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Ben Nook

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About Ben Nook

  • Birthday 12/12/1990

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  1. Don’t care about the preshow. Ryan Osburn will defeat Scorpio Nations to become the Prince of Wrestling, or maybe Scorpio wins but it will be a good match in the finals. Whitlock and Billy Ray will have some sort of miscommunication and lose to the Gwynn Brothers, setting up a mini feud between Whitlock and Bragg. Wolf will lose his hair and become a heel. Jack Raiden of course will get his revenge. Poseidon will drag Carver Wells to the depths. Match of the the night prediction - Abruzzi - Raiden
  2. There is literally no reason to use the average large wrestler over a smaller one for any reason unfortunately. In previous TEWs, big men had a small niche if they had charisma in the high 70s or low 80s they could be pushed as Brute and gain roughly 1 pop per show with the Dominant note. Additionally, Menace angles were easy grades for less popular wrestlers, and angles gave far more popularity per show than they do in this version post patch. So let’s look at all the advantages big wrestlers gain over Lightweights Pros: Higher power stat on average: The power stat is literally 100 percent functionally useless and at this point shouldn’t even be in the game. It literally does nothing except add an inconsequential randomly generated power spot for a worker once in a blue moon. Higher menace stat : Another stat which has been effectively made worthless due to game engine updates. Menace and Sex Appeal angles were so badly nerfed they are just not even worth using anymore, not only do they not gain overness for being used in these types of angles most of the time, these angles just get flat penalties to their grades and will nearly always be lower rating than a Fighting or Entertainment angle using the same exact worker. Higher star quality: This matters a lot, but this is only an argument for a wrestler going up in size, the generated wrestlers have no particular bias towards Heavyweights in terms of SQ, in fact you’ll see plenty of 100 Menace Giants being generated with 2 Star Quality. It’s just the default database has this quirk, along with encouraging you to make wrestlers bigger to squeeze out the extra 5 or 7 SQ. Now the cons Extremely scarce : Both in default data and generated, big wrestlers are extremely uncommon compared to smaller ones, meaning the good ones are usually very likely to be small. Generally terrible wrestlers : Again, in both default and generated, the big wrestlers have huge stat biases that make them extremely poor overall. Most of the big guys have stamina in the 50s, and selling below 40. The bigger guys even tend to have absolutely no top row stats making their size effectively worthless in the ring. Have skill ceilings : Even more oddly, big wrestlers have skill ceilings that smaller wrestlers do not have. For example, lightweights do not get punished in their brawling or puro or hardcore stats, but big wrestlers not only generate with lower aerial stats, they actually have a hard limit on how high their aerial can be depending on their size. I’ve personally seen a guy lose almost 6 points of aerial at the age of 20 years old simply from going from Middleweight to Light Heavyweight. Wrestlers that generate over middleweight will never have over 70 in aerial, where smaller wrestlers can easily have over 80 brawling/puro/etc Dominant fairly worthless gimmick category : The one bonus of being able to use dominant more frequently, previously the Brute gimmick has also been nerfed into the ground. Instead of being able to put a monster Brute against a local jobber and get a steady 1 pop per show using the dominant note regardless of popularity level, the dominant note now effectively does nothing. In fact, even pushing an 85 charisma Goldberg with Explosive Ring Style, Squash Master and a Legendary Dominant gimmick, I did not observe a single point in popularity gain in over a year of booking using 6 minute domination matches. It literally does nothing and even worse, using the dominant gimmick effect nearly guarantees your worker will lose a disproportionate amount of momentum and popularity per loss while having absolutely no positive effects in that regard. Contrast, Swagger, which at least also gives you more momentum and pop per win as well as the losses. Basically big wrestlers are functionally completely useless and the only reason to use one is you just happen to like using big wrestlers or for roleplaying purposes. Using one in this version of the game is just handicapping yourself unless you are using one of the default Japanese hosses pre-programmed into the game to be Godly. They have almost no real purpose mechanically and their use in purely mechanically driven games would be limited strictly to happenstance.
  3. As an aside I don’t understand why companies on a territory alliance poach from other companies in that alliance on exclusive deals. I feel like that’s that’s exactly the type of behavior these alliances are designed to prevent in the first place.
  4. Kajitani is unfortunately the ****s. Billy Ray could literally have a match of the night contender with a broomstick at this point.
  5. <p>Worker potential is randomly generated for each worker.</p><p> </p><p> I’ve had saves where Devyn Reynaud becomes one of the best workers in the world.</p><p> </p><p> And while workers don’t lose stats outside of the decline age they can basically not grow outside of their starting stats and also decline at a much younger age than other wrestlers. It’s all randomly generated when you start your game save.</p>
  6. Countdown to Billy Ray winning the world title starts now. Billy Ray nearly putting in match of the night candidates every show with random fringe main eventers. He needs to usurp Whitlock as the true king of the rodeo
  7. Incorrect, the match quality will be so bad the popularity gains will be minimal to zero. It’s absolutely not worth running a jobber match in any circumstance other than experience training, and even then workers gain less skills from less experienced workers and workers with high experience are far less likely to be unimportant. Also incorrect on it being worth it. Popularity is pretty hard to gain towards the end of the spectrum, and eating a guys popularity he may never get back that a normal skilled worker can get through jobbing is super inefficient. Plus if you limit yourself to not using the tried and true large bonus exploit, worker morale is so intensely negative of a problem that it’s just not worth dealing with. Months and months of decreased grades, backstage incidents and finally an outright refusal to resign.
  8. It’s a direct result of a “balancing” patch that for some reason killed worker growth. I haven’t played a sim since I was on 1.15 and the only reason I updated was because of some random bugs where small companies don’t gain popularity at all for no foreseeable reason. Unfortunate
  9. To expand on this, relationships and morale hits as random events in general when workers have bad chemistry or there is botched spots or something like that in the match. Currently it’s only random injury botches
  10. I don’t understand the first premise because all of that sounds like already existing functions in the game. Workers DO get lowered morale for jobbing too much, not being used on shows and for being asked to put over workers, among other things. Players just tend to abuse the bonus system among other power gaming tactics to circumvent them. But a worker in bad morale will indeed refuse to resign with you because of low morale. When I was building up a small European company I had like 4-5 guys at a time unhappy due to how many rookie botch machines I was employing at any given time. You also mentioned injuries on house shows, not only is this already in the game it is extremely frequent and can be made even more frequent with settings. I seriously question how much time you’ve spent on this version if you have yet to see encounter a house show injury. I get multiple every other month or so. But as a whole I don’t really understand the need for artificial “difficulty” sinks on things that don’t need them. Why do you need a challenge playing some mega company like WWE? If you want a challenge go build up a women’s wrestling promotion in the middle of Western Australia. Or start a company in Sydney on game starts at Medium size and go head to head with Raw with just the default million you get. Good luck. Asking for artificial “challenge” on an end game company that has reached total self sufficiency in economy and show quality with no competitors(the only real challenge for a company this large is genuine competition) is like playing football manager as “Steam FC” buying Messi, Ronaldo, Neymar and everyone else and saying the sim is too easy and not challenging and you win every game. It’s supposed to be easy.... you made it that way.
  11. I was actually thinking Champion should lose his first match from the storyline perspective but that it would be impossible due him probably walking out. Loss via angle is a clever way to do it even if it’s not an official match. Champion alliance with the Dog Soldiers I’m sensing
  12. <p>Something about not knowing any of the numbers or anyone in the game world adds to the intrigue of the diary.</p><p> </p><p> Like in a normal CVerse diary someone in some medium sized company sign some average guy and I already know his stats probably and am just like “Meh he is just some midcarder nothing special.” </p><p> </p><p> Or if a big guy comes in I’m like he’s better than everyone they have he will just win every match.</p><p> </p><p> But in this diary everyone has this sort of mystique, anyone who debuts could be a big star or a jobber. Keeps it interesting to see how everything develops.</p>
  13. Starting roster looks incredibly challenging. The fun of taking over an AI roster years in the making LOL. Good luck following along
  14. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Scott Zodiac" data-cite="Scott Zodiac" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="52201" data-ipsquote-contentclass="forums_Topic"><div>You can adjust the natural growth cap in the options, but I assumed it was only for Company popularity growth, rather than workers.<p> </p><p> I thought it may have been due to the worker I’m trying to build up being insignificant in angles; I kept getting the ‘didn’t look good out there’ road agent note on the angles. Just done another 100 angle with somebody well known in a 100 angle. On-screen rated on entertainment and they went up 1 pop in two regions on my home area (and not even in the region I ran the show). I don’t know what to do any more. The first guy I’m trying to build up has a record of 18-1-5 since joining me but has cooled momentum. </p><p> </p><p> I may just save and put him over all of my top guys in successive weeks just to see how much that helps or makes any difference whatsoever.</p></div></blockquote><p> </p><p> </p><p> No there were several changes from 1.15 that nerfed growth “by request” (by WHO) of several things which all culminated in the stagnant game worlds you guys are seeing now.</p><p> </p><p> </p><p> 1.18 (July 26 2020)</p><p> - Did some work on popularity gains for workers to reduce the rate of growth, by request</p><p> </p><p> </p><p> 1.16 (July 05 2020)</p><p> - Reduced the chances of amazing-powered rookies being generated, by request</p><p> - Adjusted the potential gains and losses from big wins to be less extreme, by request</p><p> </p><p> 1.17 (July 19 2020)</p><p> - Slowed down popularity growth for companies, especially for TV shows, by request</p><p> </p><p> </p><p> </p><p> There is basically a very vocal minority of forumites always complaining the game is too easy and apparently these patches were done by their request without giving any option or consideration to players who actually like a constantly and rapidly evolving game world.</p><p> </p><p> Which leads to topics like this.</p><p> </p><p> My game will remain unpatched until this issue is addressed.</p><p> </p><p> </p><p> Oh and the reason using the 99 rated angles doesn’t work anymore is because of an early patch that massively nerfed pop gain from angle gains compared to 2016 to almost insignificant amounts. To the point where my most popular wrestlers can literally never lose matches because they can never gain popularity from angles and workers don’t really go past their caps anymore. </p><p> </p><p> </p><p> </p><p> By the way on 1.15 a game so allegedly cheap it needed all these nerfs there have been 2 wrestlers in the world championship who have developed past insignificant wrestlers in a major org and one of them was from me throwing them in a development territory using a constant schedule(they were one of the few “amazing powered” rookies the game generates like 5-6 times a year)</p><p> </p><p> </p><p> The other was a super rookie female for CMLL who spawn with 80 aerial. Mexico in general seems to be the new Canada of having OP new generated talent for some reason.</p><p> </p><p> Anyway, both of these wrestlers will probably top out at high end midcarders. So I shudder to think what the rookies and how their development will fare on the newest patch.</p>
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