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Hawk1665

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  1. Does anyone know the cut off from when scheduled events are forced into weekly events? I want to run my Grand Prix but after a few events it'll switch my events drawing power from Annual to Weekly and my attendances will be slashed in half/quarter. I want to avoid that if possible, so I want to know what the "cut off" is. Four events per month? Five?
  2. Was it changed in 2020 that you can't just do say nine regular cards spread out over a month? That worked fine in 2016, I know cause I did it personally. The only issue was unrealistic demands and attendance for smaller shows. But you made five to ten times the money.
  3. Just tried to set one up and in the first month I lost money. If you had a favorable sponsorship in earlier games you'd gain small amounts letting you eventually run shows. But if you lose every month then it doesn't seem possible to do it now?
  4. <p>Because you're playing a simulation game of the wrestling world. If you just want free form to do or exploit whatever you want, just write out your own stuff as a V-Fed. You'll get more creative expression doing that and you won't be hamstrung by "rules". I know because I did it and E-fedding for twenty years give or take.</p><p> </p><p> I want balance in the game because it's a <em>game</em> first and foremost.</p>
  5. There needs to be a *reason* to use touring events. Higher worker stat gains, significantly lower injury rates, normal event spam gets penalties, high pop gain in lesser known areas, etc, etc. As it is there is no reason whatsoever to use touring other then "realism" that you can easily get by just using smaller events in smaller venues. If you use touring you don't make money and you don't gain popularity. They're shows that do absolutely nothing for you as a promotion and are essentially just shows for the sake of doing shows. They are pointless shows that if they didn't exist would do nothing for or against you. The only reason you might gain pop is televised tour shows but you can just as easily do televised regular shows and reap all the other benefits.
  6. Tour shows definitely need some type of boost. Maybe still apply the not gaining pop rules but up the attendances so the player has some type of incentive to still use them. Going from 3,200 to 400 attendance depending on the show type is just stupid. If you wanted to simulate touring you could just do constant but limit yourself to smaller venues so you get attendance more realistic to your size. As it is, it's just gimping yourself to play within the game's broken system. There's no reason to play touring as it is right now.
  7. Unless it's changed in 2020 and unless I'm aiming for a short burst I typically only hire people below 30. Up until 30 wrestler's naturally increase in abilities over time then after 30 they can only get better in matches. Beyond that it depends on the promotion but the two key abilities (IMO) are toughness and stamina with higher emphasis on stamina. Unless you're doing a very safe product you're gonna have wear and tear and you'll need people to do long matches every so often. If someone is below 50 in either of those you'll have a hell of a time with them. If you're doing a match heavy product stamina is an absolute killer. Beyond that the next tier would be basics, psychology and raw athletic ability. But as long as you have a good road agent and a few guys with good psych you're okay there.
  8. Another option looks like Respectful Wrestling. It allows for more "western" influence like ladder matches and unmasking angles.
  9. <p>The overuse penalties seem excessively harsh and arbitrary. I get it in theory but it shouldn't be so severe. Modern examples being AJ Styles in NJPW and Angel Garza in WWE. In both cases guys were mid/main within a few shows. But in TEW 2020 they'd be tanking the hell out of matches/shows.</p><p> </p><p> There has to be a middle ground between the severe staggered limits and no limits at all.</p>
  10. Does this work with the full release? And if not, any possibilities for an update? This was my favorite skin.
  11. <p>Not to necro a thread but I ran a quick and dirty test. I ran a few tour shows, did around 400 paid. Ran an event and did around 3,200 paid. Lost a couple hundred versus gained around 30,000.</p><p> </p><p> That's a massive, massive difference. And if you can't gain pop from tour shows very much I really don't see the point of them.</p>
  12. How bad are the overuse penalties? I'm trying to work in low midcarders/midcarders with main eventers for six mans and such for BCG like real life puro companies do but I keep getting nailed with it. Either I get penalties for overuse or I get penalties for matches not being long enough.
  13. Doesn't the new push system kind of help with this? In the sense that if you push someone on shows with big matches and wins, the fans will see them that way, and their pop will build? Jay wasn't over at all for months until around the G-1 a good six months after his return. So it's gradual but the fans saw him as a main eventer before then.
  14. One of my biggest issues with TEW and WMMA in the last few additions in the lack of yet to debut workers. So something like this is great to see.
  15. <p>You really can't complain about the game not working as intended when your using mods. TEW is built around the Cornellverse and it's the mod makers goal to model the CV as carefully as possible. That takes time and effort and a lot of patience. And everyone sees wrestlers differently. You may think Jay White is just a bad Kenny Omega replacement while I think he's one of the best wrestlers in the world. Or Yoshi Hashi is an underappreciated talent while I think he's boring as hell most of the time. Everyone's different.</p><p> </p><p> That's the problem with real world mods. It's very hard to get right and what is "right" is entirely subjective.</p>
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