacts match ratings.

  2. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="RingRider" data-cite="RingRider" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>It does. Just as in real life, workers can get gain popularity and momentum on their in-ring work, even in a loss. You can also book it to make a worker shine despite losing.</div></blockquote><p> </p><p> This might seem intricate, but hopefully it depends on the product. Hopefully I can book a product where wins and losses factor in a HUGE deal, and whether a guy had a flashy moveset or a "good work rate" won't make a difference. This is crucial for pre 90's games. Likewise, I wouldn't necessarily have any interesti n playing this type of game, but hopefully there is also the option for a product where the workrate is almost all that matters to the fans, because they don't actually believe in the matches, like most modern promotions.</p>
  3. Part of your issue is that you're scrambling your terminology. TEW2016 has a push system - you're telling the game explicitly how you're intending to push the worker. TEW2020 has a perception system - the game is telling you how the fans see the wrestler. How you push the wrestler will of course have an affect on how they end up being perceived. You push a wrestler by actually doing it - giving them strong booking and wins - not by picking an option from a list, therefore making it a more natural system.

     

    So what of situations where guys who don't deserve it are forced into the main event? Or guys who could be main eventers are relagated to being Openers? Can this be recreated? Just trying to understand.

  4. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Taker4455" data-cite="Taker4455" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>April, isn't it?</div></blockquote><p> </p><p> April was the "Best Case Scenario". The journals have indicated they are on target, but who knows ultimately.</p>
  5. Kinda not into the new products system how it's being represented now (through the text descriptions in the dev journal), either. It just seems like a hassle for the player, and the lack of customization seems like an issue.

     

    I'm thinking there's a lot of testing that would have to go with each product to get it right, correct? Adam mentioned there will be a Lucha Underground product in the game instead of leaving it to the player or modder to get it right. But... what if it's not right? I think Adam has bigger things to do in making the game than fiddle with values and test the 60 products in the game. Does Adam even watch Lucha Underground? :o

     

    Can there be some sort of insight into this major feature in the game? The behind the scenes coding is secretive. What EXACTLY are the variables in each product that is hidden from the player? How is each product being designed?

     

    I am fearful that how precisely each product functions will have to be reverse engineered by the players, similar to how TEW 2005 was, because the behind the scenes of the feature isn't discussed.

     

    2016 already had a bunch of the preset products. It's just that most didn't use them and made custom products. So I'm waiting to see how these preset products impact gameplay differently than 2016's preset products. I think the best thing for 2020 would be to have all the preset products as they are, but maybe have an option to go in there and adjust them with sliders, or at the very least, keep Create A Product. It's hard to say until we play the game how this will or won't work.

    I just want to be able to make promotions run as realistically as possible, whether that is through preset products or doing it manually.

  6. Oh I'm sure that if Adam hypes it it'll live up to that, but I think the convertor just changes values in the database from one space to another, so from what I understand there shouldn't be a change in that, even if the game is inherently more complex.

     

    Worst case scenario, there might be some bugs in it that only resurface later on. It happened in WMMA5, probably simply because no one tested it properly (because there are far less mods there). Someone should test it once it's released to ensure that everything transfers correctly so that you, the modders, aren't making the same "mistakes".

     

    Hopefully Adam will take care of mod makers in this regard, and do some intuitive things with the converter so there aren't large chunks that are just blank. But there are some new features that cannot be taken into account by a standard 2016-2020 conversion, and theres no way around that. Some things WILL have to be added from scratch. And maybe we will even get an early editor release to ease this burden.

  7. That's true. Not so much a list of things to do only once the game comes out, just things that have to be adjusted from 2016. Hard to know exactly until we get 2020 or the editor, because we dont know how its converter system will work as far as what blanks it will fill in, and what it wont. But anyone Feel free to add to this. I added the in progress list to the main post.

     

    The more research I do the more I realize there may be much more work that needs to go in properly converting a mod from 2016 to 2020. I think this will be a much diffferent game than 2016 was from 2013. "Ripped the code apart and rebuilt it" was the wording used from Adam himself. Whether thats just hype or reality, or something in between, we will find out soon and its very exciting regardless.

  8. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Blackman" data-cite="Blackman" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47289" data-ipsquote-contentclass="forums_Topic"><div>Can someone summarize what needs to be done to convert? The way this works is that the convertor will automatically translate everything to the new engine, except of course the new features which could either be filled in automatically based on previous values, or just standardized.<p> </p><p> So what's new? </p><p> </p><p> - Some stats are changed like "submission"-"mat"-"chain"-wrestling being 1 stat now. I think the way this worked in WMMA4 is that the game takes the highest stat of the 3 instead of an average.</p><p> - There's the face/heel-attributes, but luckily Adam mentioned the game is smart and will give the attributes based on the ratings.</p><p> - Angles should automatically get tags based on title/content.</p><p> - ???</p><p> </p><p> So hopefully all you need to do is a check-up and just add whatever you want to add.</p></div></blockquote><p> </p><p> I've actually been working on a list of every aspect that would need to be changed or filled in, if anyone wants to add to it.</p><p> </p><p> -Match Styles: Gone. So that means potentially having to remove all "Comedy" matches, etc.</p>
  9. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="nerodragomir1" data-cite="nerodragomir1" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Seems like the hardest part of making a game is the balancing aspect to it. Like most of the time you're just trying to make sure the game hit's that sweet spot. Roster sizes being an example of that. But it's really good that Adam looks into issues & address them. Like the battle royal issue. I always disliked doing the RR because it would never really increase anything but it seemed like people would lose way too much pop when a guy with like 75 pop got the win in a RR against other guys with over 85 pop & I didn't protect them.<p> </p><p> </p></div></blockquote><p> </p><p> This goes back to the gamey thing. I don't want every company to have to hit a sweet spot. Not every company were ran under the most uniform, ideal conditions. Most weren't actually, its why they went bankrupt. So why shouldn't we be able to recreate the same scenarios that led to a company having problems, or even going bankrupt? If a company doesn't have a highly rated owner or booker, they shouldn't be ran in the most uniformly intelligent way at all times. AT LEAST let us set the table and create the starting point, and let the games AI figure out how to solve or not solve the issues with a bloated roster, or bad bookers, or whatever the case.</p>
  10. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Adam Ryland" data-cite="Adam Ryland" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>I've checked and it is doing that, although that's due to an unreported bug, not by design. It is fixed for the next patch.</div></blockquote><p> </p><p> Fixed for 2016 in the next patch? Or fixed for 2020?</p>
  11. OYg6Xpz.jpg

     

    Asaemon's Venue Database

     

    Preset opening dates

    Preset closing dates

    Descriptions for all venues (including info about being a outdoor or indoor arena)

    Includes arena projects (yet to debut venues)

    Compatible with every real world mod from 1933 to current day.

    Even includes the cruiseships and cruiseferries that have been used for wrestling

    Includes the classic venues that WCW, WWF and CWA used in Europe

     

     

     

    So I do have a thread on another site where I post daily/weekly about the progress on the mod. No ETA at the moment, but Europe (except UK) is complete and the US is 64% complete.

     

    Thanks so much for this. Which format will you be using? Just the full names typed out, or the state abbrevations, etc.

  12. 2016-2020 Conversion Guide

     

    This is a guide to help map out what aspects of a database will need to be adjusted from a 2016-2020 conversion

     

     

    Attributes replace Personality and Lifestlye categories. How does converter translate the Personality and Lifestyle over? Or do we have to completely go from scratch here? Something only Adam and Testers would know.

     

    Broadcasters: Ability to 'limit' broadcasters reintroduced. Viewership figures reworked. Simulate to test and set proper TV Rating and PPV Buyrate levels. "This will mean that database makers will need to spend some time rebalancing their broadcaster coverage levels if they convert them from 2016 to 2020, as otherwise you're likely to end up with overly high pay-per-view revenue for example, but I'm afraid that's not something I can really automate as it's something that requires a judgement call on a case by case basis."

     

    Broadcasting Deals: Company Pays or Broadcaster Pays

     

    New 'Other TV Shows' feature: Such as the Superbowl these will have to be completely added from scratch

     

    Match Styles: Remove speciality matches such as 'Comedy' matches.

     

     

    Events: Ability to set 'intent'

     

    Companies:

    -Product System Revamped. Converter will change 2016 organic products to something that most closely matches a 2020 preset. Mod Maker will need to adjust and make sure its accurate.

    -New AI Booking Style Settings = Match Sliders Are Gone. Mod Maker will need to adjust to make sure its accurate.

    -Womens Division size can be adjusted now

    -Adjust Rosters: New AI behavior will allow for correct and unique roster sizes and makeups (add back jobbers and lowercard guys) "unlike previous games you don't have to have a certain roster "shape" - you could have an entire roster of Major Stars, or only Major Stars and Unknowns and nobody in between. This makes things considerably easier for database makers to put workers in their "correct" place on the roster without needing to fudge values"

     

    Finances: Changed to be more realistic. Companies may not need to be set to such unrealistically large numbers just to keep them from going bankrupt. "the new model and figures will be a culture shock to those who are very used to TEW2016, but they should lead to a better and more realistic game."

    Locations - "Spirtual Homes" can be designated (IE ECW Arena, Center Stage, The Dallas Sportatorium, etc.)

    Tag Team: Addition of 'Permenant Units'

    Titles - Ability to set titles as "Achievements", so a need to adjust King Of The Ring, Royal Rumble belts, etc.

    Stables - Alot of additions made. Big tweaks needed since the feature was basically bare and useless in 2016.

    Angles: New rated on Category "Fighting" (for brawl angles)

     

    Workers:

    -New "Experience" stat.

    -New 'Worker Styles'

    -New Potential options

    -Gimmicks have been totally reworked

    -Personality system has changed

    -Star Quality is now dynamic, may need to lower some 90-100 range guys.

     

     

    *Suggest any additions*

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