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Nachtfalter

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Everything posted by Nachtfalter

  1. After a glance at the most current data and looking outside my usual TEW stomping grounds towards the area I'm actually from in real life, I can't help but share some notes... Otto Wanz is (or was, R.I.P. Big Otto) not German, he's Austrian. And I think you are waaaaaaaaaaaaaaaaaay overrating CWA in general. To my knowledge, apart from a handful of shows in the 70s in (weirdly) South Africa, CWA never ever had a single show outside of Germany and Austria (and even then only in very few selected areas/cities) and while I don't actually know for sure I very much doubt they had any meaningful coverage or popularity outside these two countries. Admittedly, 1992 and CWA's highest points were before my time as a wrestling fan (starting around 95), but having them medium sized with significant popularity in Iberia, Southern Europe and Southern Mediterranean seems off to me no matter the time period. Their popularity even in their home area of Central Europe being higher than the WWF's in 1992 is almost certainly wrong. Trust me, no regular human being in Germany knew what the hell a CWA was - while WWF and Hulk Hogan very much might have rung a bell. Even before I was a wrestling fan, just as a kid in Germany, I knew what the WWF was (and not the Wildlife Fund), but I never heard, read or saw a single shred of anything regarding the CWA until way, way later (for the first time from Peter William doing German language commentary for WCW on DSF. CWA had amazing talent for some tours (or festivals, since they didn't really tour a lot, but had a bunch of shows in the same place in a short period of time, most notably in Bremen and Hannover) and they had pretty large crowds for single events (again, in Bremen and probably Hannover, too), but they I don't think they ever came remotely close to being what would be considered a medium sized company in TEW terms and them being the #4 wrestling company in the world (ahead of AJPW) in 92 or at any point feels very wrong. In terms of TEW nuts and bolts I think CWA should probably have little-to-no popularity outside of Central Europe (making them a small company), but still quite a bit in Central Europe to account for their big crowds at points. Unfortunately the fact that they only really drew crowds in very few cities can't be replicated within TEW's current region/area system. And WWF should probably be a bit higher in terms of Central European popularity (I can't speak for other regions in Europe). I didn't actually want to write this much and I really, really don't want to disparage the amazing work you guys have been doing on this mod in any way, but I felt like I should weigh in with a German perspective. Thank you very, very much for the fantastic effort in this mod (and your other's as well, obviously).
  2. Interesting. I'll take a look when I get the chance to fire up a new game
  3. Here's a list of some changes I made for my personal use - maybe you've already incorporated some of them in your last update, but I thought I'd share just in case you can use some of them: - Added LHW, MW and WW fighter contracts, titles and title histories to WEC - Added Jordan Radev UFC contract (at MW) and updated his record (I believe he was missing two wins) - Added Renato Sobral UFC contract (his last UFC fight was in August) - Added Richie Hightower UFC contract (at WW) - Added Joe Scarola, Billy Miles, Paul Georgieff, Troy Mandaloniz, Blake Bowman, Jared Rollins and Dan Barrera to the database and to the UFC as Welterweights (all TUF 6 contestants) - Changed George Sotiropolous and Mac Danzig UFC weight classes to WW (also TUF 6 contestants) - Also more weight class changes (all of these had their next fight or fights at the weight class I changed them to): Dan Henderson to LHW Michael Bisping to LHW Alessio Sakara to LHW Kalib Starnes to MW Martin Kampmann to MW (but injured) Tamdan McCrory to WW Duane Ludwig to WW Nick Diaz to LW KJ Noons to LW Joey Villasenor to MW Jeff Curran to FW Justin Robbins to BW - Made Tony Fryklund active and added Strikeforce contract - Tinkered with marketability of some UFC fighters (Roger Huerta stood out - his good looks and marketability were part of the reason he was featured so prominently at that time) - Kultar Gill was linked to a fight history record (Fight Night: Stevenson v Guillard) when it should be Kurt Pellegrino Gill also should be 0-0 in the UFC, not 1-0 and Pellegrino is missing one win in his UFC record Big picture, I think about adding the IFL and K-1 Hero's who were active and actually still bigger players than EliteXC or Strikeforce in the first half of 2007. On the other hand, I may see if the mod runs more to my liking if I delete all the smaller companies (M-1, Pancrase, KOTC, Jungle Fight and so on) because I absolutely don't like them signing so many fighters and taking them away from were they should be (for example, in one test game, all of the top Japanese lightweights were fighting each other in Russia for M-1, which just makes no sense). It's less of a problem with the mod and more with the game engine itself, of course. I tried limiting roster sizes for most companies and that helps a bit, but I wonder if eliminating the smaller companies and trusting in the game engine's large local shows to take their place might feel more realistic.
  4. First off, great work overall - thank you so much for all the effort! I strutted down some thoughts as they came to me - so I apologize for them not being very structured: - Having WEC reduced to it's lower weight classes doesn't work for me. Carlos Condit and Paulo Filho (and to a smaller degree Brian Stann) are significant figures in WEC lore (at least to me) and having them as free agents feels all kinds of wrong. Then again, having them with the UFC 18 months too early would feel wrong, too. For personal use, I'll definitely add the three WEC weight classes back in before I start a serious game. - You probably thought about this already, but is there potentially a place for K-1 as a company in the game? They had a significant (if atrocious) Event in LA in June 2007 featuring the debut of Brock Lesnar and another (somewhat) significant event on New Year's. Then again, the Dynamite USA event was co-promoted by EliteXC, just like the Strikeforce event (Shamrock/Baroni) a couple of weeks later which is something the game can't simulate properly anyway. - Jason Black, Steven Lynch, Doug Evans and Brandon Melendez all have UFC fights in June 2007, so they should probably be in the database and under UFC contract. - Jordan Radev is in the database, but he should be under UFC contract since he also has a fight at UFC Fight Night in June. - The NFL's Johnnie Morton had his sole MMA fight in June 2007 and was one of the draws for the ill-fated Dynamite USA, so maybe he should be in as well so we can recreate him getting pathetically knocked out in under a minute. - WEC should have a broadcasting contract with Versus - EliteXC should probably have a broadcasting contract with Pro Elite PPV - Broadcasters might need some work in general (at a glance: ESPN should not be smaller than ESPN 2; SEG probably shouldn't exist anymore) - I don't think title prestiges are very important in WMMA, so I don't know if you wanna mess with them, but if you do, the UFC Lightweight title needs to be decreased (with Jens Pulver and the Steroid shark as only titleholders, it was still a joke in 2006) and some of the other UFC belts (especially 205) might need slight boosts. - I'd understand if you simply didn't wanna mess with it, but EliteXC did not use the standard weight classes. Perhaps most notably, the Lightweight limit was 160 pounds. - Did Rio Heroes really have weight classes? I only ever watched one of those, I think, but I remember them as pretty classic openweight vale tudo.
  5. Awesome surprise! I started watching MMA in 2006, so this is right down my wheelhouse. If it's as incredibly high quality as your previous mods, I'm gonna have a blast with this one.
  6. Is there any way to allow for more specific criteria being used for the talent that graduates from Dojos? It seems like in all of my saves, Project Arkham creates one Super Heavyweight bum after the other. I know it's kind of a small thing, but it just ruins my immersion in the gameworld when the graduates make absolutely no sense for the kind of training environment they are from. I think there should be a way to specify that certain training camps only turn out graduates in certain weight ranges and with certain styles just like there is a setting for gender. Since it kind of fits in... I also think there should be an additional setting for the "strictness" of a training camp. A more strict camp would be more likely to produce well-behaved graduates but would also be less attractive to go through, so it would reduce the number of graduates. Aaaand since it also kind of fits in - there should be a way to have training camps produce only 1 graduate per year. Unless I'm doing something wrong in the editor, even reducing the setting to 1% still produces 2 graduates.
  7. The touring system doesn't work for AI-controlled companies either because touring contracts (and hiring rules making use of them) have inexplicably completely disappeared from the game and the AI seems to book touring shows pretty much exactly like normal events. I'm far from an expert on real world puroresu, but it seems to me that the touring system is, if not utterly broken, implemented far worse in TEW 2020 than it was in TEW 2016. Then again, excursions are certainly a huge improvement. It's like so many aspects of this game compared to it's predecessor. One step foward, another one back...
  8. Finances were way too easy and revenues way too high, originally. Now they seem too low to me. Probably not as much too low as they were too high before, but still... Either way, the radical change in finance balancing essentially kills any save that was started before the change. As an example, in my PGHW save I had buyrates between 0.85 and 1.11 before the change and 0.13 now (with significantly higher popularity, mind you). That not just invalidates any strategic decisions or investments I might have made before the change, it also just utterly destroys any kind of immersion I could have had in the gameworld. Since I assume there will be further rebalancing of the financial side in future patches, here's the actual suggestion: - Add an option/preference to have finances be anywhere from "Very easy" (aka around original release time) to "very hard" with the current settings being the default option. That way, both the people who thought finances were too easy (like myself) as well as people who enjoyed easily raking in lots of money can be satisfied and already started saves can be continued without game-breaking changes in the middle of a save.
  9. <p>In case I haven't said so already (and at least in this thread, I don't think I have), I just want to say that I LOVE this mod, Derek, and I'm very much looking forward to the new version. <img alt="" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> I never really liked NEW mostly because they tended to sign a lot of talent that I had a tough time to accept in a SWF development company, so my vote would be to remove them. Sorry CreeperGav <img alt="" data-src="//content.invisioncic.com/g322608/emoticons/redface.png.900245280682ef18c5d82399a93c5827.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> I'm with Self, I don't think SWF necessarily needs an actual developmental company in 97, but of course that's just me.</p>
  10. Just a small thing I noticed is that a large amount of injuries seems to be caused by botches by an opponent. Maybe it's an anomaly due to playing with PGHW, but essentially every single injury is caused by an opponent botching and that seems off to me. I'm more than happy to see a lot of injuries in a physically demanding product like PGHW, that seems to be a definite improvement to previous games. I think the number of injuries seems close to perfect. But I think at the very least half (in my opinion even more) injuries should happen without anyone being at fault. Not really my main point, but as an aside, the morale hit to the worker who botches should probably be reworded somehow. Being "angry" or "furious" for injuring one opponent after another seems strange to me (though I'm not a native speaker, so don't take my word for it). Maybe "distraught" would be better?
  11. Thank you. I thought it was. I didn't try the shop on the website before but the payment dialogue in the installer where it's still only credit cards. EDIT: Sorry for being an impulsive idiot. To avoid similar (over)reactions by other idiots like me who first download the game and try the archaic licensing dialouge that comes with the installer, maybe you should put a word of advice somewhere to use the far superior GDS checkout option.
  12. There still is no built-in PayPal-support? It's not 2003 anymore, you know... Are you actively trying to alienate, annoy and inconvinience your customers as much as possible?
  13. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="awesomenessofme1" data-cite="awesomenessofme1" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="49591" data-ipsquote-contentclass="forums_Topic"><div>Do you have New Style Lists disabled? Most roster screens should have support.</div></blockquote><p> </p><p> Some screens do. Most screens still don't, unfortunately.</p><p> </p><p> The one that hurts me the most are road agent notes. I still type "d" for decisive finish while booking almost every match.</p><p> </p><p> I don't really blame Adam because I never even realized how important the navigation via keyboard was to the way I use the game myself. And it's not necessarily the same for everyone, of course. But still, this is by far the biggest annoyance I have with 2020.</p>
  14. <p>I'm buying it, no doubt. Just like every other TEW (and WMMA) that came before.</p><p> </p><p> Honestly, though, that is in large part due to loyalty, a willingness to keep supporting GDS to ensure further future releases and the firm belief (grounded in experience from years past) that Adam is going to do his absolute best to keep improving the game even after release.</p><p> </p><p> As the beta is right now, the game is not really worth the price. At all. The user interface is just a horrible, horrible mess and makes this a worse experience to play than it's predecessors.</p><p> The game mechanics are most certainly vastly improved both in obvious and less obvious ways, but that is small comfort when I have to keep cursing at my computer because I've moved the wrong segment up or down for the 43rd time due to the complete cluster-f that is the 2020 booking screen with it's inconveniently tiny arrow buttons and the baffling lack of features like "move to the top" or "move same segment again".</p><p> </p><p> It's some small steps forward and a giant tumble backwards. But, oh well... who else is gonna take PGHW back to the top? My 35 bucks are ready to be spent...</p>
  15. It's not just the PPV buys, either. Attendance figures for pay-per-views seem waaaaaaaaaay to high as well. Medium sized companies should not be getting close to 30.000 people to their shows, in my opinion. Pay-per-views are way too powerful, weekly shows don't see enough people. Contracts are way too cheap for most workers yet road agents (still, even after the supposed fix in one of the patches) command absolutely ludicrous amounts of money. Overall, the financial side and the (more cosmetic) scaling of pay and attendance figures in the game are still a complete mess at this point.
  16. I haven't had a single fart incident over dozens of two month-playthroughs, so that just seems like pure coincidence. Are you using the current patch? As for negative personalities, I hope they actually have the ability to tank a locker room in the way described in 2020. In the past, it always seemed a bit to easy to offset troublemakers.
  17. Mammoth's is fantastic, obviously, but I gave Remmy's default picture a try as well: I also tried to remove the goatee. The result was... uhm... less than optimal. But if you don't look too closely it might be fine:
  18. I haven't done a TEW alt in many, many years (so keep that in mind while evaluating the result), but I gave it a go: http://www.greydogsoftware.com/forum/attachment.php?attachmentid=7319&d=1588706452 I kept DeBosco's jacket because I really like it. Cheers. Also, thanks to Lloyd, especially for the PRIDE Koiso. I use him as my avatar playing as PGHW and he should be suited up in his new role as an exec.
  19. Just a random thought: I don't really read the description of the King Of Kings title to mean that the winner automatically gets his title shot six months later at Total Mayhem. I don't have it in front of me, but it just says the winner will be a big part of Total Mayhem or something like that. The news article on day 1 clearly indicates that TCW is building for Andrews vs. Hawkins at Total Mayhem, but the King Of Kings itself doesn't necessarily. Personally, I'll probably go with Andrews vs. Hawkins right off the bat at Malice and for future years, I'll always go with the King Of Kings getting his titleshot in January.
  20. Amazing thread, guys! I love EMLL in 2020, absolutely my most fun two months-run with the beta, so far. I immediately used my available cash to create my own pay-per-view broadcaster because I felt like this product was kind of wasted as solely live experience and because I wanted to book a bit more, after the Battle Of The Multiverse, I had weekly PPV events. Very much a cash cow... I did adhere to the rule of only having 1 on 1 matches which made for a very interesting challenge. Early on it's not too hard even with a show every week because the roster is talented enough to easily get a lot higher ratings than would be necessary to improve popularity (especially Guerrero Muerto and Captain Lucha were just complete bosses in my short game). But at a certain point, I think I'd always re-introduce multi-man matches because as many of you have pointed up, this promotion is just begging for lots and lots of awesome factions. I already have some storylines mapped out spanning a little over the first year (hinging on some of the top guys and especially Guerrero Muerto not being stolen, which could be a problem...), so EMLL may very well become my first full-on game with the full release. On thing that bothered me a bit, though... looking at most of the descriptions and the make-up of the roster, I feel like the product assigned to the company is pretty far off. Unless I'm mistaken (which could be, I haven't investigated it fully) the Grindhouse Lucha product means vocal crowd reactions to anyone who has a low hardcore skill (most notably DeCipher, but quite a few others, too). And I feel like that just doesn't really fit with the promotion as it is presented to us - weird, comic book-y and fun. I'll probably change the product to Comic Book Lucha either in the editor or in-game for my first serious run at EMLL.
  21. I know I essentially already made the point earlier in the thread, but after booking several shows with a sports entertainment product (lots of short matches and LOTS of angles) yesterday, I just have to reinforce it again: The way of moving segments around absolutely needs to be fundamentally improved. It is annoying to the point of of making it impossible to play the game to book shows with lots of segments. Yes, I would love drag & drop, but I would settle for just about anything to lessen the pain. Make the arrows bigger. Highlight the last segment moved to make it easier to move again. Anything. Anything at all. I'll go back to booking PGHW for now. No angles. That seems possible without more rage attacks...
  22. 70% seems exaggerated but I noticed a lot of people getting this crowd reaction while playing EMLL, too. I think it's more of a database problem than a game mechanic problem, though. I haven't dug really deep, so I could very well be entirely off base, but I think EMLL's Grindhouse Lucha product values the hardcore skill. A large part of the EMLL roster is comprised of pretty standard luchadors who have little or no hardcore ability and that's what seems to trigger the vocal crowd reaction. From all the descriptions and the roster makeup, I would suggest that EMLL should have a different product (either Comic Book Lucha Libre or a different specific product not yet available). I think the game mechanic itself works as intended. If you actually had a product that expects all workers to have hardcore ability, it should completely crap all over workers who don't have it. But again, I could be entirely wrong.
  23. You're right. You don't really know enough about wrestling during that time period.
  24. I did a similar thing with EMLL, creating an internet PPV broadcaster for Mexico and the US and while I don't have the numbers in front of me anymore, I definitely broke even with the first show and made a handsome profit after that. Perhaps there should be a time-delay between spending money to create your broadcaster and actually being able to use it (similar to the way improving your merchandising operation works). That way, it would still be possible for small companies to make money off of their own pay-per-view feeds, but they would run the risk of going into debt in the time it takes to properly set up their feed. Building on this, perhaps there should be a "fast" option that makes the broadcaster available sooner but brings with it a risk of the broadcaster not actually working properly (as is and was the case for many small-time streaming operations), damaging the company's reputation.
  25. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="sonofpaul" data-cite="sonofpaul" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="48713" data-ipsquote-contentclass="forums_Topic"><div>Ah! Thanks! The "Turn" button on the bottom of the pop-up when you click on the Works line of the character's status section.<p> </p><p> The downside is that it isn't very intuitive or easy to find. Why not just have it in the "Talks to Worker" section where the rest of your interactions are? </p><p> </p></div></blockquote><p> </p><p> It's not intuitive at all. It's a bit easier if you've seen similar misguided interface choices in previous games (most notably in the most recent WMMA, there's also some counter-intuitive clicking on text in profiles to find vital game functions), but some of the user interface just doesn't make the slightest bit of sense even to some experienced players (like me).</p><p> </p><p> TEW2020 is a great game like all it's predecessors. After just a little bit of testing, I'm already confident that the mechanics at the heart of the game are leaps and bounds better than the already fantastic TEW2016. Unfortunately all that wonderfulness is a bit hidden underneath a weird, clunky interface that seems like a significant step down from 2016 and 2013.</p>
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