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KevinStorm

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Everything posted by KevinStorm

  1. Mod looks nice so far. The only issue I see is for some reason the Royal Rumble is scheduled for Wednesday January Week 1. In real life it was January 25, a Sunday, so maybe Sunday week 3? Week 4?
  2. Storytelling advice straight from Eric Bischoff (and me, a semi-retired actor and short film writer/director): start at the end and work backwards. So if it's January 2004 and I'm WWE, and I decide I want Eddie Guerrero vs Brock Lesnar as my Mania main event, then I work backwards from there to where I'm starting and plan whatever major plot points I want to hit. If you know where you eventually want to go, it's a lot easier to figure out how to get there.
  3. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="brat99" data-cite="brat99" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50062" data-ipsquote-contentclass="forums_Topic"><div>You should be able to do this as it was added in one of the early retail patches (if I remember correctly). Just do your filtering on the roster screen, and it should carry over when you hit the contracts button which seems to have replaced the overview button from 16.</div></blockquote><p> </p><p> I've noticed that, but it would be more convenient to be able to filter on the overview screen rather than filter on one screen and then switch. Also filtering wrestlers vs nonwrestlers would be really useful.</p>
  4. I suggested a much deeper sponsorship/advertising mechanic back in the original suggestions post when TEW 20 was first announced. Doesn't seem to have gotten anywhere, but I'd still love to see it. That's one part of the management side of the game that is severely lacking.
  5. For companies with big rosters, especially with a brand split, it would be really helpful to have a roster overview like in TEW 16 that shows all the talent, their perception, disposition, gimmick, planned turns/gimmick changes, and such, with a filter similar to the roster screen. I just looked at the 2004 mod and really wish I had a way to just look at perceptions for each brand separately instead of having to remember who is on Raw/Smackdown.
  6. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Blackman" data-cite="Blackman" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="49925" data-ipsquote-contentclass="forums_Topic"><div>Sorry, that's the match times. I thought that would be obvious and I didn't want to stuff more information or symbols on there. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /><p> </p><p> </p><p> Storylines sometimes seem to lower the match ratings. Might be dependant on entertainment skills, might lower the significance of W/L. I don't really know actually. <img alt=":confused:" data-src="//content.invisioncic.com/g322608/emoticons/confused.png.d4a8e6b6eab0c67698b911fb041c0ed1.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p></div></blockquote><p> </p><p> Instead of + or - for match times it might be easier to understand with > or <</p>
  7. Interesting choice of time period. I would've thought a 1996 mod would aim for right before Nash and Hall left, like TEW 16's 1996 mod.
  8. I'm thinking put everyone on exclusive handshake deals, or something like that, might be the solution in 20. I wish there was a way to tune the game so that during this time period workers would only take exclusive deals.
  9. My biggest problem with this mod in 16 was that workers would sign like 6 different contracts with different companies because they're all PPA and non-exclusive, when in real life they would only be working for one company at a time. Hopefully the new contract system in 20 makes that work better.
  10. This. Signing an exclusive deal with company A shouldn't be possible for someone with a written, iron clad deal with company B, because going exclusive with A would violate the contract with B.
  11. Perception should really be partly based on how you use someone rather than just popularity. I was under the impression that was how it worked but maybe I'm wrong.
  12. It feels more realistic to me. I admittedly haven't played enough to see how it works (or if it works), but in real life card position is a combination of how you portray someone and how the audience sees them, and perception gets at that more closely than the old push system where you just throw people into categories and what they do during shows doesn't really matter.
  13. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Questiontime101" data-cite="Questiontime101" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="49492" data-ipsquote-contentclass="forums_Topic"><div>I have been playing the demo again to see if I could get into this game but it's just not working the main thing that I am not liking about this game is how they got rid of Main events, uppers, mid cards, lowers, open and all this out of ring ones for this new one that rates them on how well the fans know them so you can have an in-ring working as the main start but then you will have a non-wrestler in there what was so wrong about the old way of doing it. TEW 2016 was a lot more of a wrestling booker simulator game than TEW 2020 it took 4 years to get a new game and this is what we get adding a little bit of new stuff and then removing all the good stuff from 2016 out of it</div></blockquote><p> </p><p> Perception might be one of my favorite new features. My only issue is that I wish it was easier to distinguish wrestlers from non wrestlers, because I don't know squat about the Cverse and keep thinking of booking some Major Star in a match only to find out he's the ring announcer.</p>
  14. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TheJG" data-cite="TheJG" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="49642" data-ipsquote-contentclass="forums_Topic"><div>I wish they'd announce that though - "we can't change this due to coding limitations" - then you'd just think oh, fair enough. Whereas at the moment it just seems like a lot of issues are being ignored.</div></blockquote><p> </p><p> I think this is one of the biggest problems with the game's release. There's very little communication and essentially zero transparency, so people keep bringing up issues because they feel like they're being ignored. Then other people come and attack them for bringing up the same issues. They respond, and then get themselves warned or banned for their troubles. Some acknowledgement would go a lot way, even if it's just to say "no that's not going to happen."</p>
  15. Reacting to the beta and reacting to the 1.0 release are two completely different things, and he's got just as much right to criticize the 1.0 release as other people have to post one-liners about how awesome they think the game is. But only the people that criticize the game ever seem to get flamed for it.
  16. I agree with pretty much everything Teemu said. I'd only add that, while I really like the perception system, I'd like to be able to more easily distinguish between wrestlers and non wrestlers on the contracts screen (which is the closest we have to 16's roster overview, which I used a lot).
  17. The game looks like the two-week delay was only to fix the RTE crashes, re-arranged office buttons, and make a new default skin (which looks curiously like a custom skin that a player released within a day of the beta release, but is uncredited). Still a no-buy for me until I see a lot more improvement. Very disappointed.
  18. GSW because watching people hit each other with blunt objects is fun.
  19. If anything the travel costs seem to be too low. Though the issue is really that there just aren't a lot of workers within a particular region, so bringing in workers from outside is necessary.
  20. How do you even get it to work? Every time I try to use it it just closes itself.
  21. <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="49289" data-ipsquote-contentclass="forums_Topic"><div>If you have enough time to book enough shows for all 3 companies and feel that they're exactly the same, you have enough time to understand the differences in the roster and history of the company and how to use that to make them feel different when booking.</div></blockquote><p> </p><p> If you have enough time to argue that two companies that have different products are, in fact, different, you have enough time to understand that having to learn the history of three fictional wrestling companies to "understand" that they are different means that the new product system, which we were told was intended to differentiate companies and make them feel and operate differently, completely fails.</p>
  22. <p>Unfortunately, I'm a no. I've been looking forward to this game since it was announced but I can't see myself buying it in such a form and after the last couple of weeks.</p><p> </p><p> Some major sticking points:</p><p> --Products. I don't even really mind pre-set products all that much, though I'd prefer the ability to customize. My main issue with products is that lots of them aren't internally consistent. I've documented some of the issues I see in suggestions, so maybe this gets fixed eventually.</p><p> </p><p> --Lack of support for RW mods. I've played a bit with the CVerse and usually when a new game comes out I play that until real world stuff starts coming, but the design of this game seems to have thrown the real world mod community under a bus. I don't know why or if that was intentional, but as a primarily RW player it makes me less likely to play.</p><p> </p><p> --The CVerse itself. I might be able to somewhat forgive the lack of RW mod support if the CVerse was really fun, but judging from the beta so far it's just not. Two of the big three are essentially the same company, with TCW the only different one. I like to dabble in the smaller hardcore feds too, and almost all of them have the exact same product. It just feels like there is very little diversity among the CVerse companies, when I thought product settings were supposed to really differentiate them from each other. I don't see that happening.</p><p> </p><p> --Finances. As many have said, I was really excited about being able to play smaller companies with more realistic finances, but that seems to be mostly broken. Worker wage demands aren't very diverse. I don't think it's unrealistic to have a lot of workers willing to work for very low pay (since that is how the real business works), but there should be a scale to it as well where workers with more popularity and/or experience and/or ability want to be paid more. As of right now, there are a lot of relatively high-pop workers (compared to smaller companies) that can be snatched up really cheaply, and I'd rather see players have to make a choice between higher popularity workers that could draw more but will cost more, versus lower popularity workers that are cheaper but might not draw as much until they're built up.</p><p> </p><p> --The UI. The new UI still isn't in the beta, so I don't know for sure how much of an improvement it is. Once it's in this may no longer be an issue for me, but I think the small text size and small ratings will continue to be issues. I'll add some really odd design choices to this, as it seems like a lot of things were changed just for the sake of changing and not to make the game better. These have already been documented elsewhere, but I mean things like the way segments are moved on the booking screen, the lack of scrolling, etc.</p><p> </p><p> --The game feels limiting and not fun compared to 16. 16 was much more open, allowed for different play styles, etc. 20 feels like it's trying to shove players all into the same lane of play style. For a game that's always been positioned as a sandbox type of sim, that feels like a move in the wrong direction. As someone has said before, the game is a lot bigger but it feels smaller.</p><p> </p><p> --The behavior of forum/discord admins/moderators/testing team. Someone will say this one isn't fair, because they aren't the ones that made the game and may not be paid to act as admins/moderators. And that's fair. But it's also fair to say that they represent GDS and TEW through their positions, and they seem to have been using those positions to silence dissenting opinions, warn/ban people based on their personal feelings rather than any real rule-breaking, and insult people who criticize the game. Some of that is happening in this very thread, and I wouldn't be surprised if this post gets deleted. I can't do anything about that other than, as a customer, withhold my money from the product they represent.</p><p> </p><p> That's the major list of problems for me. As the patches continue, these issues may be fixed, so I'll continue checking on progress and re-evaluating over time, and I may very well end up buying. I hope it turns out to be a great game and that the criticisms players bring up are addressed.</p>
  23. I think it would be more realistic for wages to be a combination of highest pop region and pop in the region where the company making the offer is based
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