Jump to content

Donners

Members
  • Posts

    1,005
  • Joined

Everything posted by Donners

  1. I run weekly events with those sort of promotions. Exposure is key, and growth will be painfully slow without them. Short shows (90 mins or even less) with reasonably lengthy matches (~15 mins) are good - you get the benefits of running the show, but save money on the overall worker costs as you feature fewer workers. Just pay attention to contracts - travel costs will mount up if you get workers from out of your region. Try asking people to move to your region. Also pay attention to the region you choose to set up in - the markets are very different, as is the competition.
  2. I think it works particularly well for B shows now. I tend to use them just for worker exposure, and the auto booker sets up a solid show with only minor adjustments required. It could be improved with some filters (eg no pre-show matches), but saves quite a lot of tedious work.
  3. It bears on the resolution being fixed, so it is at the very heart of the issue.
  4. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="njmcfreak" data-cite="njmcfreak" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50316" data-ipsquote-contentclass="forums_Topic"><div>LMAO, first time playing a non AAA company game?</div></blockquote><p> </p><p> I play plenty of non-AAA company games. </p><p> </p><p> There are few which are not on a service which allows automatic updating, and fewer still which are in a programming language which was obsolete 15 years ago.</p><p> </p><p> OP's confusion is entirely understandable, and reflective of the reaction of many people outside the bubble of the existing fanbase.</p><p> </p><p> Dismissing such people only adds to the inaccessibility of the series for them.</p>
  5. Shame that AI booking isn’t in the list of planned fixes, but hopefully that will come in time. The addition of user-suggested attributes will be interesting. I assume the Cverse won't be amended to add them to workers, so it'll be something for modders and generated workers (hopefully attributes for generated workers will be at a higher rate than it is now, as many rarely show up).
  6. I rather thought the point of the auto booker was to fill a show you didn't want to book yourself. If it's going to book the best possible show for you every time, with no input whatsoever from you, you're just letting the game play itself. I don't see any advantage to having match times increase across the board. The majority of matches won't benefit from it. If the user thinks a particular match needs a bit more time, it's a few seconds' work to make the adjustment.
  7. I think complaints about workers going over have been toned down for 2020, plus there’s the promises system. In past versions I had a lot of trouble getting certain workers with creative control to lose at all.
  8. It could still use some filters - eg don't book title matches, don't book pre-show segments - but it's certainly a lot more useful than it was. Now if only the AI booking could be fixed. They're still filling cards with single-worker angles and spamming the same tag matches and results over and over. I don't recall previous versions having so many fundamental issues. I'm just pretending it's an early access release, and fiddling around until they are patched up. There's been a lot of progress made, to be fair - it's just a shame so much got through testing.
  9. Yeah, it does seem to be improved. More variety in the segments and more workers in angles. it is still trending a little long in angle length (~8 mins), but that's readily fixed.
  10. It should, but doesn't. Indeed, leaving them off-screen seems to make momentum colder (hence the issue with road agents and the like). Unfortunately, it's a problem which has carried over from 2016. You could even send people away to development for months, and they'd still come back with their poor momentum.
  11. Right at this moment, I'd say 2016 is the better game - primarily as it's a lot more polished. If I was determined to start a long-term save game right now, I'd do it in 2016. However, 2020 should continue to be improved, and will have much more long-term support. Given that they're the same price, I'd go for 2020. Just don't start a serious save game immediately.
  12. I assume drag & drop is not possible, or it would have been implemented long ago. It would certainly help if it worked as it did in 2016, where a segment remained selected to allow you to readily move it up and down.
  13. Is it? It's being "looked into", but that doesn't equate to being in the next patch. It was an issue back in the beta, so it must be tricky to sort out. I'm not blaming the mod for that aspect. NJPW and TNA overtaking WWE in a few months, though, might suggest a bit of a balancing issue! It's so hard to replicate RW scenarios in the game, especially when the game is new.
  14. I think going from a 30-2 to a 5-33 record in the space of a year is a bit off. The tag team booking issues which were revealed in the beta still seem to persist, with the same matches and results being run over and over. In general, though, I do agree. RW mods are fun to play around with briefly, but the flaws come through pretty quickly in my experience. I stick to the Cverse for long-term saves.
  15. Tried out the 2010 mod in a two-year watcher game. TNA overtook WWE within a few months, and NJPW somehow jumped from mid-30s to high-70s pop in the US inside a year. Angle & Sting were incorrectly set as a unit tag team, so pretty much all their matches are together. The AI's use of them is bizarre. In 2010, they had 30 wins, 1 draw and 2 losses. In 2011, they had 5 wins and 33 losses. Their pop is now in the mid-60s.
  16. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Team Kawada" data-cite="Team Kawada" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47811" data-ipsquote-contentclass="forums_Topic"><div>Thanks for the reply. I was under the impression that a wrestler with a lot of success get a momentum boost when you end a hot storyline. Is that not the case?</div></blockquote><p> </p><p> It's not. It took me ages to find it in the handbook (it's buried under Product):</p><p> </p><p> "Each worker also has a success level; this is how they are doing in kayfabe terms. This is just for the player's benefit to understand who is doing well, and has no other impact on the game."</p><p> </p><p> There's no benefit from ending a storyline at all. All storylines do is meet your product requirements and boost weaker angles if they got a lower rating than the storyline heat.</p><p> </p><p> The first thing I do is turn them off, as they're more effort than they're worth!</p>
  17. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Team Kawada" data-cite="Team Kawada" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47811" data-ipsquote-contentclass="forums_Topic"><div>Hi, I'm playing as BHOTWG and they are not required to run storylines. Will having a worker win a storyline still give him more momentum, or will it not have any effect? <p> </p><p> Thanks!</p></div></blockquote><p> </p><p> There's no such thing as "winning" a storyline as I understand it. The success is just there for the player's reference.</p><p> </p><p> Of course, if they win a bunch of matches as part of the storyline, they will tend to gain momentum - but that has nothing to do with the storyline itself.</p>
  18. <p>At this point, I think it needs a financial difficulty setting like WMMA 5.</p><p> </p><p> That way, those who want it high can have that, those who want it low can have that, and the rest of us can actually start a save without the financials changing back and forth.</p>
  19. <p>2016 had both that and a single screen showing skill progression.</p><p> </p><p> I can understand 2020 may not be able to retain the former due to the new system, but the latter at least should be present.</p>
  20. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Apupunchau@optonline" data-cite="Apupunchau@optonline" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50109" data-ipsquote-contentclass="forums_Topic"><div><p> </p><p> So basically if your announcers were 88/89 and you took a hit that means the calculation of the match up to that point was probably in the high 90s. On top of that takes a hit can be almost meaningless. You can lose .1% or even .01% its still a hit and it says so but its not like the hit will be 5% or even 1%. The same goes for everything else it depends on where in the total match calculation it takes place.</p><p> </p><p> People need to stop fearing "penalized for" very often the penalized for penalties are so minuscule as to be completely unimportant.</p></div></blockquote><p> </p><p> To be fair, if the calculation has gone from high 90s to a final rating of 79 (as OP indicates) they got a pretty big whack from something, so it's reasonable to try to work out what's causing it.</p><p> </p><p> I'm with you on the perils of RW mods, but they're what a substantial portion of players are interested in.</p>
  21. Sure, but plenty of players - particularly new players - gravitate to default angles. They then get confused and frustrated by being punished for the angle not being interesting, when by its description it should be. It's probably the second-most frequently asked question on the forums, behind "How do I release a worker?" It would save a lot of trouble if the default angles were fixed.
  22. Just looking at the top 20, Steiner, Regal and Mark Henry stand out. I think it'd really have to be across the board though, as there are a bunch of different workers there. Even Al Snow is there. By comparison, USPW in the Cverse tends to top out at the early 90s, but the top 100 for WWE after two years is all either 99 or 100.
  23. I think OP is talking about AI show booking, not the auto booker. They use different systems, as I understand it. It's certainly a problem with the former. Just as an illustration: Though I'd be happy if both were improved.
  24. Yes, I'm noticing this too. This is particularly striking in companies which aren't required to have storylines - they'll have single-worker angles galore.
  25. Just simmed a couple of years. in 2004, 24 of the top 25 Power 500 were WWE workers (Styles the only exception). Just by way of comparison, the PWI top-500 of 2004 had Kenta Kobashi, Toshiaki Kawada, Styles, Hiroyoshi Tenzan, El Hijo Del Santo, Ron Killings and Hector Garza in the top-20. In 2005, it was all of the top 27 (though one was Sting, who they signed) They also have had over thirty 100 rated matches in two years. Might be worth pulling down some of the skills there.
×
×
  • Create New...