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Donners

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Everything posted by Donners

  1. Yeah, it’s brutal if you start a company and don’t change the default music setting (which is using established music without a licence); you risk a huge fine for every show.
  2. <p>See the FAQ here - <a href="http://www.greydogsoftware.com/forum/showpost.php?p=2402429&postcount=2" rel="external nofollow">http://www.greydogsoftware.com/forum/showpost.php?p=2402429&postcount=2</a></p><p> </p><p> It will presumably be too late for the unlicencing step, so try the e-mail address at the bottom.</p>
  3. Geez. Three months and we're still in beta. Thanks for your work; hopefully there will be further changes.
  4. This seems to be addressed in the 1.17 patch; haven't tested it myself yet.
  5. Is it set as a B-show? I'm having the same issue with a B-show in my save as well. I suppose the AI is trying to avoid anyone over a certain perception level, but it also books strangely short matches.
  6. Contract length tends to be a big factor, as do bonuses. As a last resort, creative control helps.
  7. Big jumps and drops tend to reflect wins & losses against people with significantly different popularity. A wrestler who beats someone who's much more popular will gain a lot of pop. A wrestler who loses to someone who's much less popular will lose a lot of pop.
  8. I don't think the complaint is about having a Becky Lynch, but having a whole bunch of them at one time. It may be intended to work that way, though - same as in 2016 where you could have almost your whole roster at major positive. If it was to be reduced it would have to be balanced carefully, as it would sharply reduce the number of workers perceived as stars or major stars.
  9. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="LloydCross" data-cite="LloydCross" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="51158" data-ipsquote-contentclass="forums_Topic"><div><p> There's probably a nuanced way to do it that would make sense where certain stats impact certain aspects of certain types of injuries, but if it was done in a way to make sense it probably wouldn't be impactful enough to feel worthwhile.</p></div></blockquote><p> </p><p> Out of the Park Baseball has medical staff with attributes for particular body parts. Seems a bit convoluted.</p>
  10. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Malioc" data-cite="Malioc" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="51141" data-ipsquote-contentclass="forums_Topic"><div>. Too few poisonous wrestlers. Well. Exept for my dojo, which seemingly only produce dorks. 75% of my regens have been difficult personalities so far.<p> </p></div></blockquote><p> </p><p> It's not just your dojo - generated workers tend to have a quite high level of negative personalities. I've noticed this in the Effganic mod, which starts with an almost empty game world.</p>
  11. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Jon The GOAT" data-cite="Jon The GOAT" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="51141" data-ipsquote-contentclass="forums_Topic"><div>No it hasn't. I want super realism. There is absolutely nothing realistic about TEW. People need to stop calling TEW challenging or realistic just because it isn't straight up fantasy the way they want it to be. This game isn't, hasn't, and will never be for the realistic or hardcore gamers and people need to stop pretending that's the case just because the game isn't for them.</div></blockquote><p> </p><p> Indeed. It comes down to how you try to play the game. If you play it as a game, it's insanely easy - just pick a performance-based product and put together good workers, and you'll be unstoppable. it's obviously harder if you play it as a fantasy booker and are trying to put people over based on their character rather than their skills.</p><p> </p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="radical" data-cite="radical" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="51141" data-ipsquote-contentclass="forums_Topic"><div>If a database isn't set up properly it absolutely makes a difference. Not in the calculations itself obviously but if, for example, the two wrestlers from your example do a 15 minute promo in a promotion that uses a product entirely relying on matches will and should produce a segment that completely bombs. Granted, this would be an extreme oversight and won't be the case for most mods but there are so many smaller details that are often ignored, especially in conversions of older mods, stuff adds up.<p> </p><p> </p></div></blockquote><p> </p><p> Yep, all it takes is the wrong product or match setting to tank the rating even of good workers.</p><p> </p><p> Mod makers tend to have vastly different approaches to stats - particularly overness, which is at the heart of the ratings. If the numbers are out of whack, bizarre results will follow.</p>
  12. If I am making it out correctly, the show date is 2007 - presumably this is a mod. Might be an issue with the mod data - perhaps the production values, which can really drag down a rating.
  13. That's a mod issue. The gimmick rating can be set in the editor. Presumably you got some penalties, which would be listed in red along with the rating. If you mention what those were, we can help you figure out what you're doing wrong. I got a terrible rating for an AJ Styles vs Amazing Red ladder match and was really annoyed - turned out the mod maker had set the risk level for ladder matches too high given the product. It only took a slight adjustment to avoid the issue. It bombed presumably because you chose star quality or overness. Don't choose those, and you'll be fine. I have my own gripes with the game - I'm frustrated that so many fundamental issues were missed in testing, and I don't feel able to start a proper game given significant changes are still being made - but the issues above are very easily overcome.
  14. It would actually be a good thing if the AI was doing it to avoid the huge repetitive booking problems which tag units suffer from, but the number of tag teams doesn't seem to affect that greatly.
  15. It means their skills are too low. The skills checked depend on your product. This post lists them - http://www.greydogsoftware.com/forum/showthread.php?p=2424275#post2424275
  16. White hot momentum inflates their perception well above their overness. If the overness isn't high enough, you still risk getting that note even if they are perceived as major stars.
  17. The contracts screen (bottom row of buttons) has a list of everyone's fatigue, oddly enough.
  18. The 2010 mod is very solid; I’ve played that more than any other (unless watcher games count, in which case Effganic is way ahead of anything!).
  19. Company Screen - select the company, click Relationships then Negotiate. Yep, the Contracts button - bottom row, third from the left at the main screen. Yep. Companies screen, click on search and change Active to Inactive. Then go to that company, click Profile then Alumni.
  20. New attributes in 1.15: Golden Mane - won't agree to shave hair Control Freak - More likely to become booker, won't voluntarily step down from position of power Faithful - Decreased chance to cheat Desireless - Won't start new relationships Life Long Underdog - Less pop loss from defeats by big workers, can't use dominate or keep strong notes Talent Spotter - More likely to offer to put workers over That Doesn't Work for Me, Brother - Won't offer to put workers over Voice Of... (x5) - commentary bonuses for certain matches Agent Of... (x7) - agent bonuses for certain matches
  21. New patch just came out. It has a number of new attributes, which may have taken some testing.
  22. Depends on your region. Garry the Entertainer and Nathanial Ca$ino tend to be among my first few signings.
  23. When the roster/schedule gets big. I can only play my 2016 save in very short sessions because booking 70+ workers on three shows a week is just mindnumbing. Worse, it makes aging and development - which generate much of the interest in a long-term game - take ages.
  24. Average match quality over the year with a bit of randomness, IIRC. I had a game where the AI constantly booked two tag teams against each other, and they wound up taking spots 1-4.
  25. Perhaps they are limiting it to those for whom there is plenty of proof - and their conduct is very much the sort of stuff which should make you "sick". Not, of course, that it's your business what someone does in their save game.
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