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Capelli King

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Everything posted by Capelli King

  1. If there were popularity cap's, i did not notice them.
  2. I did not know this was a big deal for other players, i also started a topic about this in the suggestion forums: http://www.greydogsoftware.com/forum/showthread.php?t=549034 The main issue i have with the cap's is that the cap's have no basis / logic. If the cap was based on the workers stats i would not mind, but there is apparently a totally random "destiny roll", now that is what i absolutely hate about the cap. Having a cap based on a dice roll is pathetic in a game such as this. That said, i prefer who it used to be. I love the idea of trying to push a totally useless worker to the moon. For people who say "that is cheating or unrealistic" all i can say about that is, the WWE has pushed below par talent in the past and taken them to significant heights, often that talent had zero actual ability besides maybe Menace or look (Great Khali is possibly the most well known recent example). So if this happens in real life, why is the game restricting us? From all the things added/removed from the game, this is by far the thing that i hate the most. I want to be able to create my own stars, if the game will randomly decide who will become a star, what is the point of even pushing someone. I would either like the option to turn off the cap's or at least have the cap tied up to certain skills. The random "destiny roll" has to be removed for sure.
  3. I have zero problem with there being caps, what my problem is that the cap is TOTALLY RANDOM, based upon some mythical "destiny roll". I mean, what the hell is that? Workers in real life go over based upon their ability which can be in ring, look, charisma, mic or whatever. They do not "cap" based on a random destiny roll you have zero control over. This destiny roll is also one of the few things you cannot edit in game, the same goes for potential (which was something we could edit in 2016). Also, lets not forget that TEW is a creative game based upon data / stats. For example, workers with crappy stats do not put on good matches correct? The same logic should apply to popularity. For example: Jay Chord has the following key stats: 91,79,79,74,100,83 for Physiology, Charisma, Mic, Acting, Star, Selling, and general awesome stats all around. He is capped at 90. Mickey Lau is capped at 98 with the following 82, 67, 68, 65, 92, 77. He is basically inferior everywhere to Jay but still over 10% higher in popularity cap. Randy Bumfhole is capped at 78 with 78, 73, 70, 68, 84, 80, in short, he is better than Mickey in everything beside star quality and even that the difference is 8 points. I have multiple similar examples. Also, some people are saying crap "it is cheating" or whatever. All the random cap does is irritates me. It is not easier or more difficult if the cap is random, it simply means that some workers which are ultra talented you cannot consider as a figurehead or cannot put the big titles on them. O yeah, one other thing about random destiny roll, it is totally unrealistic. In real life, a worker with the necessary skills and talent, which is getting pushed on a major network with the resources of WWE, will get over. How over will depend on the skills, the push and resources put into it. Sure there is a "cap" on certain people, but that is based upon the criteria i mentioned. To put things short, i think the cap should be based upon real data, not random roll ********.
  4. <p>The more i play this game, the more i hate the cap's in popularity. I get it that certain guys should be more difficult to get over, but it should still be up to me who i think should or should not be a star. As the game is set up now, essentially the maximum cap decides who will or won't be allowed to become a super star. </p><p> </p><p> If you run a small company this does not matter, but if you are running a massive company, you cannot push as your best wrestler a guy who has a cap in the 70s. Besides that, i see it is pretty random. For example i have Jay Chord, he popped as the "Greatest overall wrestler", with ridiculous stats everywhere and even he is capped at 90. So far i only had Golden pop 100 in his popularity cap. </p><p> </p><p> What is worse with this is that you do not really know their cap until you start pushing them hard (while burying other workers) just to find out that their cap is some lame 77 (Randy Bumfole, Trend Shaffer had 75). I already signed them up to long term deals, so now i have to job them in the lower card. </p><p> </p><p> From all the limitations 2020 had, this has to be the worse in the end because there is ways to get around the fixed products or any of the other things people complain about. You cannot do anything if the random "destiny" dice decided your superstar will be a mid carder.</p>
  5. Get ready to use the auto-booker a lot if you are running 80-90 events per year <img alt="" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" />
  6. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Peter.1986" data-cite="Peter.1986" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="51155" data-ipsquote-contentclass="forums_Topic"><div><p> The old system the cap used to be based on star quality, the new system I believe the cap can change based on certain things.</p></div></blockquote><p> </p><p> What are those certain things? Those certain things are stats i assume, not just some random figure. If the cap is based upon "certain things" which are stats, then i would like to know what they are. I read in the manual there is a "destiny roll", well this to me sounds like a random dice thing. </p><p> </p><p> I am ok with having a cap, but i want to know what that cap is based on. Personally the best indicator is Star quality, i am ok with some of the formula being based on other stats such as in ring skills or something else such as Charisma or a combination of that with physicals. Whatever, as long as i know what it is, that way i wont go investing on some workers who have zero chance to ever go beyond an enhancement talent.</p>
  7. I think we need a certain guideline regarding "how is this calculated"? For example, i have Spencer Spade, he has Star Quality of 96 and Charisma of 91 but his popularity is capped at 84. His other skills are "ridiculous", he almost does not have anything below 75, most are in the 80s. I read in the popularity cap, that the cap is connected to skills, but in the case of Spencer i cannot see the connection. A similar case is Mainstream Hernandez in my game, he has a cap of 77, but if we look at his entertainment skills, his lowest is 77, for in ring skills (he is a high flyer), it is 76 and 70 (Aerial + Flash). End of the day, if your worker has crazy great stats, but he has a low popularity cap (For example Huey Cannonball has a cap of 70 in my game), it makes them significantly less valuable.
  8. It has been removed, you cannot change the area sizes and importance like you could in 2013/2016. So Hawaii and Puerto Rico will always be the smallest territories. Personally, i liked how it used to be, where you could edit regions how you want.
  9. When you go to the development roster, it does not show on the workers profile who is training in the performance center. You can see this only on the main roster.
  10. Same for me, it would be great if Adam would update the CV history and add some of the characters from at least the 60-70s era to the game, if not as active characters, at least as deceased.
  11. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="CreeperGav" data-cite="CreeperGav" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47572" data-ipsquote-contentclass="forums_Topic"><div>CornellVerse lore actually goes back to the 1930s, at least. Giant Pro Wrestling is a canon company in the lore of the CVerse. <img alt=":D" data-src="//content.invisioncic.com/g322608/emoticons/biggrin.png.929299b4c121f473b0026f3d6e74d189.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /><p> </p><p> If I was feeling super ambitious, we could go back as far as the mid-1850s, as Japanese wrestling in the CV is recognized to have gone that far back.</p><p> </p><p> <a href="http://www.greydogsoftware.com/cornellverse/index.html" rel="external nofollow">It's mentioned here.</a></p><p> </p><p> This mod will also follow along with the canon of the CV75/CV97 mods.</p></div></blockquote><p> </p><p> I did not know about that, well it is very weird that no belts or history was kept from those era's to give something to work on.</p>
  12. I am having fun with this. I also have the companies not progressing in popularity, but i think this has to do with Adam's new criteria, basically he needs a patch to fix it. The thing that scares me the most is the game getting very slow with lots of companies and workers, so i have removed all non-USA and reduced the Dojo's to just the essential to see how it goes. 20 years into the game and it is working very good. Much faster than the CV database. For me on my computer, the ideal database size is 20-25 companies with 2000ish workers.
  13. The financial system is kind of broken, as many people have already pointed out, however one of the most broken things is the contract system. Currently, workers who are relatively unknown can be locked down on a 10 year 15k per month contract. This means if you sign a 25y old, you have his whole prime for 180k per year. Considering it takes about 2-3 in game years to take a worker from zero to his max, that means you are getting a LOT of value for very cheap. Sure these workers demand more on the longer deals, however i think they should be asking for more than 15k. Also it should be exponential. Currently they cap at 15k, irrelevant if you sign him to 4 years or 10 years. So i propose a higher initial cap than 15k and the cap should rise according to the years. If the worker is already "in decline" or has already capped in skills or already in the late 30s it should be the opposite. In other words they should favor the longer deals / hence should give a discount to employers giving a longer deal.
  14. This would be good, in other words you are suggesting that instead of basing the AI result on popularity to base it on other factors? Personally i would like to see something like this implemented. The problem is, what should be the factors? I think it should be brawling/technical/toughness/stamina/athleticism/resilience with a certain weight on some of them. Some how i doubt this would be added though.
  15. I think this should be significantly easier to find and there should be multiple places to release someone. For one, the most obvious place should be in.........................the CONTRACT section! Would it not be obvious that contract related things be in the contract section? Just add a "release" in the contract section next to the worker name and end of story. Now we can only release the worker if you stumble upon the "arrow" next to the pop. Also, regarding the in-game help, i did not find it there, it could/should be there somewhere but it was not obvious as to where it is.
  16. Changing the formula as proposed above won't stop you from playing the game how you want, however it will allow the players who like pushing Menacing characters more options. Also i do not particularly agree with what you said regarding the WWE, overall, if you look historically, the WWE's greatest stars tend to be big, powerful, intimidating figures. If you bumped into any of them in their prime you will be threatened by their size. Obviously the best of them were also skilled in other area's of their game, be it in the ring or their ability on the mic. The best in the game will still need good / great skills elsewhere as well. The game as it is now, it much more geared towards skilled workers (which tend to be smaller workers), in previous games it was the same, however Menacing workers could get over easy as well.
  17. I was thinking of creating a mod for the EU scene and stumbled upon this issue regarding language. Essentially all the languages are bunched up into groups. I think languages should be properly represented for the European market. At the moment we have "Eastern European, Central European, Mediterranean, Scandinavian". I am not sure if adding all the European languages will be tough in terms of the space needed to add them to the worker page, but I think that at least the major languages should be added to the game such as Italian, Russian, German.
  18. Personally i would also like to see Menace become more important, closer to what it was in TEW2016. Larger workers (which are the ones more likely to have Menace) tend to be overall less talented in the ring as well, so if Menace is not enhanced, it means that bigger workers are nowhere near as valuable. Sex Appeal gets the same boost as Menace.....................that is nowhere realistic.
  19. At the moment we have Yes and Any, however i like to add new guys to the shortlist and i want to see who is new and un-scouted. This is especially useful when you have a large database.
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