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Travis

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Everything posted by Travis

  1. If I'm playing a historical mod, I'll pick a free agent as a user character that you could see running their own company. Someone that's a road agent or commentator. If I'm playing a modern real world mod I'll play as myself but at most as a Road Agent, if anything. If I'm playing a Cornellverse game I'm usually doing an organic database with few workers in the world to start with and have the game start in 1900. I'll have my guy be the the grandfather of wrestling in that situation like a George Hackenschmidt and he'll have 1 decent quality rival. I'll be the wrestler and road agent and start the first wrestling school in the game world. Once there's a decent generation of talent being developed I'll leave my company and do long simulations to see how things turn out 100 years in the future.
  2. It'd probably be better to crop the hands out of any AI pictures. They're always disfigured and weird looking, lol
  3. I think I've come up with a better solution that simply conveys what I'm trying to get across. Have just one slider(or some other value based field) for Prestige. A simple 0-100 range. A 50 could just be the default value that we all know. Anything higher or lower would be a multiplier that affects both the cost of the venue, cost per live show amount, sponsors(that would have to go back to being received per show and not throughout the month) and the momentum that can be gained from the show as a result. The parking lot in front of Harry's discount muffler shop could easily score a 0 in prestige factor, but that means the cost of hiring it will be significantly lower than if you were trying to run the grand ballroom at the Hyatt in downtown Chicago. A 10,000 seat arena in downtown Chicago is gonna have a little more prestige than running a 10,000 seater 40 miles out of town. And that prestige means it'll cost a bit more, but it'll also make it easier to gain momentum from running a great show. If you have a 100 rated show in a parking lot, no one is really gonna care, even if its the parking lot at a stadium. If you run a 100 rated show in a 100 Prestige venue, you're gonna notice some growth. This will keep the underground indies, well, underground, but at least they'll be somewhat profitable until they want to crawl out of the basement. But its stuff like that that is why these tiny companies can be in business for decades, and it can be the reason why they close down too soon. Maybe a company is trying to grow too quickly running the premier venues and they lose all of their money. That's happened plenty of times too. Its really a game of 'is the money:momentum ratio' worth it. Its not always about running a parking lot versus running a grand ballroom. A growing company might stick within the 40-60 zone, but for shows that have a higher importance level, they might bump up to an 80. Venues in Manhattan might get a strong 90+ in Prestige just to emulate the costs of running a show in NYC. But venues in Newark might not peak above 80. An NFL stadium should always have a 80+ Prestige regardless of location, but a college football stadium will probably never be above a 60. The game's model of having a fixed capacity to cost ratio regardless of location could easily be overhauled with this solution. The cost of running in NYC to a 1,000 fans is going to be much much higher than running to a 1,000 fans in Cheyenne, Wyoming. This could also be the solution to finally pulling off that backyard level show, where your expenses are next to nothing, but you're probably never gonna see any real growth, and the only money you'll make is from ticket sales and how much soda and hot dogs you can sell. This could all be tied into the owner's business settings. If their finances are set to Flashy, they might tend to book the 80+ Prestige venues. If its set to 'Mean" they probably won't go above a 30 or 40 for venue prestige. There probably should be more levels to that Finance section to really replicate a strategy for all levels of business. Perhaps even a Motive field where the owner has an intent on what they want for their company. Do they want to be the best at all costs? Are they irresponsible with large sums of money? Or are they comfortable with running a ramshackle operation and they'll never hire a venue with more than 20 prestige and never pay more than $500 for a worker? And the same would apply to Owner Goals like it pretty much already does, but with just that added caveat. I think marrying those 2 concepts together would add a whole new dimension to the game without a ton of work on the programming end. Its just a multiplier added to some global variables. If modders don't want to do the extra work they could just leave it at 50 for the default value and it would be business as usual. I'm always happy tinkering around with that type of stuff.
  4. I think it'd be interesting to have different types of venues, which in turn would have a multiplier that affects how much they cost to hire and how the audience would enjoy the show. My thinking is there are multiple types of venues you could hire to cater to 1,000 people at many different price points. You could rent a high school gym for pretty cheap, you could rent a city park or a field for very cheap, but you could also rent a theater hall or night club for much, much more. Its the same for when you get up to 10,000. You could get a lot of people potentially at a high school football field, a minor league baseball field, an NHL arena or an NBA arena. Once you get over 100,000 your only option is a big open field or city park, and that'll cost a lot less than the super stadiums that hold 100,000. But there should be deciding factors as to why a company would choose one over the other. The cheaper options should take away from the audience's comfort levels and lower the overall show rating or crowd heat if there's not enough great stuff to even it out. The seating might be inadequate, or the food availability and quality might be poor. Those are the tradeoffs you'd have versus hiring a professional venue that has all the bells and whistles. Maybe you'd have people sneaking in for free at one of the cheaper venue types. If the company has a hardcore product, the fans probably won't be bothered by the setting or lack of comfort and amenities. But if the biggest company was gearing up to do a woodstock-like event with over 100,000 people they would have to put on the best show they've ever done to offset potential downfalls like bad weather, or a swarm of wasps attacking guests...
  5. I got it working decently with CrossOver. The Trick is to save often. There's a glitch on the first day in a new game that causes the game to crash. After I startup again it doesn't happen right away. I can usually book 3 shows at a time before it gets glitchy again where screens don't show up. Then I exit out again and reload it. I've played nearly a year and a half on a save game currently. The game plays faster in my experiences on my M1 Macbook Air than my Ryzen 7 1700x with 32gb ram ever did. It can simulate a month of skipping ahead a lot faster. The only thing that's stopping me from using Parallels is allocating part of my ram to run windows in the background and lowering my overall performance for the whole system when I'm not using windows.
  6. I've been running a game where my company runs special shows primarily with a small base roster(under exclusive written deals) that I use to trade with other companies to bring in outside wrestlers for a few shows. It bolsters up the roster and keeps things fresh and makes for interesting inter-promotional dream matches. Well when I do that, and those one off wrestlers go away, my company's momentum takes a plunge. The quality of the shows never go down, and the star power never goes down, but my ratings also dip because of it. The whole premise of the company is to have a revolving door of big stars that come in, have great matches, sometimes hold championships, put my guys over and leave for a while. I think it'd be a nice tweak to the game if wrestlers under loans or other trade deals don't affect company momentum when they leave. It makes more sense if its someone who's contracted the usual way who leaves you. I'd also assume the company I trade with takes a hit to momentum when my wrestlers leave them too. I know the game probably isn't meant to be played this way, but it makes things pretty interesting.
  7. I'll put some basic details below from a bit of research I'm doing right now for Europe. I'll chuck 'em into my game at some point just to fill things out some more. I don't want to go too far down a rabbit hole and make an exhaustive list of every tv network in every country, lol. There's a lot of subsequent numbered sister channels in European television. Western Europe: TF1 - Commercial Terrestrial - Starts in April 1935 France 2 - Commercial Terrestrial - Starts in April 1964 France 3 - Free to Air Terrestrial - Starts in December 1972 Nederland 1 - Commercial Terrestrial - Starts in October 1951 Iberia: TVE-1 - Commercial Terrestrial - October 1956 TVE-2 - Free to Air Terrestrial - November 1966 Central Europe: ARD - Commercial Terrestrial - June 1950 ORF - Free To Air Terrestrial - August 1955 Scandinavia: Radiotjänst(or SVT1 today) - Free to Air Terrestrial - September 1956 Eastern Europe: UA:Pershyi - Commercial Terrestrial - February 1939 Belarus-1 - Commercial Terrestrial - January 1956 Russia: Channel One - Commercial Terrestrial - April 1938 Southern Europe: TVR-1 - Commercial Terrestrial - December 1956 Southern Mediterranean: RAI - Free to Air - January 1954
  8. I've done several in game years so far with the mod and its been great. At first I was wishing there was some broadcasters for India....until I googled TV in India and they didn't have national television until 1982, lol. They were way behind getting television and even radio. Bombay(Mumbai) didn't have TV service until 1972. I do think though that Europe needs more starting broadcasters. They weren't in the stone ages back then like India was, lol
  9. I wish TEW had a stat/feature for previous peak popularity. Nostalgia pops are very real in wrestling if an older wrestler who used to be super popular and hasn't been seen in a long time suddenly appears. If they were a regular part of the show again they wouldn't have the same affect on attendance like they used to, but the fans that are still there will love it. So at the very least, it could add to the overall rating of the show, or make a segment hotter, or something along those lines, but it shouldn't be used to launch a company into the stratosphere.
  10. I think it would be a great help to add Merch and Production levels in the In-Game Editor when editing a company. There's been many times when starting a new company that has medium popularity and you're essentially zero'd out on those key areas. It would definitely help for merch because you normally wouldn't see a company who draws thousands of people to their shows only selling 1 or 2 shirts at a merch booth. For production it'd be more of a cheat to get around all the one off upgrading costs. But when I play some mods there's always a lot of smaller companies with over-inflated production levels that I can't always catch in the regular editor before I start a new game. Those over-inflated production levels that some of these companies have are the reason so many other companies go out of business. They're going broke trying to play catch up so they don't lose points in regional battles. That could be an issue in itself where the AI companies don't think about their bottom line when they're making huge upgrading decisions. If they can't even make a few thousand dollars in profit and are in the red to begin with, why are they upgrading an element of their production that will cost them an extra $20k a month?
  11. That's the product I usually go with because its much more relaxed. You don't really get penalised for anything, but I also haven't tried doing deathmatches or anything too violent. The product screen will give you a list of everything you'll need to be aware of on the bottom right side. I'm not sure about Main Event focus or what the angle focuses do. I assume Main Event focus means the auto booker will try to give you the best main event possible between wrestlers with the hottest perception. I've noticed a lot of the wrestlers that I have with low momentum will often get passed over when I use autobooker with that focus enabled. But I haven't played around with the 3 ring circus or ensemble yet. I wish there was an info thing for that on the screen when those options were selected so you knew what they were there for.
  12. Well it depends on how you want to structure it. It can't be done all within 1 segment unfortunately. If you had a match already advertised, like a champion vs no. 1 contender, just end it however you want(clean pin fall, no contest following an interference, etc,...), and then make the new match. Thankfully with this game you can book on the fly, so before you go to the next segment, add in an angle that says the Challenger is cashing in their briefcase and add in the booking for the next match. But its best to do a match, then a quick angle, then a match.
  13. I'm really happy with a lot of the new features in the game. I wrote about a lot of them in the suggestions board over the last few years so its awesome that many of the ones I wanted are in. The major selling points for me are: 1. New Financial Model 2. Block Taping TV Shows 3. Ticket Pricing 4. Merchandising 5. Contract Structure 6. User Reputation affecting how you start up a company 7. Tournaments 8. Mass adding workers in the editor. 9. Stars and how they affect attendance levels. In the brief amount of time I've played the demo for I was underwhelmed by this feature, but I probably wasn't using it right. I started an organic mod, and let the game create a variety of wrestlers. I had pretty much everyone on the card as unskilled nobodies because I wanted to see how much/little they would cost, but made my user character maxed out on everything. My company had a 15 popularity rating. I prebooked my 99 popularity user character vs one of the unskilled nobodies and only drew around 150 people. I figured maybe there needs to be at least 2 popular guys to make a difference so I generated another guy with a 90 popularity and booked them for the next show. The boost in attendance was barely noticeable. Maybe an extra 20 people, I don't remember exactly, but it was less than 200 total. Maybe the product I chose(I believe it was a puro based style) doesn't let me have those perks of attendance boosting when the fans predominantly care about in ring skill. I'll have another play around with it when the full game is released to see if it is actually working in the game or not. It just seems like if you got The Rock to come to a show at a company with a 15 popularity, you'd get more than 150 people there regardless of what The Rock was doing or who he was facing. If its still lacking in a boost when the full game comes out I'll mention it in the Tech Support section.
  14. I think we could use Terrestrial PPV to simulate closed circuit ppv’s like the first couple Wrestlemanias and Starrcades.
  15. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="hyretic" data-cite="hyretic" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div><a href="https://www.sec.gov/Archives/edgar/data/1091907/000109190713000015/exhibit1017bookingagreement.htm" rel="external nofollow">A copy of Stephanie McMahon's contract</a><p> </p></div></blockquote><p> </p><p> I love how they'll use the term Wrestler in their legally binding contracts but will never call them Wrestlers on TV...</p>
  16. I remember there being 2013 > 2016 database transfer mods being up within the first week, but they weren't being advertised as being finished or completed mods. You could probably expect someone putting out a rough real world database that might only have a focus on completing WWE and AEW. It'll be interesting to see how the new data fields will be generated for the newer features when converting databases over.
  17. Just something I’ve been wondering about. Let’s say you’re a small company and want to do your biggest show ever and you have a spare million bucks to help put it together. Would you even be able to entertain an offer to a big broadcaster that would otherwise not even talk to you in TEW16 if you put down on the negotiations that you’d pay them an absurd amount to air your show? I think the journal just says it’d help you get the better time slot, but it’d be interesting if the money would just get you in if you don’t meet popularity/production requirements.
  18. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TeemuFoundation" data-cite="TeemuFoundation" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>I actually have a question about block tapings. If I block tape 4 episodes of Superstars, do I still have a taping scheduled for the following week, or is the show on a break for the following four weeks until all the episodes have aired?</div></blockquote><p> </p><p> I've also wondered about that. But also let's say you have a show that airs on Saturday, but you tape on Monday. You can block tape 4 episodes on Monday, but after you finish that taping, can you go back into the schedule screen and change the next taping day to Tuesday(same day) or even to Wednesday, and block tape another 4 episodes, and then again on Friday, to have 12 shows total in the bank before the Saturday show even airs? Will the game know that it has 12 shows finished and draw from that bank of shows the same way it knows it has 4 shows taped and ready to air on the next 4 Saturdays?</p><p> </p><p> I used to do something similar but only 1 show at a time in TEW16, but mostly if I just wanted to finish up a TV contract. You could just go in and reschedule your taping day if you weren't airing live and do another show. I don't remember if it would just air that episode the following week though.</p><p> </p><p> But I'm excited for that feature. I'll use it heavily for a smaller company. I used to love doing 30 minute episodes built around 1 match, but when you have a roster of 12 or so guys you'd get complaints that someone wasn't getting used enough. So I'm curious if you'd still get complaints even when you're block taping shows and everyone appears throughout the tapings at least once, but when the air date of the episodes can be a month apart would you still get complaints from people that they aren't on TV enough?</p>
  19. With cinematic matches now happening, is there any chance the 3 segment penalty could be lifted? TNA had that whole 1 hour episode for the Ultimate Deletion match some years back that could be interesting to re book. I'd also like to run a company that runs 30 minute TV shows with 1 match taking up the whole block of time, and block tape 4 of them in a night. Usually I'd just do a 28 minute match and 1 minute video hype promos on each of the wrestlers involved just to get around the 3 segment penalty, but I'd rather go straight to the action because I'm lazy, lol
  20. I'll probably start an organic game starting in January of 1900 and just play through until a real world mod comes out. That'll give me a good idea of how much differently the game is ran, how workers progress over time, if workers starting from scratch with no training can help make wrestling better when they retire and train the next generation and so on. Or I'll probably spend the entire trial week updating a real world mod. Only being able to play through 2 months makes that week pretty much pointless for me. I already know I'm gonna love the game if I've loved every single one in the past through the EWR days.
  21. Remember when TEW 2016 was released and there was a rare incident where there would be a plane crash that takes out a lot of the roster from a top company? I think it'd be an interesting feature in the game if a rare global pandemic surfaced that forced all companies to either not run shows, or run shows but have no audience, no crowd reactions/heat(which will hurt match ratings), no merchandise revenue from live shows, and the economy tanks temporarily which greatly hinders the ability for smaller companies to make money/survive. And there could possibly be a negative effect for companies who decide to run shows for a 2 month period.
  22. I think a good way around the TV Ad Revenue is to assign it based on popularity points. I'm sure it is to a degree, but assuming mod creators will make a WWE level company about 70 across the US, and AEW would be around 50, the revenue can kinda be scaled. I believe WWE is getting 200 million a year for Raw and Smackdown(make it 100 million per show per year), and AEW is getting 40 million. It'd be about $3 million per popularity point over an average overall of 50 through the US per A-level TV Show. In my opinion, a company shouldn't make 1 million in Ad revenue until they've at least reached a medium level, or 40 across the country. But I also think WWE's Ad Revenue is super inflated in real life and that its a bubble that will eventually burst and be split in half because their ratings have nearly split in half. I think AEW's Ad Revenue is pretty realistic however for this time period. Its amazing to think that 20 years ago when RAW and Nitro were getting 4 million viewers that hardly any Ad revenue was being generated, and WWE even paid to have Smackdown on UPN/MyTV for years. I'm also curious as to how the Sponsorship aspect will come into play, because sponsors could also be heavily apart of the ads that are played during a show, possibly making it redundant for bigger companies. If a company has Ad revenue coming in that could possibly be scrapped. One of the local companies here has sold sponsorships in the past ranging from $75 to $150 per show with 3 sponsors featured on their flyers, and they routinely do about 300 people per show, 800 for the big one of the year, and their tickets are usually $20. They'd probably be considered a tiny company, but not insignificant in game standards. They don't have TV, about 90% of the roster is local to the city, never any international guys, and they have a training school that is generating them a decent amount(costs $3k to become a wrestler for a 6 month class). Maybe the game will be able to use training schools for income at some point because I think its expenditure only if I recall correctly.
  23. Is there any chance a “database-less” version of the game could be released earlier? I love playing organic and real world mods and tinkering around with my own creations but have never gotten accustomed to the Cornellverse. If the game functions well I don’t think a lot of people would mind.
  24. Alliances are a pretty useful feature in the game, at least how I play with them. TEW2020 has no cap on the amount of Alliance loans that you can have and they’re much cheaper now. I think Adam said they’ll be what the fair PPA rate would be. Before, you were limited to using 5 or 6 wrestlers from 1 company before you couldn’t use them for an extended period of time. I would use that feature a lot for doing super shows between multiple major companies. It worked perfectly for those Mid 90’s mods, where you could have working agreements with WWF, WCW, AAA, AJPW, and NJPW and do some pretty major shows. With the added and improved features in the game this year, it’ll be a lot easier to do more of those super shows. I believe working agreements have the same freedom for loaning workers as alliances but I have to go back and check. I definitely plan on doing a major alliance utilising 1 company per region in a organic setting. So there will be roughly 60 companies all doing trades and putting on super shows. Each company will have a core group of 5 wrestlers signed exclusively to them while filling out the rest of their roster with free agents that’ll probably work for more than 1 territory, at least at the start of the game. It can also work well in a parent/child company situation where the parent company puts on the big shows, while the child companies are all in an alliance with each other. There’s a lot of ways to use Alliances, and it’ll definitely be better in 2020.
  25. Big In Japan: Someone who naturally has better matches and gains popularity and skills faster while working in Japan. They'll learn Japanese more quickly than others. Edit: I should also add Small In Japan: A native born worker from Japan who finds more success outside of Japan. Their popularity in their home country will always stay relatively small, but they'll become more famous outside the country. They'll learn English more quickly than others. One Hit Wonder: (NB: This could just be a very low consistency skill on steroids.) Someone who is more likely to have an amazing 1st match for a new employer and gains a considerable rise in popularity, but then fades away into obscurity as their match ratings tumble. They are prone to getting released often, but somehow keep getting hired by companies thinking they can replicate their one great match. This worker should also have a high percentage of leaving the business within 5 years.
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