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BuddyGarner

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Posts posted by BuddyGarner

  1. Okay I've been playing for a while and booked a lot of shows and added a lot of cans(which are still pretty good) to the database. The problem is that it's too easy to get high international(major), medium international(lesser), and lower international(throway shows).

     

    And I only care about the main event and don't care about credibility at all. So I get 1 main event slot and 19 slots to build fighters up. And at mid level national fighters start being able to main event and they get to that level as low as crushing 5 or 6 cans. So the number of main eventers keeps multiplying so I have to keep booking more shows and importing more cans to the database.

     

    It's basically becoming a nightmare to book shows with me booking like 6 shows per day. Any advice?

  2. I think this reveals another issue with the attribute system which is that certain attributes shouldn't be able to be hidden. Why would a worker have a secret modeling career, or how would they even? How could somebody be secretly "easily marketable"? When marketability is usually based around looks and general demeanour which are, like star quality, fairly obvious at a glance

     

    Depends what kind of modeling.

  3. This could be a road agent note that retires the wrestler who loses and gives the winner a bonus for being victorious. Their would be a warning for using this road agent note. The rub would be an attribute so if the retired wrestlers unretires the one who retired him loses the rub.

     

    The retiring wrestler has to be a certain popularity relative to fed size for their to be a rub to give.

     

    This would give bookers an alternative to jobbing workers into the ground.

  4. I find wmma way more fun than tew because there are more restrictions and unpredictability. Both games are easy but in tew you can almost do anything you want and be successful.

     

    In wmma, there’s choices: do you pyramid book, feed people cans, try to bury boring and dull fighters with bad matchups and the reverse with exciting entertaining ones, do you job out old fighters who are retiring.

     

    One improvement I remember is that you can’t really search effectively for exciting fighters(high offense and low defense) and there’s tons of QOL improvements.

  5. Bad matches(and occasional bad promos) in huge companies become the stuff of legends.

     

    Right now it just hurts the crowd and then is forgotten about. There should be a risk in large companies for bad segments to go viral. This will encourage proper development/training of workers rather than just developing horrible workers in dark matches as botches/bad matches have risk of going viral and hurting company momentum/popularity.

  6. Right now it is in my opinion too easy to get around workers demands. You can have even the most difficult workers go on long losing streaks in the undercard just with adding a few road agent notes. It's incredibly easy to deal with creative control. Makes it impossible to simulate Hulk Hogan and Bret Hart!

     

    Here are some ideas:

     

    1) Wrestlers demanding a certain win percentage.

    2) Wrestlers wanting to be in the last segment of the show(CM Punk)

    3) Wrestlers not wanting certain people to be involved in angles with them.(relationships or based on star power)

    4) Wrestlers refusing to do storylines with certain people

    5) Wrestlers wanting to be figureheads

    6) Wrestlers wanting to be added to storylines(Hulk Hogan wants to be added to storyline with A* heat brother)

  7. I think wins and losses don't matter in the game as much as they do IRL and it reduces the in game challenge.

     

    For some products wins and losses should matter more like realistic sports based products and others they should matter less like in comedy.

     

    Here's some suggestions of how to make wins and losses matter more:

     

    -Pop growth is slower if a worker has more yearly losses in the company than wins

    -Pop growth is faster if a worker is undefeated

    -handicap matches and multiman matches should be less important to these calculation.

     

    And specific wins and losses should matter more

     

    If a wrestler faces someone who he has never fought before he should gain more popularity than beating him again or if that wrestler has a victory over him.

     

    Popularity and competitive ability could also be separated like it is in the MMA games.

  8. I think the goal of such features is to reward not punish people who book realistically. I don't think say flatcapping all angles at 5 minutes for some products is very realistic.

     

    For example, the angles without anything interesting happening is a good feature because a 30 minute overness angle is not realistic.

     

    Sandbox players are vital to the game because they are the ones who do diaries and make content until the next TEW comes out. Gameplay players get bored.

     

    I think maybe make the limits less rigid. A lesser penalty for 6 minutes over 7 minutes for example.

  9. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Matt_Black" data-cite="Matt_Black" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="49195" data-ipsquote-contentclass="forums_Topic"><div>Work The Crowd generally belongs at the start of the show. Though, as long as you put a good match or angle in the first segment, you don't really need the "Work The Crowd" aim.<p> </p><p> Lift the Crowd, in my experience, should follow a Calm the Crowd match and prep the audience for something like an Epic or Spectacle. Again, an angle can accomplish much the same end.</p></div></blockquote><p> </p><p> Some products don't allow many angles.</p>
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