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Narcizo

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  • Birthday 06/27/1979

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  1. Agreed. Too many wrestlers can gain white hot momentum and its waaaay too easy to hold onto it. You can have wrestlers beat others with white hot, gaining lots of momentum in the process while the white hot wrestlers stay at white hot. On a side note on perception it seems as though industry rate hold down company pop increase but not worker pop increase. Leading to everyone becoming a star in smaller companies. I’ve been playing as VWA recently with the industry below 15 pretty much the entire game. Company pop is 32 as a result (with maxed shows) and I have about 3 workers with lower pop. Even the likes of Drachev is considered a star although the lord knows I haven’t pushed him. I don’t know if that is what is actually happening but it seems logical that whatever influences company pop growth should also effect worker pop growth.
  2. The way finances work in the game you’re not going to hasten their financial demise after a certain size. They’ll just make too much money for you to be able to significantly hurt their bottom line. Medium companies can hurt themselves though - by doing shows in regions where they have low pop. With the added bonus that the show will suck.
  3. I think you need at least 16 wrestlers, maybe 18? Maybe some other number but it's in the higher teens somewhere. And yeah, you need to have a ref and probably a road agent, announcer and colour commentator as well.
  4. My company is the biggest in the world, becoming titanic in a couple of months and with 99 pop in most of the US. My character is assured a Hall of Immortals place(not sure how) when she retires but we still haven't scored a 100 rated match, never mind my character doing it. Feels like I've got as far as I can go with this save. My other workers are pushing their pop cap up sporadically but I'm mired on 75. Think I might have to call it quits. For the time being in any case.
  5. When I run out of ideas for stories, however vaguely formed and general they might be. I see TEW as mainly a framework and tool for imagining stories. It’s kind of unfortunate that the game that, for me, is unrivaled at getting me to imagine and develop stories is also such a mechanical clickfest.
  6. I fel like the momentum system is bit too easy. In my game more that half of my wrestlers have White hot momentum. My guess is that you gain momentum from being in high graded segments. My fed is perf based so it’s easy to get good match grades. Once they get to white hot they stick there as long as you so something with them and they don’t lose 10 matches in a row. I just checked some of my wrestlers and there’s some who have only won 10 times in 30 matches who still have white hot momentum. For me red and white hot should have to be something you book towards and have to work at to keep going. It should only really be something 3 or 4 wrestlers can have at any time. I’d like to see the system work as is up to hot momentum but after that be based solely on wins and losses. So someone goes on a winning streak and becomes red hot but as soon as they start losing, say half their matches then it sinks back towards hot momentum (which still isn’t bad but they’re not setting the world on fire). To make up for the difficulty maybe increase the performance benefit of momentum, so you rewarded for building wrestlers up towards a big match. Or maybe I’m a genius booker/system gamer and on-one else is seeing this. (Disclaimer: I’m not). I see quite a lot of white heat in Japanese AI promotions so it could be an issue with performance heavy products.
  7. I sorta agree but while you're waiting you could change the default database yourself so it matches how you want things to be.
  8. I would guess that Sean McFly is , quite deeply, into time decline which would explain his low performance. I think the time decline hit is a bit too much really, considering that their skills are already going down - its like a double whammy of suck for older workers that pretty rapidly makes them useless. With regards Funakoshi I think the game has always been like that with performance based products. At a guess stuff like momentum, charisma, star power and other stuff probably raises his performance so its higher than seems possible given his pop. Pretty sure that happened in the older games as well though.
  9. You could try pairing up the better ones with your established stars in tag teams. Make it a sort of Nxt thing (back when Nxt started) with your stars "mentoring" the newcomers. That should prevent your matches tanking too much. Anyone who is losing too much momentum you can stick in dark matches or on your B show against local jobbers. Try using your B show to build up their pop (if that works - I've never run a B show). Or if you have enough cash create a developmental fed and send them all there so they gain pop in the South West - which will increase their perception when you bring them up (but not who they can safely beat, as that is based on National popularity, I believe). I did that with my women's fed and a bunch of Mexicans I wanted to "invade". When they did it I had to make someone in my company their leader so they could win in 3,4 or 5-woman tags. Then I had them win their way up the card. It took about a year to get them up to the level they "should" be at. It's a lot easier if you have your own broadcaster as they can gain pop thoughout the US instead of just in the SW.
  10. <p>Well my popularity rocketed to 75 from 70 and then stuck again. </p><p> </p><p> Getting a hundred rated match is much harder than previous versions - possibly because of the difficulty of getting very high pop. My UC managed a 99 in the tag GP in 2024. Teamed with Jippensha against the Estrella Blanca/Purple Viper team. I even threw in a crazy bump. But I still haven’t booked a 100 rated match for anyone let alone my character. I’ve finally got Electric Dreamer to 85 pop but her work rate isn’t the best. Oh well! Onwards and, well, levellish really.</p>
  11. Woohoo! The new patch quickly sees my UC reach the Olympian heights of 71 pop. Also I’ve only gone and snapped up Alicia Strong right from USPW’s clasps. She obviously wants a place in the Hall of Immortals. And to headline events and stuff. 98 remains my high-water personal mark though. No singles match my UC has had has come anywhere near that. Despite another 9 months. Also I’m worried as Brazzle is obviously not content with having turned a backyard fed into a Multinational organization that challenges the Global Leader. She’s decided that we should be an episodic Lucha Libra fed now. Because “always change a winning concept” is a well known expression. My UC is not really set up for that with her 78 in Puro and crappy entertainment skills. Everyone has to have a gimmick and actual storylines and stuff now. It’ll be interesting to see what comes of that. I’m thinking about ditching some of the tournies to better fit the product.
  12. I had to give Electric 130k + bonuses because USPW decided to make a play for her. Performance wise she’s not really worth but I figured she makes over 100k in March sales so it’s not really that much. Poor old Fuyuko is stuck on 65k despite being our best performer AND our best merch shifter
  13. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Bad Collin" data-cite="Bad Collin" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="49512" data-ipsquote-contentclass="forums_Topic"><div><p> - Size, Popularity and Broadcast Coverage of the promotion</p><p> </p></div></blockquote><p> </p><p> Specifically this doesn't seem to do much at a high level. I've gone from Medium to Large and medium coverage to Very Big coverage without seeing any sort of shift in the pop caps I'd already established at medium (my UC at 70, Jippensha at 74, Quinzel at 77). If this is supposed to be near their absolute maximum then the cap at medium should have been considerably lower.</p>
  14. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TheBryanStinberg" data-cite="TheBryanStinberg" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="49512" data-ipsquote-contentclass="forums_Topic"><div>I am running a large company and capped out at 75, which doesn’t make any sense at all</div></blockquote><p> </p><p> Remo is apparently capped at 77 pop which is a lot lower than his initial popularity. Adam has said he'll look into it but that might not lead to anything. If its any consolation my company has Very Big coverage with a Large company in the US and my UC is still capped at 70. That's taken her off the list of stars as my company has 90 pop in the US. It also means that it's difficult to justify booking her to get in main events.</p><p> </p><p> My newest outlier is Electric Dreamer, who seems to have a cap of 85. Unfortunately I think relatively low brawling, technical and pysch hold her performance level down so my best bet is still Fuyuko's godlike powers of everything. It's ridiculous that she's capped at 82 when she has 96 star power, 81 charisma and fantastic in-ring skills.</p><p> </p><p> I think the game has been trying to limit the number of god-like popularity workers this iteration. Either that or it needs serious adjustment.</p>
  15. It would cut down on the clicks per minutes if you were able to close pop-ups by pressing enter. Stuff like Road Agent notes that you shouldn't have asked a worker to call in the ring. It gets to be a drag to have to click on these messages to close them when a simple OK button connected to Enter would cut down on the clicks,
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