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Hive

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  1. <p>I see in my inbox that you asked a mere 4 days ago (I do not frequent these boards every day any longer). You honestly feel it's okay to simply go ahead and use my mod because you got no response for 4 meager1 days??</p><p> </p><p> My permission is *not* granted, and I request that you take this down right away.</p>
  2. Was a feature announced for TEW 2020 way back where you could define historical feuds that would give bonuses to storylines/matches - or did I dream that up...?
  3. When I last imported, starting absences/injuries all got the same, incorrect length. Don't know if that was fixed, though.
  4. I'm not buying the game unless it sees significant improvements. It will be the first game I pass since I first encountered the TEW series with 2008, and I'll miss both playing and modding a TEW game - but as it stands right now, the game is not worth neither my time nor my money. I'm hoping the above will change, though. Because I want to like the game. I want to love the game.
  5. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Croquemitaine" data-cite="Croquemitaine" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>If you don't want generated workers in your mod/game (and it's not for me to say whether you should or shouldn't), then why <em>not </em>just delete all the dojos? They serve no other function in the game.</div></blockquote><p> </p><p> If you actually read the post above yours, I have explained exactly what (to me) important purpose it served in 2016.</p>
  6. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="shamelessposer" data-cite="shamelessposer" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Frankly, it's because you're complaining that a game feature actually does something. It sounds like what you want is the ability to add a historical record of a wrestling school without that wrestling school having some kind of gameplay effect, but as I mentioned before the bio field already exists.</div></blockquote><p> </p><p> Again, I simply don't understand your need to argue against me - just because you don't share my need to turn it off. Would it hurt your own gameplay in any way if I get an option to turn off randomly generated workers?</p><p> </p><p> But to correct you: that is actually not all it did. What the function also did in TEW 2016 was to give the owner of a dojo first dibs on a worker they generated. Meaning that WCW would always get first option on The Giant/Big Show because they trained him. I liked that feature, and would miss it.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Unless you're telling me that you had a TEW 2010 database with James Ellsworth in it, I'm going to argue all day that from a gameplay standpoint "random workers" exist in the real world. There are thousands and thousands of workers no database includes due to their lack of historical importance, and there's no meaningful difference between them and something the computer generates because it's March 2023 and Ireland is short on enhancement talent.</div></blockquote><p> </p><p> No database will ever have ALL workers - present, past or future - included. Silly argument. That said, I'd rather miss out on a couple of semi important real life future workers than have 50 fictional stars introduced. You play differently, and that's fine. There should be room for both play styles. At least, that's what I thought...</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="franticloser" data-cite="franticloser" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Hey, sorry I didn't mean to attack you or down play our right to not like something. I probably should have found a better way to state what I did and while it was centered on this subject I was trying to make an overall statement where it seems a lot of things are popping up that may or not actually be problems and getting blown up. Not saying you did that but just in general. I've always respected you and what you've done in the modding community by the way, so sorry again if I offended you! By the way I am of the type who doesn't want to mix regens with real world mods until we hit the current day and have no more workers set to debut so I totally get where you are coming from.</div></blockquote><p> </p><p> No worries, we're good. <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> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="shamelessposer" data-cite="shamelessposer" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>As I've mentioned twice before, the purpose of a dojo in TEW 2020 is to put new workers out into the world.</div></blockquote><p> </p><p> But does it have to be the <em>only</em> purpose? What does it matter to you if some of us get an option to turn that feature off?</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>I'm sorry for triggering your gag reflex.</div></blockquote><p> </p><p> <img alt=":rolleyes:" data-src="//content.invisioncic.com/g322608/emoticons/rolleyes.png.4b097f4fbbe99ce5bcd5efbc1b773ed6.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Supermercado" data-cite="Supermercado" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>In TEW2016 everyone was catered for via a simple option - you could turn it on/off as you liked and - importantly - easily control the rate of regens. <p> </p><p> Seems regressive that you go from being able to easily switch something on/off to having to use a workaround. This isn't a dealbreaker for me, but it is a big step back for historical mod players.</p></div></blockquote><p> </p><p> Yes, exactly this.</p>
  7. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="tnyrwn" data-cite="tnyrwn" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>i gues you could just set each one to no graduates instead of deleting them.<p> </p><p> then leave it up to the player to switch them back on</p></div></blockquote><p> </p><p> As far as I can see, 2 graduates per year is minimum for all 3 types of training facilities.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="RatedRKO16" data-cite="RatedRKO16" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Wouldn't creating fictional dojos fix the problem for historical mods that want randomly generated characters as well?<p> </p><p> Or possibly multiple dojos from the same training facility?</p><p> </p><p> For example:</p><p> </p><p> Hart Dungeon I</p><p> Hart Dungeon II</p><p> Hart Dungeon III (if needed)</p></div></blockquote><p> </p><p> That would only give even more randomly generated workers... not sure how it would help the issue at all. <img alt=":confused:" data-src="//content.invisioncic.com/g322608/emoticons/confused.png.d4a8e6b6eab0c67698b911fb041c0ed1.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>I know this is unrealistic and not ideal, but its hard for me to see how this is a deal breaker and making modders leave the community and people not buying the game because of this.</div></blockquote><p> </p><p> Oh I never said it's a deal breaker. It's very unfortunate, but not a deal breaker.</p><p> </p><p> The deal breaker for me right now, seeing other aspects being fixed, is the omission of trios. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="franticloser" data-cite="franticloser" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>I think the dojo issue is being overblown maybe.</div></blockquote><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="LucasLutkus" data-cite="LucasLutkus" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Exactly, not sure why people are creating all this drama about something so easy to be turned off.</div></blockquote><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="shamelessposer" data-cite="shamelessposer" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>No it doesn't. It just means dojos have a defined mechanical purpose in the game, which wasn't so much the case in prior releases. If it's important to you that we know where a particular worker went to wrestling school, that's what the bio field is for.</div></blockquote><p> </p><p> See this is the kind of posts I don't get in this thread. I'm stating that something in the game is a problem for me. Why do you guys feel the need to attack my opinion and contest how valid it is? I get that it's not an issue for you. Congratulations, that's great! But why is it important to post it?</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="shamelessposer" data-cite="shamelessposer" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>But I'm also not sure what a good argument would be for historical mods not including random workers.</div></blockquote><p> </p><p> First of all, I don't see why I need to convince you why it's a good option not to have random workers. But I'll explain it anyway: many of us who prefers playing historical real world mods instead of a fictional world doesn't want to the two mixed. Simple as that, really.</p>
  8. Wait... so you can't turn off random workers unless you delete all dojos? Well that sucks for historical mods.
  9. If that is the case, then I'm not quite sure what the purpose of this thread is...?
  10. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Historian" data-cite="Historian" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>My question is -- why is it an issue for historical real world players? Isn't the idea of historical mods to see how wrestling would have been different if different decisions have been made? <p> </p><p> What if Steve Austin doesn't ever become Stone Cold because you're playing a 1994 mod and he never makes the transition in 1996 and get the mega push. The world would be different. </p><p> </p><p> What if WCW never closes in 2001 so the competition doesn't end and Jeff Jarrett isn't available to help his dad start TNA?</p><p> </p><p> I always thought the appeal of historical mods was for things to be a 'what if' scenario and for the world to develop differently, so you wouldn't necessarily need WWE to start NXT to become their child company.</p></div></blockquote><p> </p><p> People adhere to different levels of historical "strictnes" when it comes to historical mods.</p><p> </p><p> In my mods, I like to control worker potentials - to ensure that a guy like Bryan Danielson can become a fantastic worker while a guy like John Cena doesn't become the world's greatest mat technician. Others want less determination and prefer random potentials for the surprise and excitement, to represent a world where everything is possible once you start.</p><p> </p><p> Others again go a step further than and creates narratives for wrestlers becoming more popular at a set date, a company becoming richer on a set date, a worker getting hurt on a set date, etc. - whereas that's too much control and determination for my taste.</p><p> </p><p> It's all a matter of taste, and I see no reason why the game shouldn't cater to as many types of players as possible.</p><p> </p><p> You can preset a company to start in a specific alliance (at least you could in 2016, I assume this option hasn't been removed) - so why not preset a development company?</p>
  11. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="RatedRKO16" data-cite="RatedRKO16" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>I wish I knew if this game was going to be improved enough to where I'm going to like it. If it were out right now, I'd be sticking to TEW 16. If the changes that I (and most others on here) want to see happen, then I'll be so excited to buy and play '20.<p> </p><p> It sucks being in limbo. Wanting to play a full game with an 80s/90s mod, but not wanting to dive too deep into the '16 game just in case since I won't be able to play the save in '20.</p><p> </p><p> Anyone else feel like they're in 'text sim wrestling limbo?'</p><p> </p><p> Wish we knew everything that was going to be worked on!</p></div></blockquote><p> </p><p> I feel the same - except that I'm past the point where I can enjoy TEW 16.</p>
  12. I agree, it would be nice with a "this is what's going to happen" post from Ryland. I'd like to know whether I'm wasting my time coming here every day, or whether it's worth hanging around to wait for my big issues to be patched.
  13. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Genadi" data-cite="Genadi" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>1) The UI. I've tried for nights now to get used to it and I can't. Some windows require snap closing, others back buttons and are overall not intuitive. The skins have made it much easier on the eyes but it's still really scattered and there doesn't feel to be a uniformed approach when navigating. The editor UI feels just as bad as the games UI, some screens are compressed when they should be expanded and others the opposite. My biggest gripe by far is the Attributes list, the current dropdown box for all the options is the worse way I can think of to have to edit these.<p> </p><p> 2) Custom products, my biggest issue with this is how it doesn't take into account the future. If I start a present day mod I want to be able to create a product that hasn't been seen before, even if it's a slight variation of an existing one. Under the current system creativity is stifled and I really dislike that. I am never in favour of options being removed.</p></div></blockquote><p> </p><p> Add implementing trios to that list, and I'm buying it as well. <img alt=":p" 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 regards to products, perhaps a compromise could be had wherein it will be possible to add new product types and tweak existing ones in the editor, pre-game? In case it would require too much to add it as an ingame feature.</p>
  14. Keep in mind that you can have an average match length of 10 minutes on a PPV event where the main event was a much loved 25 minute match that the fans got really behind. I just checked a random year for WWE (picked 2002) - and for all the PPVs I went through (about half), they all had at least one match at 20+ minutes (and not all of them main events). Many of them received high ratings - and some went nearly 40 minutes.
  15. There's no way to include things such as chemistry and experience. And like you say, stables can disband. And stables are exclusive to a given company. I really hope trios can be included, as they are a glaring omission to me. It would really add a whole new dimension to playing real world mods in Mexico.
  16. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Skummy" data-cite="Skummy" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>With all due respect, I'm on the testing team. <p> </p><p> I'm not, and never have been, a moderator of this board (or even a particularly active member). Before this week, I probably couldn't have told you who the moderators on this board even were. </p><p> </p><p> In terms of being a collaborator, or part of Adam Ryland's "inner circle" - before he asked me to be part of this project, I'm not sure we'd ever exchanged more than a few words when we'd happened to be in the same thread on a forum. </p><p> </p><p> From my understanding, I was asked to be part of the team for exactly the reasons you're suggesting - a combination of knowledge of wrestling, and insight into the mechanics of the game as displayed through my posts on here and elsewhere. As other people are pointing out how many past versions they've played in defence of their position, I will say now that I've been playing EW games since EW9000 twenty (!) years ago.</p><p> </p><p> </p><p> I can only speak for myself, but I assume a similar story lies behind other members of the testing team as well. And it's neither helpful nor pleasant to see multiple posters on this board crafting a narrative of the team as being nothing but yes men, or jumping to conclusions as to what the testing process entailed, then berating people based on that <em>assumption</em>. </p><p> </p><p> </p><p> If there are differences of opinion on quality from the testing team to some of the players, the majority will be just that - <em>opinion</em>. As someone, I believe Arlie, mentioned though, the testing team have necessarily had longer to see the new UI develop and longer to get used to it, rather than being "thrown in at the deep end" and having a lot of change presented to us all at once on release day. </p><p> </p><p> That might indicate that, as I believe, the vast majority of issues people are having with the game are little more than the learning curve that will always be part and parcel of finding your way around an extremely complex game, or it may mean that many of us on the team have perhaps been too close to the project as it developed to recognise some issues that other users might have had with it. The truth perhaps lies somewhere in the middle, it's just a matter of which angle you're looking at it from.</p><p> </p><p> </p><p> Ultimately, though, I just really wanted to step in and object to the narrative that's forming of Adam Ryland having somehow surrounded himself with a testing team made up of nothing but close confidantes and yes men. It's a narrative that's neither true nor useful in moving forward, and does a disservice to many, many hours of work that have gone into the development of the game over the past two years or so - from the very early conceptual stages, right through to release. </p><p> </p><p> It's nothing but jumping to unfounded conclusions and is in its way just as harmful and toxic a response as the flaming and overt name calling that reflected so badly on this forum over the past number of days.</p></div></blockquote><p> </p><p> I apologize if I offended you. That was not my intent. I'm sure you did all you could.</p>
  17. I fully understand why Ryland picked the testers from his inner circle of moderators and collaborators on the boards, as those are the people he trusts and feels safe with. But yeah, in hindsight it would probably have benefitted the game to include other types of testers as well and get some other perspectives. There are people on these boards who not only have a great insight in the mechanics of every TEW ever released, have extensive knowledge of modding them all and an amazing knowledge of wrestling from the 80's up untill this day who could have been great assets to such a testing phase (and no, just to clarify: I am most certainly not talking about myself). I know there has been bad blood between Ryland and some of those members, making such an inclusion difficult - but it could really have benefitted the game to reach out a hand to some of those people for testing the game. But it is what it is, and I think everyone who have expressed their opinions in this thread - regardles whether they were positive, negative or a mixed bag - wants this game to succeed. Some have been overly critical, some have been overly defensive - but both sides should calm down and remember that we all want the same thing: an amazing game with a large following. So let's all work together with that common goal in mind. Constructive criticism is vital to any game (though it is, of course, paramount to keep it exactly that: constructive). Those of you who lash out against critics out of loyalty to Ryland, remember this: it is far, far better for both the game and, as a result, Ryland, that people who are not happy with what we've seen so far voice their converns, so that (hopefully) most of the complaints can be addressed before release, resulting in most of them hopefully changing their minds and deciding to buy the game after all. Because the alternative to speaking up is simply turning away from the game and never buying it. And although the current situation may have resulted in hurt feelings, I imagine Ryland would prefer that to severely hurting the sales of the game.
  18. I was really looking forward to both play and mod this game (and had big plans for both) and really wanted to like it. But my initial reaction is that I won't be doing either. Now don't get me wrong, there's a lot of new additions and features that I really like (like attributes and expanded stable mechanics) - but not all of them are implemented well, and some feel like a step back. Some main points of concern for me: - The game doesn't look or feel like a game from 2020. The graphics are the same as since I first began playing TEW (think it was 2008) and the UI seems like a horrible downgrade at first impressions. Getting used to the new UI will probably help somewhat, but... wow. - While the game has many improvements, the leap forward doesn't feel like the 4 years that went by between releases. I see more additions in game series that has yearly released, frankly. - Some "must have" new features (to me) are missing. First and foremost, trios (yes, they mean that much to me). Mexico simply isn't represented properly without them. Why add new game areas (such as India) before fixing those that are already in? - Modding is still not very user friendly considering they are a big part of the game. Sure, there have been some improvements - but I can't believe that creating title histories is still such a nasty chore. And how come I can't even use my mouse wheel or arrow keys to scroll through tables in the editor? No sliders for skills? I will follow the game in the hopes that it will be improved in the coming months though. Because as I said: I really want to like it.
  19. Oh. Well that's disappointing. I guess I willfully misinterpreted it then. Thanks for clarifying. It saddens me that even after all these releases, Mexico can't be properly simulated.
  20. Wasn't this game supposed to have trios included? Or was that simply wishful thinking on my part?
  21. Perhaps. I'd rather not commit to anything untill I've actually played the game.
  22. Amazing mod, lots of work has obviously gone into this. I'll be looking forward to using this for my mods. Good job, my man.
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