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KevinStorm

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Posts posted by KevinStorm

  1. I was disappointed at first with the news that workers would require travel costs because, realistic or not, it would make things a lot harder when playing as small companies, but I looked it up in the handbook, and travel costs have been massively nerfed since 2016, so it's not so bad.

     

    In 2016 it was:

    Long-distance inter-area travel: $750

    Short-distance inter-area travel: $250

    Long-distance intra-area travel: $100

    Short-distance intra-area travel: $50

     

    In 2020 it's:

    Long-distance inter-area travel: $200

    Short-distance inter-area travel: $100

    Long-distance intra-area travel: $50

    Short-distance intra-area travel: $20

     

    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.

  2. Although doesn't solve the issue of running in 1920x1080, I have a high definition monitor myself and hated switching my screen resolution before playing the game. Happened to stumble across this little tool that will create a shortcut on your desktop to run the game using the highest resolution it can 1366x768 (I think that is it).

     

    When you click on the shortcut, your screen will auto change to the 1366x768 resolution and in my case makes the screen very readable and then when you exit out of the game it will return to whatever desktop resolution you had. Very handy way of auto changing screen resolution versus manually doing it.

     

    Again, no where near perfect but this helped me continue considering a purchase....

     

    http://www.bcheck.net/apps/reso.htm

     

    How do you even get it to work? Every time I try to use it it just closes itself.

  3. <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>
  4. <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>

  5. The best way to emulate that might be to create duplicate versions of those matches of varying degrees of risk - e.g. I Quit (High Content Risk) and I Quit (Low Content Risk) - and combine that with relevant Match Aims.

     

    FWIW I already do this. The default War Games match in WCW Lives was set to be hardcore based instead of brawl based, and it's content ended up too risky for one of my broadcasters, so I had to clone it and tweak. I don't think altering match types like that is unrealistic.

  6. <p>I'm not "panicking" about anything, and to be honest I'm a little tired of that generalization being thrown at anyone that criticizes penalties or caps. I'm pointing out what I would think would be an obvious contradiction in a product that both caps matches that are too short and penalizes matches that are too long, where "too long" apparently means no more than 4 minutes longer than "too short" (the match was booked for 18 minutes, not over 18 minutes, just to be clear).</p><p> </p><p>

    I agree that no one would be buying a ticket to GSW to see a 60-minute technical master class. They're buying a ticket to GSW to see guys hit each other with blunt objects and bleed a lot (even though, for some reason, deathmatches are penalized as being too dangerous in what appears to be a deathmatch-oriented company which even has a starting storyline involving deathmatches). That kind of match can only be so good for so long, but that really means that only long matches should be penalized. </p><p> </p><p>

    Shorter matches should be "naturally" capped by the match type and worker skills, not "artificially" by a game mechanic that says "any match under 15 minutes can't be higher than X". The two mechanisms at the same means that the "sweet spot" to avoid any penalties is 16 minutes at the low end and at most 17 minutes at the high end, which probably means lots of players are going to naturally tend toward booking every match to be 16-17 minutes to avoid caps and penalties. Just look at the thread in General with the person saying they get people over by booking 5v5 matches where all of one team is set to dominate. These kinds of restrictions encourage gamey play styles when the same intention (i.e. deathmatch companies aren't going to book long mat wrestling classics) could be accomplished in a better way.</p><p> </p><p>

    Also, since we're on the subject of penalties, I rather liked the TEW16 system of not telling the player explicitly what the penalties and bonuses were for a segment or match unless they opt-in by turning on the dirtsheet.</p><p> </p><p>

    EDIT: Also I must've missed the last time you replied to me bringing this point up. I went back to find the thread and it appears to be gone.</p>

  7. One minute match with the following road agent notes.

     

    Dominate, decisive, pinfall victory. While you are at it set the opponent for burial. Make him long strong damn it. Your main event scene might not be happy, but you can create new main eventers.

     

    Or you could do it realistically by putting them in programs with people around their level, give them wins, and gradually boost them up over time.

  8. This is true if we are strictly talking about TV shows.

     

    But this is common in wrestling, it’s why segments get cut and changed on the fly.

     

    Just looking at the leak script from Raw years ago and going to cagematch.com for the time of match, the match was scheduled for 6 minutes but according to cagematch.com it lasted for 10:35. You can argue they went over time or that it’s not the final script but I don’t think booking in a small range of minutes isn't too unrealistic. It may be better for gameplay because it eliminates arbitrary numbers.

     

    Sources

     

    https://m.imgur.com/a/u9Xj3

    https://www.cagematch.net/?id=1&nr=109759

     

    The game already sort of does this. A match booked for 6 minutes might go 5:30 or 6:50 or whatever. Booking a match for 6 minutes and it going 10 would be an example of workers going over time, either accidentally or intentionally, which is a thing that should happen for sure now that we have on the fly booking in the game. But just like your example shows, they had 6 minutes booked, not 6-10. The script is even written down to the second.

  9. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="SirMichaelJordan" data-cite="SirMichaelJordan" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="49006" data-ipsquote-contentclass="forums_Topic"><div>Somewhat off topic but another thing that I wouldn’t mind changing is booking time overall. I think it would be better if time was booked in ranges. Maybe 7-10 minutes, 10-13 minutes etc. it really don’t make sense for a person to be fatigue for a 7 minute match but would be perfectly fine for a 6 minute match.<p> </p><p> This could also open up a scenario where a selfish worker would go over his allocated time and you’ll have to make adjustments to other segments.</p></div></blockquote><p> </p><p> That's not really how it works, though, especially for TV. 7 minutes means 7 minutes.</p><p> </p><p> I like the idea of more selfish workers going over their time sometimes, though, especially with the new on the fly booking.</p>
  10. I agree wage demands should be more varied (though I think popularity should be the primary determinant, since that's what draws money), but I also want to point out that there are a LOT of indy wrestlers who will work for little to no money, so that isn't totally unrealistic. I don't want the game to move back in the direction of TEW 16's ridiculously inflated pay rates for workers.
  11. Bravo. Great post. Linking time penalties to stats instead of arbitrary caps makes so much sense I'm surprised it's not how the game works. Products could even be used to modify how stats affect penalties. So in a product where fans want the action to keep moving, maybe the percentage chance of losing the crowd is higher at say 8 minutes than it would be in a product where fans don't mind long promos. I dig it.
  12. There is a different worker profile screen depending on where you select the worker. If I go to the roster, I can see a worker's disposition and perception. If I go to creative, and select a worker from there, it takes me to a profile screen as if they don't work for me already, and I can't see their perception or disposition. Same with the stable screen. It would be nice if I saw the same profile screen regardless of where I select the worker, because otherwise if I see someone as, say, a hot prospect in creative, and I want to know their current perception or whether they're a face or a heel, I have to back out of creative, open roster, and select the worker again.
  13. <p>The size categories seem a bit too broad. For example, 181 pounds and 229 pounds are both considered lightweight, but that's a pretty major different. Currently the sizes are:</p><p> </p><p>

    Very Small: up to 140</p><p>

    Small: 140-180</p><p>

    Lightweight: 180-230</p><p>

    Middleweight: 230-260</p><p>

    Light Heavyweight: 260-290</p><p>

    Heavyweight: 290-320</p><p>

    Big Heavyweight: 320-380</p><p>

    Super Heavyweight: 380+</p><p>

    Giant: Special cases</p><p> </p><p>

    This sort of forces all the smaller sized workers into the same one or two groups, while all the bigger workers have more variation in category. Lightweight is especially broad. I'd propose changing them to something like this (spitballing, so not married to these categories): </p><p> </p><p>

    Very small: <140</p><p>

    Small: 140-169</p><p>

    Lightweight: 170-199</p><p>

    Cruiserweight: 200-229</p><p>

    Middleweight: 230-259</p><p>

    Light Heavyweight: 260-289</p><p>

    Heavyweight: 290-319</p><p>

    Big Heavyweight: 320-350</p><p>

    Super Heavyweight: 351+</p><p>

    Giant: Special Cases</p><p> </p><p>

    It's not a huge change, but I think these categories would group workers that are similar sized better than the current groupings, especially for real world mods.</p>

  14. Agreed.

     

    If I can give an example: Doink the Clown in the 90s in WWE - WWF. Ok, you can't get more comedy gimmicky than that really. While it is a sure fire comedy gimmick, Doink still had wrestling matches with wrestling moves that could be digested by fans young and old alike. Any of his matches with Bret Hart, Bam Bam Bigelow (and others) were still well done nonetheless and enjoyable for fans of all stripes / tastes.

     

    I was just trying to say that you can have a worker have a comedy gimmick, but if the gimmick bleeds into their ring work (i.e fantastical, ridiculous spots and moves that break the fourth wall), there should be a penalty in certain promotions with their attached fan bases.

     

    In all honesty, I don't think the game is that in-depth to take that into account (difference in comedy matches with comedy spots / maneuvers and then just having a wrestler using a comedy gimmick) and it doesn't have to be really... I do not think comedy gimmicks should not be penalized per se in more traditional promotions and that only using comedy matches / comedy spots should be penalized.

     

    Doink wasn't meant to be a comedy character at first. A better example would be Colt Cabana. He's hilarious, but in-ring he brings it.

  15. People not knowing what terrestrial is makes me feel old. It's an over-the-air broadcast you can pick up with an antenna. CBS, NBC, ABC, and Fox all have terrestrial affiliates. The station names usually start with W if they're east of the Mississippi River or K if they're on the west. So where I live, I have WLTX, for example, which I think is CBS. These were all anyone had before cable became a thing.
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