Donners
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Posts posted by Donners
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Couple of child company questions.
Is there a way to re-sign someone in my child company direct to that company? I can't find such an option, so they come on to my main roster once signed - which means anyone with a title loses it, the booker has to be re-assigned, etc.
Also, do commentators, referees, road agents etc in the child company affect grades?
Thanks!
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I have Garry the Entertainer as a main eventer in a performance-based company. I only hired him because he became a star in my 2016 game, and intended to use him as a mid-card worker, tagging with Hawkeye Calhoun.
It looked like he'd be stuck in that role, having maxed out at 70-odd pop. However, after a gimmick change he shot up into the high 80s within just a few shows, even without any particularly big wins. My product limits comedy workers from becoming main eventers, so that must have artificially capped him until I changed his gimmick. He's very much the odd one out - all my other main eventers are great in-ring workers, while he's merely decent - but he still gets good ratings.
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This one's pretty good -
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How does a large-sized development territory work?
I have the option to take over or pillage CWA, which is currently Big sized. My concern is that if I took it over I would have to leave popular workers there to maintain its size - and they would quickly become unhappy at being stuck in development.
Or is the unhappiness muted by it being a big company?
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June 2029 with the default data. My user-created promotion is now Titanic and ranked #1 in the world.
The early stars were Davis Wayne Newton, Fro Sure, Ant-Man and Grimm Quibble. Newton and Ant-Man are still going strong, Sure is declining and Quibble is stuck in the uppercard. Razan Okamoto just replaced Fro Sure as the figurehead.
Spencer Spade and Greg Gauge have recently joined and gone straight to the main event, while Tommy Cornell Jr just signed a long-term contract.
The big news is that CWA are about to go bust and I have the opportunity to buy them out. I'm trying to work out whether to take them over as a development territory, or to pillage them and set up my own development territory. The former seems more straightforward but I am not sure there is much value in having a Big sized development territory.
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I've just got back into this after a year or so away, and I'm finding something frustrating.
No matter what I do, Zombie Boy is stuck at 70 pop in Canada with my Canadian company (Titanic, with Very Big coverage). He's averaging 82 in match ratings, his own performance rating is in the 80s, he has white hot momentum, has won seven mid-level titles, has beaten people with higher pop...and just does not budge from 70.
As I understand the guide, the caps are based on company factors (size, popularity, broadcast coverage) and worker factors (in-ring skills, entertainment skills & destiny). The former is obviously not an issue, which leaves the latter. If Flashiness and the fundamentals are not counted as in-ring skills, then his highest is Aerial in the early 70s. As to entertainment, his Charisma is around 80, but MIc/Acting are low.
Is this likely a combination of a very poor destiny roll combined with his stronger skills not counting for these purposes?
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I used to love Football/Championship Manager, and spent thousands of hours on it, but I don't recognise it now. It's so heavily focused on tactics which don't interest me; squad management is the main appeal for me.
OoTP and Cricket Captain are okay, but my favourite these days is NBA 2K's My League mode.
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My company has recently risen to Big size, and have found myself winning battles by virtue of non-wrestlers.
Indeed, of my top three contributors, one is a personality (Jack Bruce), one is a commentator (Emma Chase) and the third is a road agent (Dan Stone Jr).
I can see this having some real-world parallels, eg Hogan and Bischoff in TNA, but I query whether it should extend to someone in a purely off-screen role like a road agent. It may also be worth limiting the number of non-wrestling contributors to battles.
It also seems rather unbalanced given their low pay demands. For instance I have Jack Bruce on a contract for $3,500 per show with a $16,000 downside. However, he brings in $300,000 through merchandise per month ($130,000 going to my company). Thus, I am making a substantial profit just by having him on the roster, plus he's our main weapon in battles, without even having to use him. [edit: I may be misunderstanding merchandise - now that I look at it closely, it seems you get a set amount based on company popularity regardless of the workers]
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Do you gain popularity from events that aren't broadcast? Do you run events in the same location each time in Canada or travel around? You should be able to continue to gain popularity in the region you are running shows in.
I have two weekly TV shows and one monthly event, all broadcast.
There is no discernible increase in popularity from running those in other regions in Canada, even consistently getting ratings of 80+ for each show. I need five regions at 77 to increase in size - I'll never get there at this rate:
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I started a company in Canada, and have completely stalled.
I'm no longer gaining popularity from medium-sized broadcasters, but can't meet the popularity requirements to get a bigger broadcaster.
Am I simply stuck until I open up my own broadcaster?
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Not sure how much it affects things, but you could go into eras and lower the viewing numbers for TV and PPV from the default
Interesting idea, but can't be done in a save game, unfortunately.
The finances are way off, for sure. A recent patch made the top workers ask for more wages but this still wasn't enough. The game doesn't factor in that a company's value and its bank account / operating balance aren't the same thing. Worse still is that the owner of the company doesn't even take a wage! The way I work around this is at the end of every year, I manually edit all the companies balance back to the original amount if they are above it, or just leave it if they are below. I justify this by saying that the owner and shareholders take their payments and leave a balance to operate with. This way, the companies who are making money still make money but not too much and those that are losing money continue to lose it. It also allows companies that were once profitable but no longer not to just live off their 'savings' for ever. Not ideal, but it makes things a little better.That may be the only way to do it. Even then it's not going to change things up much since pretty much every company is making a healthy profit, and none of them even try to spend their savings even in a battle, but at least it stops them having such a huge bank balance.
It's so frustrating that the fundamental game balance is still so out of whack after all these iterations of the game.
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Is it possible to make the financial aspect of the game remotely challenging?
I'm five years into a save with the default data and every company above Tiny is raking in consistent profits (huge profits in the case of the larger companies) which makes the finances meaningless. WMMA had a setting to adjust the finances, but I don't see one here.
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I always go with Fast & Furious.
Performance-based means you can get good ratings with cheap workers, and longer matches let you use fewer workers per show - minimising cost even further.
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Does anyone know what's changed in the contract system in 1.27?
I'm hoping it's narrowed the huge gap between per show and per month pay.
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Sorry if this has been raised before; couldn't find it on a quick search.
It seems counter-intuitive that a development company would suffer a morale penalty (per the Backstage screen) for being in debt.
The idea behind the penalty generally is, I assume, to reflect uncertainty over the fate of a company which falls into debt - but that doesn't really apply to a development company, as the parent company will absorb any losses. Indeed, it could be reasonably expected that a development company would run at a loss.
As such, it doesn't seem appropriate that the penalty should apply to such a company.
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The problem is likely with the settings for ladder matches in that mod. Fiddling with that (presumably reducing the risk) would be easier than changing products.
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I prefer CVerse for a proper save. There are few RW mods which I find to be well balanced.
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There have been changes based on threads here.
Not all of them will be implemented for various reasons - they may not be possible under the limited programming language, may not fit with the vision for the game, may be too much work to justify, may unbalance the game, etc.
I don't think you can reasonably expect new features as a reward for buying the game. We get better support for this game than most.
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Have viewers dropped sharply in 1.20?
I've gone from 37,000 to barely 20,000 with a small company on WrestleWorld.
The patch notes referred to a change to natural growth, but not viewership.
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<p>The issue is that you can keep those important guys for years using an iron-clad non-exclusive contract.</p><p> </p><p>
The wage demands aren't increased by making it iron-clad, so you can lock workers into a tiny wage for years regardless of their pop growth and keep using them for the duration of the contract even if they get signed to an ostensibly exclusive deal by a big company.</p><p> </p><p>
That's why I think limiting the length of such contracts for smaller companies is the way to go.</p>
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I get this being in the game though. It's never fun losing your big names due to predatory signings because you are 10 points shy of Medium.
I find that to be a lot of fun! It creates challenge and tension, makes you have to think to come up with new plans and means reaching that next level is even more desirable.
Some of the most interesting games I've had have involved losing a bunch of my top workers to an AI signing blitz and having to scramble to cover them.
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I tend to agree - workers accept very low pay for too long.
To take a Cverse example from my current game:
That's a bunch of workers who are locked into tiny fees for two years. Imagine if they get signed to a big company and get a push - yet they still turn up every week to a backyard fed for $30 a show!
If there is to be a change, though, it needs to be carefully considered. It is now quite a bit tougher running a tiny company following the various patches.
A solution might be to limit the length of contract they will agree to for a small company - it won't throw out the finances in the short term (as boosting wage demands from the outset would), and will let the player choose between re-signing them for more at the end of the contract (due to their increased pop) or moving them on.
How many negative backstage incidents do you get?
in Total Extreme Wrestling 2020 General Discussions
Posted
Rarely ever see them. My company (created company on default database) constantly has 100% backstage.