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Bull

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Everything posted by Bull

  1. Seems like a level before left the business could be added for this. . So you can keep Left the business in for people who are well and truly done and have no interest in coming back, but you could have a level before it for people who are still willing to make a few appearances but don't want to be tied down to anything long term, similar to freelancers. . So you could sign them but never longer than say six months and/or only for a set number of appearances.. and not that it needs to be limited, but you could also limit it to sort of one and done thing so you can only bring worker X once using said method.. Alternatively maybe an attribute could be added That would allow for workers who have left the business to rejoin randomly on their own if they get the itch to or if they have said attribute it would allow the use of the talk to feature and give you a chance to convince them to come back, could work like a hiatus just in reverse, So have a random amount of time they return for, like 6 month, 2 years, etc, in which they are usable again, once that time is up they leave again and are gone for good. .
  2. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Hazemore" data-cite="Hazemore" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47811" data-ipsquote-contentclass="forums_Topic"><div>I'm sorry, but you can't do that. I could run the exact same show, with the same penalties and get a 65 on one and a 54 on another. You cant say yo lost 12 ratings to overusing some wrestlers. I never said it didn't effect it at all, just not much. Also, you've done it there with 6 people, all far too much. That is the worst kind of overuse (I think there are 3 types) and 6 workers is far more then I've ever done.</div></blockquote><p> </p><p> Unless there is some other underlying factor that's unknown here, it almost has to be the overuse that's dropping that show grade. . As compared to the randomness of matches and angles the show grade itself is just a direct calculation from matches and angles. .</p><p> </p><p> </p><p> If you calculate it out and account for the match and angle focus, I would assume since it's CWA there's around a 75/25 match and angle ratio, the grade for that second show should be no more than a couple points lower than the first show, and even if you go to either extreme of the ratio it's still within a few points of the first show. . So there certainly something knocking it down, The only known variable there is the overuse penalty</p><p> </p><p> Either way you probably shouldn't shoving that many worker down your audiences throat on a single Television show in the first place. . Better off building them up slowly until they are out of unimportant status or if you just really want to push them all that hard. . turn of the overuse penalty. .</p>
  3. Sound about right, I would argue that Taker would get by more on Star Quality and Charisma rather than menace. Size wise sure he'd have some menace and it certainly added to the character, but then you look at someone like Kane who was pretty much soley billed as this big Menacing monster, and got over by association to Taker, it's pretty clear you need more than just a good look to get over. .
  4. Anyone else getting some unfortunate and consistent popularity caps? Steven Parker seems to have capped at 70 Popularity in my current game,and has capped at this in many past runs. Crippler seems to consistently cap at either the 76 he starts at or not much higher than the low 80's I seem to have gotten lucky with Gilmore as his cap seems to be 90, except for in Maritimes Canada of all places where it hasn't increased from his base 77 lol.. which also happens a lot, but it kinda seems tied to the potential fanbase of an area. . Remo, Rocky, Rogue, Valiant, seem stuck where they start in every game I play. . and I've had Spencer Spade of all people get capped around 78 to 82 many times. . I know high momentum helps boost them and I don't think it's a bug per se, but it does seem unfortunately consistent. . I was just curious if it's the same for anyone else. .
  5. I've tested this in a game with strict storylines off which may play a factor but I'm 100% certain at least in those circumstances that using storyline success in angles affects momentum whether a worker is in a storyline or not. . as I've gotten the vast majority of my roster to positive momentum using it. . I have zero active storylines, Just making everyone successful when booked in angles and I only have 3 people on my roster with negative momentum. . That's ever active wrestler on my roster currently, Sammy Bach hasn't debuted yet which is the only reason he's at neutral lol. . Whether its meant to work that way I don't know but it almost certainly does from what I can tell. .
  6. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Capelli King" data-cite="Capelli King" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50281" data-ipsquote-contentclass="forums_Topic"><div>I 100% disagree. <p> </p><p> How is it "perfect" now? Ratings of all the events are essentially 5-10 points down due to this change! I know you are talking from a real life point of view, however from the game's point of view, the new changes have lowered the ratings of all the shows and that is what matters. </p><p> </p><p> I am actually thinking about loading the old 1.07 patch but the dilemma is "what is worse, fixing every card so that i do not get the road agent penalty or having to edit every match to make it longer to improve the ratings" </p><p> </p><p> The point of the auto-booker, is to try to book a show and try to give you the best possible result (rating), while at the same time using/rotating your workers enough so that everyone is working (this is done better now, more segments in every show). <strong>If the auto-booker is booking the show in such a way where the ratings are worse, it means the auto-booker is basically sabotaging you and that is what has happened in patch 1.08..............ratings are now worse, end of story.</strong> </p><p> </p><p> If the shorter segments were giving you equal or better results, then i would agree. I also think the previous segments / matches were too long, HOWEVER, the longer segments + matches were giving better results, that is how the game was programmed. SO based on the game rating system, the old auto-booker did a much better job.</p></div></blockquote><p> </p><p> I will preface by saying that I don't use the autobooker at all so I can't say one way or another if it's good or bad, but I really don't think the autobooker's sole purpose is to book a top tier show for you. . Again just my opinion but one of the biggest features of the game is booking your own company. . I've always thought the whole premise of it was as an assistant that will put together a show for you but it's still up to you, the booker, to make sure it's the level it needs to be. . I just don't see a good reason for it to be able to book as well as the user or even the AI of non user companies as it would kinda defeat the purpose of a large portion of the gameplay. .</p><p> </p><p> </p><p> If you have no desire to book cards and just rely on the Autobooker to book everything with zero to negligible user input, why would you not just play a watcher game?</p>
  7. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Matt_Black" data-cite="Matt_Black" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47579" data-ipsquote-contentclass="forums_Topic"><div>CWA doesn't gain in pop even when the Canadian Economy and Wrestling Industry are super high.</div></blockquote><p> </p><p> that's why I change their match focus from Three ring to Regular. . It doesn't make it so they get ridiculous show grades regularly even with their talent, but it does allow them some consistency and ability to maintain their popularity for the most part. . I haven't gotten to test it in any long saves but it certainly helps them at the start. .</p>
  8. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="MrJeeps" data-cite="MrJeeps" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47579" data-ipsquote-contentclass="forums_Topic"><div>Fair enough but how come this hasn't happened to any other companies?</div></blockquote><p> </p><p> Their Achilles heel is the enormous roster. . They start with 57 active wrestlers. I'm pretty sure only USPW starts with more but they have a galaxy sized wallet compared to CWA. I mean their payroll costs more than their starting finances lol. . Then they fall into the issue where they don't seem to adapt to any changes and it's a recipe for disaster. . </p><p> </p><p> The closet comparable companies to them would be 21CW, BHOTWG, TCW and EILL who all start with bigger PPV deal so they all wind up with a better shot at making money off of them and bigger bank accounts so they are much more apt to survive longer whether they bleed money or not. . Not to say they wouldn't eventually fail just that CWA will fail much quicker considering the variables. . </p><p> </p><p> Now with all that said, PGHW is the only company I can see that starts off worse financially and with smaller PPV coverage, but their big advantage is having the vast majority of their roster(which is again much smaller) on Handshake deals so they have greatly reduced costs comparatively..</p><p> </p><p> Basically CWA is in a very precarious position right from get go compared to everyone else around them so they are much more likely to fail by comparison. Again with the adjustments to PPV revenue they are put in a better position to turn a profit but it's certainly not going to benefit them in games where they are already sinking in debt. .</p>
  9. That bonus can apply for Bad Ass and Legitimate and maybe realistic gimmicks as well, although I'm not certain on that last one. But I would guess it's easier to get on dominant gimmicks.. Either way at least from the information at hand menace has no bearing on whether or not you get that specific bonus with gimmicks. . I guess I'm just thinking that there could be better utilization of the stat beyond angles and AI Hiring. .
  10. I don't imagine it was an issue with the initial build of the game because ppv revenue was so ridiculously high they were never in a situation to fail. Once it was decided that revenue needed to be toned down they suffered as a result because it was such a drastic reduction. . now that it has been level back up some it's not as big of an issue, at least in new games or games that haven't advanced to a point where they are beyond a salvageable point.
  11. As far as I'm aware, and at least with how the handbook describes it, currently, menace doesn't matter unless it's in an angle specifically rated on menace.. An argument could be made that it should be something considered when booking workers to look dominant. Maybe not have an exclusive requirement for it but certainly give a bonus to menacing workers who are booked dominantly. .
  12. I think you're a little to concerned with getting a high grade when in reality as long as it's decently higher than their popularity they are gonna benefit from it regardless. If an unknown monster pulls a 25 in a menace angle that's still gonna increase his popularity. . sure the angle is bad in the grand scheme of things but it's still good for the worker considering they have no popularity. . secondarily if you follow the standard practice of having a manager putting them over then the potential for higher grades are still there as long as the manager is rated on something active in longer angles. . Sure the overall grade of the angle might take a hit but it's still effective in the ultimate goal which is to get the less popular workers over. . the gains as far as I know aren't super equivalent to the grade you get as long as the grade is higher than the worker's popularity. . that could be wrong but in my experience it's a negligible difference in gains. . Plus squash matches are still pretty effective. and if you are truly trying to get someone over it's not the worst thing in the world to tick off some more over guys by feeding them to the big monster guy. . Not to go on a tangent as it's not totally related to this but I don't see why people are adamant to keep everyone happy but feel like it takes to long to get people over when you can use the previous method lol .. Let em be mad for a while I say I got my big monster over regardless :D
  13. Ah ok, I got it backwards then. . So the one displayed would be the long term I could certainly be wrong but the momentum you see should only be affected by your booking as it's specifically how they are booked in your company. . With that said there are definitely some instances where momentum doesn't seem to update consistently as I've had many examples where a worker will still have good or bad momentum after a show and for the week until I get to my next show where they will all the sudden change to from negative to positive or vice versa once I'm in the PM stage. .
  14. The only thing I've seen is under the contracts section which is just a baseline description of what it is and how it works. . It just their kayfabe success, so booking people well in matches and angles raises it booking them poorly lowers it and people with poor momentum will find it difficult to gain popularity until their momentum swings back upward. . bare in mind that is only for recent momentum there is a hidden long term momentum that I haven't seen anything about beyond it exists. . the stages are as follows Ice Cold Very Cold Cold Chilly Cooled Neutral Warm Very Warm Hot Very Hot Red Hot White Hot
  15. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Ghg398" data-cite="Ghg398" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50234" data-ipsquote-contentclass="forums_Topic"><div>So I tested that... I signed Blackjack Lanza to an Exclusive Written deal as strictly a road agent only. He still appears on the office screen, even when being marked as "road agent" in character details.</div></blockquote><p> </p><p> </p><p> You can either book them in an angle so they debut the gimmick and remove it from the list or click on the gimmick like your going to change it and there should be a drop button which will also remove the gimmick and also remove it from the list.</p>
  16. The only way you wouldn't be able to negotiate with anyone else is if the did in fact drop you. the SWF/CANN deal has like an 82 minimum grade you have to achieve to keep from getting dropped. . the only thing you could've done other than meet that requirement is change your timeslot so that the minimum grade is lower. .
  17. Whether it's meant to work this way or not I don't know but I've found that just using the storyline change note in angles helps boost momentum regardless of whether people are in storylines or not. . Obviously booking them strongly also aids the process but I have very few people with poor momentum in my games by just making sure the those who's momentum I'm trying to improve are set to be successful in angles. .
  18. I think the biggest reason why CWA was failing was due to the patch that lowered PPV buyrates/Income as it was super harsh, especially for them, and made it impossible for them to turn a profit. Now that it's been increased again they aren't as prone to bleed money as they were during the previous patches One thing I did to help them though was change their match and angle focus to Regular and Tight so they are more consistent in Show grades as a big problem I noticed is they start losing popularity because their grades were pretty poor considering the talent they have. . and the more popularity they drop the less money they would make. .
  19. It could probably be argued either direction, but as an example from WWE, I would say most ladder matches nowadays and even some from the truly early days aren't and weren't nearly as risky as ladder matches during the Attitude era and before the PG era. . It's really just comes down to a matter of perspective. . If you just want it for the gimmick then I don't see an issue in setting the content and injury risk low enough to suit your product as the goal is the gimmick not the content. . If your goal is to simulate the old Tag team TLC matches then you'd probably not be lowering those settings. .
  20. When you click on the decision to finalize the contract it should have a drop down box that let's you resign them to the main roster or keep them in Developmental. . and it defaults to the main roster so I'd guess you just didn't notice it and once you finalized it they were instantly brought back up to SWF. .
  21. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Vocalite" data-cite="Vocalite" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50133" data-ipsquote-contentclass="forums_Topic"><div>Manually checking every single worker to see if they have improved in their skills is incredibly tedious and unwieldy. It would be infinitely better to just see something like "Steve DeColt's Brawling skill has improved." or a similar indicator. This would seriously, seriously streamline the management of the wrestlers due to how clutch certain skills are for certain companies alongside just making the game easier to manage in general. <p> </p><p> I'm honestly confused why this has not been in the game from the start unlike the others, but I hope something like this gets added soon.</p></div></blockquote><p> </p><p> The thing is workers don't immediately improve like they did in past games. . The game uses a drip feed method now so a worker might get enough "points" to improve a skill but those points are put toward the skill over time instead of instantly. . Nevertheless being able to see progression easier would be a welcome improvement. . if not with this then maybe with making so we don't have to click every single skill individually to see it's progression. .</p>
  22. His momentum is the deciding factor in why he's considered a major star even though his popularity is capped. As for why it's capped it would pretty much have to be a bad destiny roll as with the way popularity caps are set now it's the only thing that would be limiting his growth. . At least that's the conclusion I gather from the handbook pop caps section. .
  23. From what I can tell people only complain about being in development based on the size of the company relative to their popularity now so if your developmental company is big enough most people aren't gonna complain. . and it doesn't seem to hurt their morale as much as previous games if they are wanting to be brought back up and again in my experience they don't complain nearly as often about it either. .
  24. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Remianen" data-cite="Remianen" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50068" data-ipsquote-contentclass="forums_Topic"><div>This might make for a good suggestion. Have non-wrestlers (i.e. those directly affected by the slowed popularity gain from 1.02) momentum bottom out at Neutral. I'm almost positive it'll just be a visual thing because I'm not seeing any real benefit from my non-wrestlers having higher momentum.</div></blockquote><p> </p><p> Yea from what I can tell there doesn't seem to be any negative or positive for non wrestlers having good or bad momentum. . and if there isn't any effect I'd rather non wrestlers, especially referee's and road agents just be locked to neutral momentum personally.. if only for the aesthetic but also to make it a little easier to identify the wrestlers with negative momentum on the analysis screen. .</p>
  25. I would guess that the decrease in ppv income from a few patches ago is probably playing a role in this. . They are bleeding money in my game as well. . It's kinda odd they don't cull some of the roster to drop their costs. . They definitely seem to drop their production values to combat it but it's inevitable that they lose money with what they are spending on talent.
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