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Zeel1

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Everything posted by Zeel1

  1. Job For Life - A special attribute that can only develop when a worker has gained a Loyal relationship with the owner of a company. As long as that same owner is in power, the promotion will never try and release that worker no matter how much their skills or popularity deteriorate. I imagine the Loyalty relationship already does this to an extent but I figure we can take it a step further. Some people can just hang around for decades even when they don't have much to offer anymore.
  2. What would make sense to me is if trainers helped determine their primary skills and stuff like Psychology and Safety, whereas facilities and equipment did more to help them grow physically and athletically.
  3. Both popularity and skill are always measured, but if a product leans more heavily into star power versus talent, then them being popular is much more important to the rating. In other words you can get really big ratings with folks who aren't necessarily good in the ring. Conversely if they're judged much more on ability, then a great match is recognized as one even if they aren't necessarily big names. This can go to varying extremes. With that one though it basically says both are equally important.
  4. This is of course assuming you have times on. If they're turned off, then it probably is calculated the way you're thinking it is. But that might only apply to users.
  5. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="NinjaBadger4k" data-cite="NinjaBadger4k" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>I'm currently using the 'Killing the Business' mod but upon further inspection, it seems that it's <strong>me</strong> is the actual problem.<p> </p><p> I started a new game and went unemployed just to keep an eye on things with WWE. Here's what I found for RAW between January and March.</p><p> </p><p> <strong>January:</strong> Average score of 77</p><p> <strong>February: </strong>Average score of 82</p><p> <strong>March: </strong>Average score of 79</p><p> </p><p> So my low scores in the dreadful 60s reflect my booking.</p><p> </p><p> Although one thing I did notice, maybe someone can help with this - WWE has a product of Classic Sports Entertainment and the focus is set at 65% Matches and 35% angles. However: The AI is booking 20 segments with 11 being Angles and 9 being matches. Is this not against the product requirement? Or am I missing something?</p></div></blockquote><p> </p><p> That's dictated on the times given to segments. 9 regular length matches and 11 short angles can fit that ratio fine.</p>
  6. Okay fine I'll start a FULL FORCE WRESTLING dynasty, if you're really gonna twist my arm about it! <img alt="" data-src="//content.invisioncic.com/g322608/emoticons/biggrin.png.929299b4c121f473b0026f3d6e74d189.png" src="<___base_url___>/applications/core/interface/js/spacer.png" />
  7. <p>Wow. Basics used to be important for people in training roles, I think with dev trainers and definitely was the case with people owning dojos, that was the main context I ever thought about it previously. It seems like that's not so much of a thing now though? The handbook states on several occasions that a wrestler school owners' stats don't affect training, only the start-up of the dojo and it doesn't really go into detail about what it means about that. </p><p> </p><p> I think at one point he might add back in the Developmental Trainer role and it might be a key thing for them. But yeah as it is now, the stat seems like it's on it's last legs.</p>
  8. <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="47568" data-ipsquote-contentclass="forums_Topic"><div>Honestly the preset PG product is not at all what WWE uses today. Classic SE is less restrictive and allows modern TV to be booked properly. It also bounces 6:4 either way for in ring/popularity, which if anything is closer to today’s era than PG when there’s objectively more in ring time than ever. Doesn’t penalize long angles, either.</div></blockquote><p> </p><p> Actually the way I always looked at it is that this IS their product, it's what they've conditioned their fans to, but they are booking it like it's a different one. They'll do long matches between really talented people that nobody knows on Raw and they bomb just as they would if you tried them in a major SE fed in the game. The audiences they get are usually still only particularly into great matches when they're also between big stars. </p><p> </p><p> When they revamped 205 Live in 2018 it became maybe the best weekly pure wrestling show I'd ever seen, they were having such fantastic matches on a regular basis but it only continued to fade into obscurity and they were always killing themselves for bare minimum reactions. This feels accurate to how the game would take it.</p><p> </p><p> I don't know how you get an AI to properly simulate that in-game besides extraordinarily low booking skills but that's kinda how I look at today's WWE in a TEW sense. I suppose you could compare it to when a promotion's in that in-between products state except it's taking them several years... <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
  9. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="defizzle" data-cite="defizzle" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="48991" data-ipsquote-contentclass="forums_Topic"><div>I LOVE IT!<p> </p><p> <img alt="vFjMV1u.jpg" data-src="https://i.imgur.com/vFjMV1u.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> Sorry for the acronym <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> Ayyy, that's rad! I didn't really get any immediate responses so I wasn't sure if it even landed but nice to see THE FOOORCE still has a following after all these years~</p><p> </p><p> With this logo now a thing I might have no choice but to try out FULL FORCE WRESTLING myself!</p>
  10. <p>Yannow I hadn't thought about it until this very moment, but with how much this game has factored in typing and putting in numbers, it's actually a tad surprising that there isn't an option to type in an exact number of minutes for a match or angle. </p><p> </p><p> I wouldn't use that much I don't think, but in extreme cases it'd definitely be faster.</p>
  11. <p>The need to change the descriptors along with the push system might've been slightly over thought, though it does draw attention to the fact that it doesn't work the same anymore. I think the reason is that the old called the workers what they were because you were intended to have people at every given level except for maybe Enhancement Talents, rosters were built with that in mind. And it used to force people into those slots even if really they were far above other people in those same pushes and were almost interchangable with everyone above them after you get to the point where everyone on your roster is super popular.</p><p> </p><p> It would certainly look more apt to end up with a roster of dozens of major stars than the way it was before, but would it have seemed that odd if instead it listed most of your wrestlers as main eventers? I dunno, to me it wouldn't be since they all reasonably could headline but maybe it'd seem strange to some people to have a whole card where every position has a main eventer. </p><p> </p><p> Or your whole roster is considered to be Midcarders, I suppose that one actually would be a little strange to consider. Though I can't say I haven't seen promotions in states where that was, indeed, the perception. <img alt="" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> In any event, there's also five positions now instead of six so we were gonna lose one of the descriptors anyway, probably either Opener or Lower Midcarder.</p>
  12. I've always been looking at the list of fixes and it's kind of absurd when you look at the whole post and see just how much has been tweaked and changed in the span of three weeks. Some of them crashes that were probably really confusing to diagnose or outright features and functionalities that weren't there when the beta started. I can only imagine how feverishly he's been working in the past month.
  13. I like the filters staying on sometimes but it does occasionally take me off-guard a bit. I'd say maybe that's a feature that could use an On/Off toggle in the User Preferences. Can't have too many of those. Actually I wanna say the WMMA games had this toggle? I think it was called "Sticky Search" in that.
  14. It's meant to be a hardcore leaning fed that wouldn't have a lot of DQs and such in the first place. 'Cheap finish' refers to DQs and count outs.
  15. I'm sorta this but mostly because my favorite thing is the slow rise. I really love seeing someone go from the very bottom of the card all the way up to the top, ideally over the span of a year or so. I think this stems from the fact that I first got into wrestling by playing the Day of Reckoning games where you begin as a house show hopeful and work your way up to dark matches, then B Shows, before being a prime time wrestler going after titles and eventually world champion. I love getting that same sense from TEW so in that way I can actually be a lot more invested in the lower carders. The main eventers are great to have and I can do interesting stuff with them too, but I guess the way I look at it, they've kinda completed their story already in a lot of cases.
  16. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="KyleCamelot" data-cite="KyleCamelot" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>Is it worth having a really bad dojo/school/performance center? Is it possible to have a great graduate is say, everything is set to 1%?</div></blockquote><p> </p><p> Depending on what kind of game you're playing, just having a bunch of dirt cheap warm bodies around can be nice. I would imagine that it's not impossible to get a great graduate out of the lowest possible dojo but my guess is that you'd have to be pretty lucky for it to happen.</p>
  17. I've been gathering my thoughts on something for a little while... apologies if this ends up being an overly-long post. We've seen that some features from past games are missing in this one, and that can be frustrating for those that really appreciated them before. Being able to view workers from the angle screen, outright turning off regens without any work-arounds, many of the features specific to the developmental system ect. I won't count fully customizable products since that was a choice, one we were told about way in advance and I personally think that once enough new products have been added we'll see that it's got the potential to be a much stronger system. But there's plenty of examples, some bigger than others. Popular features and little conveniences from before that are missing now. And I'm being very specific with my wording there, I say 'missing' instead of 'removed' because I feel like that's more accurate. They weren't taken out so much as they haven't been added in yet. And I think this is something that is perhaps being misunderstood about this game, a detail that maybe hasn't become common knowledge yet. Something that I think we should be more mindful of is that this iteration of TEW 2020 is not, well, an iteration. All of the most recent games in this series were written on top of one another, taking the completed product of previous years and making additions and improvements to it until it was a big enough upgrade to justify another release. This strategy really worked out superbly for quite a while. When you play TEW 2016 it feels like a really strong and polished game because, in a way, it's a game that was developed over the span of a decade. You can sorta see that in it. With this year's version though that was not the case. TEW 2020 was rewritten from the ground up rather than iterating in the same way as all the others. We were told about this from the announcement of the game, but I don't think it really dawned on us exactly how big of a deal that was. 2020 appears to have a lot more growing pains than previous entries and when you consider this fact, it's not really hard to see why. I'm not going to tell you that it was a mistake to rework the game this way, I think it was the right move for the future of the series and is ultimately a major overhaul that was probably needed. We have a lot of major new features now, stuff like playing as dev companies, the attribute system, on-the-fly booking, the revamped push system... all stuff that I consider awesome additions and necessary steps forward for the series. And all stuff that probably was going to be either impossible or prohibitively difficult to do if you were simply tweaking what was already there in 2016. Plus, even though the system was definitely a success in terms of cranking out high quality and polished games, the fact that every game was iterated on in this way was something that was kinda noticeable as a long-time fan. You could always sorta tell that the games started from the same point. In 2020 that's entirely gone, it very much feels like a brand new game. It's definitely got it's pros. But we've also seen that it absolutely came with some cons and we probably should've expected that. TEW is a series with hundreds upon hundreds of features and ease-of-life quirks and design choices, and in recreating it some things didn't make it in, atleast not yet. Remember, all that stuff has to be added back in. It's not just, still there from the previous build of the game like usual. I don't think it was a choice to remove these features. I believe they're either an oversight (hey you're dealing with a lot of stuff at this point it's not weird if things fall through the cracks!) or they couldn't be implemented in time for the game's release and they weren't considered major enough to be worth a delay. Either of these would pretty much be fair I think. I've taken a look back at past announcements and dev journals and it seems that TEW has been building from the previous game for every installment since ATLEAST 2008. And considering there was a TEW 2007 a year before, I'm guessing that was actually the last one that was totally rewritten from the ground up. And if that's true, like, geeze. Think about how much less there was to this series back then! Writing those games had to have been way simpler, there was a lot less to test. The old way of doing things meant no features ever really had to be removed, stuff just kept being added. That's why it ended up becoming such a juggernaut of a simulator in the first place. Suddenly in 2020, the task was to recreate all of that from scratch. He called this his biggest, most ambitious project to date and I think that has to be true. So of course it's not easy in these first few weeks and probably won't be among the next couple of months of release either. There's also the fact that those games were the result of years of combined testing. Every bit of feedback and patch given to TEW 2007 made it's way into TEW 2008 which made it's way into TEW 2010 and so on. Any mistake the past game had ended up making the next one better. It's like we've been in the process of an infinite open beta. Look at how much 2020 has been tweaked and fixed in the span of a couple of weeks. Now imagine that over the course of a decade and you basically have what 2016 was. In order to move forward, all that testing had to be thrown out as well. And mind you they're doing that ahead of a game that has MORE features than anything before it, so it's really only natural it'd be buggy at first. None of this is to say that anyone's opinions are invalid or shouldn't be shared, far from it. Really it's the whole point of an open beta to have these critiques in the first place, that stuff can be invaluable. They want to know the stuff you'd like to see changed. But I do think this would be a good bit of context to keep in mind when you talk about these things. Comparing TEW 2020 in it's current state to the finished products of yesteryear might be a little bit unfair. They all had a privilege that this game did not have. Myself I'm excited to see what 2020 ends up becoming though, and looking forward to where the series goes from here now that it'll have this huge new base to work off of. It's a bit of a grander foundation than '07, I'd say...
  18. The handbook used to list star quality as important to popularity caps but that was changed in a patch and Adam referred to it as mistakenly listing the old system. I don't think Star Quality actually has anything to do with it anymore.
  19. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="sonofpaul" data-cite="sonofpaul" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>No smoking or drugs, transport and hotel organized, transport paid.<p> </p><p> I actually gave them a masseuse, chiropractor, and paid for hotel and catering for one show but it made no difference to these guys!</p><p> </p><p> The next show I got the tag team belt off of Death Row. Need to get the secondary US Belt off of Quinten Queen. 4 more instances of crap before the show including Death Row again, and now a Manager, and even a Road Agent have Locker Room heat. Backstage rating down to 33%. Spiraling downwards out of control.</p><p> </p><p> It looks like I will have to fire a bunch of guys. Like 20% of my roster could go at this point and it is all vets! Pretty funny. A first in my very limited experience playing this.</p></div></blockquote><p> </p><p> You might want to tick on the stricter rules and see what it does. It might lower the rating a little more but at this rate that's not hurting much and it should hopefully put a stop to the incidents, atleast until you can get rid of the problem dudes. These would be the dress code, not leaving until the show is over, no outsiders... I think the three-hour pre-show arrival is the thing that people get most upset over which might also mean it's the biggest behavior stopper. </p><p> </p><p> I haven't admittedly tested it too much but this is the idea anyway.</p>
  20. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="sonofpaul" data-cite="sonofpaul" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>So I started a Cornellverse new company and loaded it up on youth and the best available cheap vets with some popularity in my area. Everything was going ok for about 7 shows in the first 3-4 weeks (due to a "Constant" schedule), then some of the vets started showing why they are not in bigger organizations.<p> </p><p> Knuckles and Shady K (Death Row), Lead Belly, Air Attack Weasel, and Quintin Queen have ALL become major pains in the last couple of weeks. Shady K got busted for harassing, and then the next show locker room fighting with 19 year old Dustin Deuce. Knuckles joined in at some point. Air Attack Weasel is pissing off the entire locker room, and Quinten Queen is behaving about the same. Lead Belly is bullying a couple people, and has gotten into a fight. Now at the last show Knuckles and Shady K fought with another 19 year old (Jack Avatar) in the locker room. The last few shows have had like 4 to 6 negative instances. I started with Stern Warning, the Fines but it just seems to piss them off but only makes their behavior worse. My Backroom score has plummeted from 80 to 43 in just a few weeks!</p><p> </p><p> Ugh. I guess Suspensions are next. I need to move belts off of any of these clowns ASAP so I can be prepared to fire them. It is crazy how quickly things just went to crap like that!</p></div></blockquote><p> </p><p> What are your backstage rules looking like?</p>
  21. Still keeps the initials but now it's Toy Championship Wrestling. It was fate.
  22. FULL FORCE WRESTLING Bring the POWER back to the POWERFUL! Disgusted at how SMALL the wrestling business has become, with even USPW, a promotion once hailed as the LAND OF THE GIANTS, now having more workers SMALLER than Light Heavyweight than the other way around, THE FOOOORCE could take it no longer! DESPERATE to right these wrongs, THE FORCE was left with no other option but to START ANEW! And thus began the EPIC TALE of the one and only FULL FORCE WRESTLING!!!! Setup with a MONSTER BATTLE product to allow for UNLIMITED VISION, WORLD-SHAKING EVENTS and SHORT EASY MATCHES FOR A 45-YEAR-OLD BROKEN DOWN BODY, it is the ONLY company with a hiring rule decreeing LIGHT HEAVYWEIGHT AS THE MINIMUM SIZE FOR TALENT SIGNINGS!! Smaller wrestlers are not allowed, EVEN AS JOBBEEERRS!! THE FOOOOOOORCE may or may not have convinced some of the HEAVIER USPW wrestlers to go along with him on this JOURNEY!!! FULL FORCE WRESTLING is a fully Integrated company even though there is only ONE WOMAN IN THE WORLD that it will allow itself to sign and she works EXCLUSIVELY IN JAPAAAAAN!! And yes, FULL FORCE WRESTLING is in ALL-CAPS. AT ALL TIMES! DO NOT SAY IT AS AN ACRONYM OR ELSE FEEL THE FOOOOORCE!!!
  23. Yeah it could use a designation among the flavor of 'afterthought' or 'sideshow' for the periods where WWF just had like three or four women around having matches sporadically.
  24. It feels like pretty much the whole forum has given Slim Jim's design the nod at this point but I may as well state that it's also a much cleaner solution than the Relevant Stat Priority thing I proposed and it's probably easier to implement as well. So definitely do this instead.
  25. Maturity age is when their growth caps actually. They can still have some developments past whatever their maturity age is set to be (it depends on the worker and is usually made to be random) but basically they're as good as they'll be at that point, the period of rapid improvement is over.
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