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snakesonaplane

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Everything posted by snakesonaplane

  1. Hi Idolized, i'm really interested in the japan scene and happy to add more depth in terms of workers or promotions beyond what you have flagged in the OP. RE: Makai club, not sure if all members were still wearing masks by 2004 but here are some pics of the masked members that i've found if this helps.
  2. Is there a tutorial anywhere about how you do these great gif gfx with the logo overlays? They're really awesome.
  3. I know you're obviously focused on just finishing this mod first, but long term any plans to roll this data set back to earlier periods, like 2002, 2000 etc.? Absolutely love the gfx changes you've made by the way, probably the best overall Gfx set I've seen for any version of TEW!
  4. Hey all, i'm away from home computer at the moment, can someone please tell me the start date for this mod? Cheers! Also thank you for putting this together!
  5. A morale boost for winning a war doesnt make sense and should be removed. The only person who cares about that is the owner, wrestlers are friends with other wrestlers, and wrestling is just a job, only marks would get a morale boost for winning a 'war' against another company where their friends work. After all, what benefit do workers get from winning? It only hurts them. What might make more sense would be a morale hit (Though I still wouldn't implement this), especially if the losing company went bankrupt. Less viable options means less potential for workers to make money via leverage in their contracts, and less options they have if they're unhappy and want to leave for greener pastures. After all we know the chilling effect that wcw and ecw closing had on the business, it meant less money, less everything. It hurt the industry, the only person who got a morale boost was Vince McMahon. ---------- On another topic i hope social media storms are balanced by social media boons. It makes sense if you introduce a feature that gives debuffs that there's also a chance for buffs. In this context... -worker makes a viral social media post/video, pop or momentum boost. -worker makes a new popular podcast, vlog or YouTube channel, or appears on one. Pop, momentum or entertainment skill boost. Etc
  6. <p>Regarding promises, I think it would be fun if there was a small chance increasing with personality types that the worker who promises to put another worker over would double cross, shoot, i.e. go back on their promise. IRL stuff like that does happen and would make the characters in the game more human, and the promise system less mechanical.</p><p> </p><p> Note this shouldn't happen too often as that would make the feature less fun but just naturally you cant trust extreme narcissists can you?</p>
  7. On FOW, with the new option of extreme variance to databases FOW seems like a perfect feature to pair with it for a challenge, meaning even in RW databases when you would know many good workers by definition, the reality of the variance options means you couldn't be as sure. Removing FOW completely kind of makes variance redundant? On Star quality, I agree with others here its better as a weighted average stat combination or similar, as at the end of the day there are tangible factors that contribute to star quality. If this isnt changed then much greater growth or random events need to be added to boost and nerf the stat to make each game more dynamic. On merging top row stats, in a sense making one tech skill makes things harder as mod makers will need to rebalance the whole database, as now you cant rate someone good at subs but bad at chain wrestling (which are different styles). I think the solution maybe should have been to make the match ratings more intelligent, as opposed to simplifying it. Why not remove puroresu in this case? So you have top row of striking, technical, high flying?
  8. These are really excellent, the custom workers are really creative and well done, love Petey Marufuji <span class="ipsEmoji">😊</span>
  9. I assume the sexuality thing will be a variable game rule so whatever just turn it off. For people who want a more crazy game then crank up the turns! Otherwise I'd probably just leave it off, but this is really only a concern for RW data. For CV data all the workers are fictional so we can't assume to know any of their sexual preferences, so all good, just another option to add some fun and dynamism to the game world as it evolves.
  10. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Teh_Showtime" data-cite="Teh_Showtime" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Jinder Mahal had a 6 month world title reign in real life, Bob Sapp won the IWGP belt<p> </p><p> I’ve never seen the AI in TEW do anything as offensive as those two things, and the game can’t even listen to fan reaction.</p></div></blockquote><p> </p><p> Don't forget, Tadao Yasuda winning the IWGP belt, or Yoshinari Ogawa (an average jr. at best), beating young ace Jun Akiyama for the GHC and turning his first run as ace into a joke, it goes on really. The truth is stranger than fiction many times!</p>
  11. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="seminoledozer" data-cite="seminoledozer" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41263" data-ipsquote-contentclass="forums_Topic"><div>Need a name for a babyface stable consisting of RVD Sabu & Tommy Dreamer in a WWF 2001 save.</div></blockquote><p> </p><p> In real life they used the name ECW Originals, or you could use something like Extreme Evolution, The Extreme Revolution, something playing off Extreme (or Hardcore), Team Extreme, Hardcore Heroes etc.</p>
  12. Two quick questions please, 1. Did we ever figure out exactly what stats affect workers doing sick bumps and death matches? 2.) When adding a title history do you add entries for 'vacant' or 'vacated'? I notice a lot of mod makers do this for real world mods but i checked the default data and there's no title i could see that had such a thing. So how to reflect a vacated title. So worker A vacates and then Worker B beats Worker C for vacant title. Title history should just have worker A and then worker B as next champ? Thank you
  13. <p>Forget full body worker pics,</p><p> </p><p> How about just giving us the option to have bigger pics for the title belts?</p><p> </p><p> The little landscape box we've had to date is way too small, and makes it impossible to use a photo of a trophy like G1 Climax trophy for example. A simple change that would make the title matches more fun!</p>
  14. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="snakesonaplane" data-cite="snakesonaplane" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Did anyone ever figure out the best way to tell if a worker would take sick bumps? I.E. What skills/settings in the workers stat/personality are required?<p> </p><p> Thanks</p></div></blockquote><p> </p><p> Anyone have any idea?</p>
  15. <p>Did anyone ever figure out the best way to tell if a worker would take sick bumps? I.E. What skills/settings in the workers stat/personality are required?</p><p> </p><p> Thanks</p>
  16. I think if you want to simulate the stiff style of workers in this era, another way you could achieve this is by looking at the products of each promotion. If you fiddle with Intensity and Danger, you can change how 'stiff' the workers are in their matches, to simulate the hard-hitting style. From derek's guide, "Intensity itself is about the pacing of the action, the amount of time spent doing moves and the basic level of physicality that goes into making a match between the competitors. The higher this is set the more you will see two people going at it the more wear and tear it'll put on someone's body to wrestle this style, the stiffer the shots are likely to be and the easier it is to buy into as being "real"." Thus if you increase the Match Intensity of each companies product you can simulate the hard-hitting style of the era, without compromising safety stats - which as far as I know is more about a workers ability to safely perform in a more rudimentary manner.
  17. In the default database, what real life promotions are the closest to those present? Obviously not every promotion is meant to be a sort of homage to a real life one, but some are clearly inspired by real life promotions in terms of product style. The reason I ask is I want to get a better understanding of how to set products, and I assume the default verse would be a good source of understanding. If I could relate those promotions to their real life counterparts or close, that would help thank you. Another question which worker stats never improve with age or experience? I.e. which do I need to set correctly right from the start, this relates to creating yet to debut workers. Obviously you should keep their top row stats low, but im thinking physical stats and others.
  18. I'm working on an historical scenario and need some help with two things, If i'm prepping for Misawa's split from AJPW to form NOAH what is the best way to set this up? The game is set in 2000 and I've got Misawa's contract set to expire in 6 months, Misawa as the mandatory founder of NOAH and NOAH to form in July 2000. Will that work? What's the best to get some guys to jump with him? Loyalty relationships? All AJPW natives have the similar 6 month contracts. Second thing is, with yet to debut workers... if I set someone to graduate from a company dojo like BJW Dojo which already exists, will they get a contract with BJW offered or will they just spawn as unemployed? Is there a way to get them to join those companies after they debut? Thanks a lot
  19. <p>Oh really? So if I set up a working agreement between two promotions the AI controlling these won't utilise the agreement at all?! </p><p> </p><p> But if I set up an alliance they will?</p>
  20. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Derek B" data-cite="Derek B" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36188" data-ipsquote-contentclass="forums_Topic"><div>In TEW13, workers will be happy to work for other companies even while loyal to them (they didn't in TEW10) so simply by having loyalty to their home company you can have workers showing up in lots of other companies too. This ought to remove the need to add most of the pacts you were looking to add since workers will happily stay with their home company and take work elsewhere too. once companies hit regional the companies <em>might</em> try to hire people to Exclusive PPA deal... but that's generally only common if there are very few workers around OR there are a lot of negative pacts going on.</div></blockquote><p> </p><p> Thanks for taking the time to reply to this btw.</p><p> </p><p> This is an interesting idea, I guess I didn't appreciate the benefit of loyalty on the smaller end. </p><p> </p><p> So basically you reckon that if worker A is loyal to company A, and I know he has been appearing sporadically for promotion B, instead of giving promotion A and B a working agreement to simulate this (and leaving worker A off of promotions B's roster), I should add worker A (with loyalty set to company A) to company B on a PPA, and scrap the working agreement.</p><p> </p><p> Note that nearly all of the promotions in the game area will be around a regional level, but there are virtually no negative pacts that will be at play. I'm also going to try to include a good balance of free agents as well, so hopefully that will prevent the predatory signings that you mention.</p><p> </p><p> I'll have another look at my lonnnnng list of relationships and see where I can cut with the above in mind, thanks.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Derek" data-cite="Derek" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36188" data-ipsquote-contentclass="forums_Topic"><div><p> As for owner preferences, setting up the owner of each company with the "right" setting ought to be able to keep things working the way you want. "Hostile" will see the owner maintain/set-up hostility and war relationships for the most part... "Isolated" will see them maintain/set-up Non-Aggression Pacts mostly... "Normal" will see them just kinda go with the flow, mixing things up a bit... and "Open" will see them use Working Agreements more. Smart use of these settings ought to help you maintain the region pretty nicely and let it play out nicely over the long run. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p></div></blockquote><p> </p><p> Yes good idea! </p><p> </p><p> I hadn't really given much thought to this aspect of the mod settings to be honest, and it's actually a very important tweak to make, I agree. A lot of the promotions in the region are incredibly cooperative (compared to say the US), with the industry only just beginning to 'rise' again after a big down-turn many of the companies have formed alliances or shared workers to ensure each others survival (which is my company relationship file is looking so bloated). </p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Derek" data-cite="Derek" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36188" data-ipsquote-contentclass="forums_Topic"><div><p> As for pacts themselves... the fewer you use, generally the better off you'll be. </p></div></blockquote><p> </p><p> I don't necessarily disagree that if the other relevant factors are set correctly, that less is more in this area, and well... most really! No one likes mod bloat.</p><p> </p><p> Can I ask though, do you think there is a specific down-side to 'over setting' these agreements, if you willlllll?</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Derek" data-cite="Derek" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36188" data-ipsquote-contentclass="forums_Topic"><div><p> IGF might be one where you want to set a lot of Non-Aggression Pacts so that they stay in isolation. </p></div></blockquote><p> </p><p> Yes good idea, I was just going to leave their agreements blank, but non-aggression pacts is probably better.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Derek" data-cite="Derek" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36188" data-ipsquote-contentclass="forums_Topic"><div><p> Hopefully that helps, not so sure if it does. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p></div></blockquote><p> </p><p> It does actually, you've given a few more settings to consider in order to produce the same results that I want to simulate, and that's definitely a good thing.</p><p> </p><p> ------------</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="jhd1" data-cite="jhd1" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36188" data-ipsquote-contentclass="forums_Topic"><div>Another possibility would be to add them to a trading alliance. Make sure they are not permanent members, and perhaps limit the eligibility to Japanese promotions. </div></blockquote><p> </p><p> Thanks for the suggestion.</p><p> </p><p> There's at least one trading alliance I could implement, so that would cover three of the promotions on my list.</p><p> </p><p> What is the specific benefit of using a trading alliance over say a three-way set of working agreements?</p>
  21. <p>Hey Derek could you please give me your advice? I'm interested in simulating the Japanese scene, and at the moment there is a lot of variety in relationships, I know you're not that into the puroresu scene so i'll give you some background.</p><p> </p><p> Some feds like Inoki's IGF have basically no outsiders, and their workers rarely if ever appear elsewhere, basically isolationism.</p><p> </p><p> Then there are feds like Big Japan, whose workers seem to appear in almost every other company in Japan, a guy like Daisuke Sekimoto for example.</p><p> </p><p> However, most promotions (especially ones that run regularly) have a core roster, and so their cards feature that promotions core talent, or 'affiliated players', and the rest of those featured are a combination of a few freelancers, and players affiliated with other promotions (and who are identified as such).</p><p> </p><p> <em>My question then is, if promotion A features players affiliated with promotion B (say since the start of the calender year, to keep things current) does this mean promotion A and promotion B should have a working agreement? </em></p><p> </p><p> <em>Or do these relationships ned to be official, publicly stated relationships to be added to the game?</em></p><p> </p><p> At the moment I count that if any workers affiliated with a specific promotion have appeared on another promotions cards from the start of 2013 until now, that they have a working agreeement. Is this too generous?</p><p> </p><p> Like in real life, workers affiliated with Big Japan, have appeared recently in say 5 other promotions across Japan, should I then given Big Japan a working agreement with each of these promotions? As the workers would not appear in these places without the consent of their home promotion.</p><p> </p><p> Basically, as a mod maker, should I be inferring these relationships exist when workers affiliated with a promotion appear in a different promotion, and put them in to simulate the fact that say this year, a worker from promotion B has appeared on Promotion A's cards say six times, and could then conceivably appear in the future? A working agreement would allow a talent trade to simulate this for the human player.</p><p> </p><p> The reason why I ask is also because I've done some research and by my current criteria, basically an affiliated worker has appeared on the show of another promotion (outside special tribute shows, or single appearances in 12 months), the promotions have a working agreement.</p><p> </p><p> Some examples of the number of agreements this would produce, </p><p> </p><p> <strong>Big Japan</strong> would have working agreements with: JWP, Freedoms, Legend, W1, NOAH, Z1, Union, RJPW, WNC, Kdojo, CZW, Ice Ribbon, Diamong Ring, Dradition, Oz.</p><p> </p><p> <strong>Zero1</strong> with: Diana, W1, WNC, BJW, OPW, MPW, NOAH, AJPW, Sendai, Ice Ribbon, Kdojo, Oz, DR, Futen.</p><p> </p><p> <strong>Diamond Ring</strong>- Tenryu, NOAH, Futen, DDT, AJPW, Z1, DG, Diana, Stardom, WNC, BJW, Kdojo, Oz, SGPW, MPW.</p><p> </p><p> There are 30 active promotions in this region in my file, and the full list in the above style produces something like 100 agreements!</p><p> </p><p> Thank you.</p>
  22. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Derek B" data-cite="Derek B" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36188" data-ipsquote-contentclass="forums_Topic"><div>It's a minor feature really, there for modders who want to try to get certain venues to be used more. There are no side effects from not using it, so feel free to ignore it if you aren't comfortable using it.</div></blockquote><p> </p><p> Okay cool thanks, I'll ignore it then save for a couple of small venues I know are booked regularly the AI may overlook, such as Shin-Kiba in Japan.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Derek B" data-cite="Derek B" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36188" data-ipsquote-contentclass="forums_Topic"><div><p> Which brings me to pushes. As youve no doubt noticed, some product types prefer certain styles of workers when it comes to working out the autopush. I've misplaced the guide that someone put together about that for TEW10 (I'll add a link here later) but some styles in general do better than others. </p></div></blockquote><p> </p><p> Are you referring to this? Don't have the source unfortunately...</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36188" data-ipsquote-contentclass="forums_Topic"><div>Traditional: Luchador(6), Brawler(4), Psychopath(4)|| Regular(3), Technician (3) || Purosu(1)|| Entertainer(0),MMA(0)||----||----|| Super Junior(-4), Spot Monkey(-4), Cruiserweight(-6)<p> </p><p> Mainstream: Brawler(6), Cruiserweight(6), Regular(4)|| Entertainer(3) || Techician (1), MMA (1)||----|| Psychopatch (-1), Super Junior(-1) || Purosu(-3), Spot Monkey(-3)|| Luchador(-6)</p><p> </p><p> Comedy: Entertainer(6), Technician(6)|| MMA(3), Super Junior(2)|| Brawler(1), Psychopath(1)|| Regular(0), Purosu(0)||----|| Cruiserweight(-2) || Spot Monkey (-4), Luchador (-6)</p><p> </p><p> Cult: Entertainer(6), Regular(6),Purosu(4)|| Spot Monkey(3), Luchador(2)||----||Cruserweight(0), Super Junior(0), Technician (0) ||----|| MMA(-3)|| Brawler (-4), Psychopath(-7)</p><p> </p><p> Risque: Brawler(6), Entertainer(5), Regular(5)|| Technician(3), MMA(2)||----|| Purosu(0)|| Psycho(-1), Super Junior(-1), Cruiserweight(-1)||----|| Spot Monkey(-4), Luchador(-7)</p><p> </p><p> Modern: Super Junior(6),Technician(5), Cruiserweight(4)|| Purosu(3), Regular(3)||----|| Bralwer(0), MMA(0)|| Psychopath(-1)|| Spot Monkey(-2)|| Entertainer(-4), Luchador(-7)</p><p> </p><p> Realism: MMA(6), Regular(5), Technician (4)|| Brawler(3), Purosu(2)|| Psychopath(1)|| Entertainer(0)|| Super Junior(-1)|| Cruiserweight(-3), Spot Monkey(-3)|| Luchador(-7)</p><p> </p><p> Hyper Realism: MMA(6), Purosu(6),Technicia(4)|| Brawler(3)|| Super Junior(1)|| Psychopath(0), Entertainer(0), Regular(0)||----|| Cruiserweight(-2) || Spot Monkey(-4), Luchador (-7)</p><p> </p><p> Hardcore: MMA(6),Spot Monkey(6), Psychopath(4)|| Brawler(3)|| Technician(1)|| Super Junior(0), Entertainer(0)|| Cruiserweight (-1), Regular(-1)||----|| Purosu(-4), Luchador(-7)</p><p> </p><p> Lucha Libre: Cruiserweight(6), Luchador(5), Super Junior(4), Entertainer(4)||----|| MMA(1)|| Brawler(0), Psychopath(0), Technician(0)||----|| Regular(-2)|| Purosu(-4), Spot Monkey(-7)</p><p> </p><p> Pure: Technician(6), Super Junior(5), Purosu(4), Regular(4)|| Psychopaths(2)||----|| Brawler(0), MMA(0)|| Entertainer(-1) || Cruiserweight(-2)|| Luchador(-5), Spot Monkey(-6)</p><p> </p><p> Daredevil: Cruiserweight(6), Luchador(6), Spot Monkey(4)|| Super Junior(3)|| Brawler(1), Psychopath(1)|| MMA(0)|| Technicians(-1)|| Regular(-2)|| Entertainer(-4), Purosu(-7)</p><p> </p></div></blockquote>
  23. Haha thanks Genadi, yeah I read that <img alt="" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /> I was interested in understanding if this feature is really important at all? Like the '?' says it will make AI more likely to book there but if I just left all of these fields blank would it really matter? As I don't the AI booking a smaller venue than optimal simply becaue it has a higher reputation. If they did however, that seems to me a bit counter-productive as it would unfairly handicap them - as they'd basically be enticed into booking a venue where they would turn a lower profit over a higher capacity venue. Also I was curious whether this reputation was static or variable.
  24. Sort of an obscure question... what's the deal with location 'importance'? I think it's called, I don't have access to the game at the moment. But I was editing Phil's location file and realised i'd never actually looked into locations at all! There are settings in theew rating locations 'weak', 'very strong' (?) If I recall correctly... in terms of I think 'importance'. I understand the idea of a 'hotbed' check, but with the other rating for a location is this important at all? Like, can this be built up over time or is it static? I think the only effect is that people will be more likely to book shows there, but is there really much point from real world data perspective to rate this for locations or should I just leave it blank? As far as I understand the AI will book shows based on a best outcome basis, so would this affect them? Is there any benefit to editing these? Like I can't see an AI booking a small venue just because it has a good rating here, versus a larger venue with a lower rep?
  25. Re: WWE worker overness in Japan. The WWE hardly ever tour (apparently raw first aired there in 2005) and don't have a product that really gels with Japan; regardless of their tv exposure. Whilst it would easy to simply duplicate popularity for the company and workers internationally I dont think this is realistic. In Japan I would suggest the wwe have significantly lower popularity than the USA say 55 (this what I have in my game currently) or 60 compared to 75 in the USA. Many of their workers would also take big popularity drops on japan even of say 20 points compared to the USA because they just wouldn't draw immediately, and their WWE exposure isn't necessarily significant enough to buff this. The more established stars of your Jericho mold with Japanese experience would do better than people otherwise now on their level. Big guys who are also former world champions would do better like Kane or Big Show for example. Also I would consider a cap on their popularity. Outside of guys like the Rock, I would say around 70 popularity would be the peak for most guys (such that the top Japanese guys are actually bigger draws than most of the WWE guys in Japan rather than the other way around, which just doesn't have a precedent). The WWE as a brand should be drawing more in Japan than most of their roster with guys better known to the Japanese audience through tours or excellent pedigree being the exception. So basically I would nerf most of the WWE workers overness in Japan. Mexico is tricky as the WWE outperforms the lucha promotions in mexico in terms of TV ratings, but I would suggest the lower range WWE talent would take popularity hits in Mexico too, with upper and top level guys being more consistent. Some examples for Japan, I have Undertaker at 90 throughout the USA and 75 throughout Japan; Randy Orton at 78 throughout the USA and 65 throughout Japan; Jericho I have at 80 across the US and a much closer 75 in Japan. For Giant Bernard/Tensai for example he is actually more over in Japan than the US, I have him at 60 across Japan (though even 65 could be justified) and only 48 in the US. I think this highlights some of the tension in the game mechanics as in TEW TV exposure will de facto increase a workers popularity in a region even where they have never wrestled. In real-life however I don't think popularity - which to an extent is really their drawing power - is so neatly built across cultures simply through television time. Whilst popularity may be justifiably similar between WWE workers in the US and say Canada, Europe or the UK - I don't think across wrestling cultures such as Japan and Mexico with profoundly different cultures and product styles/traditions, the numbers are so evenly matched. Also, as a player of real world mods it sort of bothers me to look at the list of 'most over guys in Japan' and it's just a list of WWE guys. That said I do think a NJPW vs WWE show could draw huge, much more than a Raw or Smackdown house-show.
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