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redhilleagle

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Posts posted by redhilleagle

  1. I've often wondered this. I am running a KOTR style tournament and having Qualifiers on TV. I want to pre-book ALL 8 qualifying matches for TV so I don't forget any, but when the first TV is broadcast / played where I only have 2 of the matches shown, I get a penalty for not showing the other 6 matches, but the intention is to have those matches shown on the other 3 TV shows prior to the PPV.

    The only way around this is to pre-book them in blocks of 2. Once the first show is done, pre-book the next 2, then the next the following week. It's not a real hardship, but have to keep note of the ones that have happened and the ones I still need to pre-book.

  2. I am actively trying to be more proactive in starting new storylines before i finish the old ones so i can end the ones and i won't feel like i'm cheating so much.

     

    I am much better at spreading my story lines out now. When I create a story, I go straight to the pre-booking, pick a PPV in the future that I'd like to end the story (depending on how long I want it to run, two months? 3? 6?) and pre-book the story ending match. I make sure they don't all end at the same PPV, unless I have a big blow off show, a season finale, but even then, I don't like them ALL to end at that show.

  3. I could be completely wrong, but I was under the impression (with TEW2016) that if a story goes on too long, then it starts to tank as fans are waiting too long for a pay off. HOWEVER, I have also heard of people just swapping characters in and out and I like the idea that Woodsmeister imposes in that if a story blends into another one, keep it going. I tend to end stories though, and just immediate set up knew ones. It's a shame a worker can't be a major role in two at a time so you could set up a new story with him just before the old one finishes and end one story / start another in one angle or match.

    For example. Randy Savage beats Ultimate Warrior to end a story but is then attacked by Ric Flair post match to start a new one.

  4. Further experiments with my old save......

     

    The HOT momentum unimportant guy continues to take losses, including 2 Burials, but is still HOT.

     

    My Unimportant tagging with Major Star is still winning, momentum still neutral but has gained pop and moved Recognisable.

     

    Another Unimportant who I was dishing out wins to has also risen to Recognisable but momentum remains neutral.

     

    Can anyone explain? Particularly the HOT Momentum who now has 4 straight losses, including 2 burials.

     

    There's nothing in the handbook on Momentum.

  5. My main save is Classic Sports Entertainment, my old save that I loaded is Episodic Entertainment.

     

    I am trying a few things out on my old save, having the HOT momentum guy lose every week (Momentum not changed from hot after 2 matches so far) and another Unimportant tagging with a major Star and getting 2 wins so far (The unimportant is getting the win) and momentum not changed from Neutral so far.

  6. You basically need to change his gimmick. Once someone does notjhing but lose, it's hard to get fans invested in him again. See Mahal, Jinder. If people are going to care again you need to change something, he can't just randomly start winning.

     

     

    I haven't had them randomly start winning, there's at least four unimportant workers that I had win their first 5/6/7 matches.

    Also worth noting is that one of those guys has a gimmick rated Legendary and one of the others as Great.

  7. Ah right. Perception is still very popularity based, isn't it. I'm mostly playing as small promotions. Guys with zero popularity debut as "recognizable" so long as they don't get squashed. I have to work hard to make someone unimportant.

     

    Yeah, it's all dandy when you are small but now I've hit medium (after buying out another company) and suddenly the game has changed.

  8.  

    Although, I would think Unimportant workers are exactly the ones who should have negative momentum.

     

     

    Well, not the one's that you want to push, surely? If I get a 25 year old who has AWESOME stats, but no Pop, I want to raise his pop because I know that with his other stats, one day he's a potential figurehead.

     

    Everyone has to start somewhere.

  9. Turning him and/or a gimmick change should reset his momentum to neutral.

     

    The best way to get off of Ice Cold momentum is to not let things get that bad in the first place. Extremely difficult to make fans care after being told not to care. Unless you do the above, of course.

     

    I don't see any of my unimportant workers with a green (positive) momentum, despite a handful of them having very good win-loss records (I a doing a lot to push some of these guys).

     

    What on Earth do you have to do to get unimportant workers some momentum? I have one guy who has a 7-1 win-loss record, one of those wins was against a Recognisable worker at my season finale (not pre-show), but momentum still neutral. Kind of sucks as I thought the new "Perception" system would have him at least getting a little momentum, since after all of these wins (most on TV, not pre-show and against workers higher up the card), surely my fans would "perceive" him as someone to look out for?

     

    It seems their momentum can go the other way (red).

  10.  

    When these people you get poor gimmick ratings for debut, do you just throw up your hands and do nothing? Or do you try to tweak the gimmick at all? If a worker has no 'plays X well', stick to Standard category gimmicks. And pump up your Creative user ability. This is precisely what it's for (turns and gimmicks).

     

    Surely it's too early to tweak the gimmick after first appearance? Also, I I do put STANDARD gimmicks on those that are not at anything.

  11. Sometimes gimmicks don't work, sometimes they do.

     

    NONE of my gimmicks seem to work. Is this just bad luck? Doesn't seem very fair on the gamer. I can understand a little bit of randomness, but 9 out of every 10 gimmicks being awful or poor (and the other 1 usually only adequate) is taking a bit of the fun out for me. Even if I had a 30% success rate of getting good or above I'd be a bit more happy.

  12. I've also seen wrestlers pulling in gigantic monthly merch numbers. If the fed he's going to is a big one, he could be making another $10,000 or more a month from t-shirt sales...not to mention commercials, maybe even a spot in a Hollywood film. When I want to, I can rationalize and accept that a guy just wants to work somewhere else. I totally get how its frustrating, but man, I personally love the fact that the game doesn't give you everything on a silver platter...some stuff just isn't going to work out and you have to pivot.

     

    And there's also an in game editor...

     

    What are we complaining about?

     

    The most sensible post yet. I get it, a massive amount could be made on Merch at a bigger company and lure of TV / Movie roles, but maybe this should also be weighed up with a risk factor. "I may not be pushed in my new company, I may not make that Merch revenue, I may not get that Hollywood call."

     

    I dunno, you have a very valid point though and I'm a bit more accepting about it. I juts don't want it to make it stop being fun for me.

     

    Yes, there is the editor, but I don't wanna...........

  13. I'm not totally disagreeing with what's being said, I just think, in my experience, most people would go with the money if it was high enough. I know you could say "They do, your offer obviously wasn't high enough". But what do you consider high enough? There's no feedback from the worker. Perhaps he could say "If you want to entice me to your company, you'll need to pay me xxx." or "You'll need to beat the other offer by xx%"

     

    It's just a little frustrating when you are trying to live within your means and trying to grow a company, but you can't because you can never (almost never) get any bigger stars to come and work for you.

  14. The worker is good at something. If you click a basis that he's good at there will be a note at the bottom saying "x is particularly good at playing this type of gimmick." Or check their skills screen to see what attributes they have.

     

    Just because you don't understand how something works doesn't mean it "sucks."

     

    It sucks compared to the old system.

     

    I always give workers a gimmick type that they are GOOD at, I just gave a guy one and set the "target" to top middle and it came out awful.

     

    So you're right, I don't know how it works. There must be other factors to consider when giving a gimmick, perhaps you could enlighten me.

  15. Each offer is given a rating of how tempting it is to the worker based on the likely amount of money they'd make per month and over the course of the entire deal, and the pros and cons of the various terms and bonuses they'd receive. That's then modified by the attractiveness to them of the company making the offer, taking into account things like size, prestige, their relationships with people within that organisations, the broadcasting reach of the company, their morale there. All of that is also modified by their personal goals / stances as to whether they favour money, fame, etc.

     

     

    I wouldn't mind seeing this toned down in favour of the money a little if a majority of others were in agreement. I just made the following offer to a worker:

     

    30,000 Per month.

    12,000 Sign on fee

    3 years.

    50% of Merch. sales.

     

    My rivals offered:

     

    23,440 Per month.

    8,000 Sign on fee

    3 years.

    10% of Merch. Sales.

     

    And he prefers their offer. Granted, they are bigger than me, but I think in most cases I think people would take the 6 extra thousand a month, certainly my wife would be telling me to!

    And the fact I'm offering that kind of money surely indicates our companies ambition to be as big as them.

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