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SirMichaelJordan

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Everything posted by SirMichaelJordan

  1. If the desire is to go the play by play route, it does a good job with that as well. write a summary between a 3 star match featuring Kenny Omega and CM Punk. The match ended in an interference by the young bucks and was overbooked. The match was open where both wrestlers looked evenly matched. Both wrestlers went all out. Make it a play by play commentary.
  2. I think bringing back the blog style match write up when running your event would add tons of immersion back into the game considering that this type of game would probably never add a 2D or 3D match engine.
  3. Here is another summary with the parameters of: write a summary between a 1 star match featuring AJ Styles and Shawn Michaels. The match ended in an interference and was overbooked. Shawn Michaels suffers from an injury that had to alter the outcome of the match. A summary adding more TEW road agent notes: Write a summary for a 3 star wrestling match featuring Ricochet and Gunther. The match was made to make Ricochet look strong in a brawl based match. Gunther wins decisively in a 15 minute all out match. Here is the result after regenerating the original outcome.
  4. The problem with this in past version was that it got receptive very quickly. Now when AI tools like chat GPT, I think coming up with a lot of text line in a short amount of time is now possible. I asked the tool to write up a summary for a wrestling match which was given basic guidelines as I only told the AI that is was a 2 star rated match. Here was the results: Not bad. This time I gave it a little more detailed parameters : Write another summary with opponent 1 being a high flyer and opponent 2 being a technician. The match is a 5 star match and opponent 1 wins the match with a frog splash Here's a summary featuring the full known attributes of each wrestler: Being curious to see repetition, I asked the AI to regenerate a response to the same scenario. https://chat.openai.com/chat#
  5. Not really. A false finisher isn’t something that is typical and would be considered taboo in wrestling psychology since a finisher is suppose to finish the match. Doing so doesn’t exactly scream great psychology. Laying it out and making it believable is where that psychology come in at. Also the same could be said for a bump, stunt, inferences, etc. all of those spots are made to get a specific reaction from the crowd same as a false finisher would. Adding 2.9 counts, kicking out of a finisher from a dominant menace doesn’t necessarily require good wrestling psychology. It just helps to make it believable. However, I would say that this is somewhat available via the Overbooked and All Out note but that also have its limits and all out requires good in ring workers to pull off.
  6. Same could be said for stunts and bumps. As for spamming, that wouldn’t be needed because in theory it will harm the match unless the psychology involved in the match was around the grade before bonuses / penalties took effect. I can see a note saying: “The match was given a bonus due to the suspense of a false finisher” or “The match was given a penalty due to the amount of false finishers” (the match lacked the psychology)
  7. A open match is back and forth. Someone performing a finisher and almost getting a 3 count doesn’t have to be strong in a match or even have equal offense throughout. This note would most likely be something on the level of a stunt or bump to add (or harm) to the match assuming the psychology is there. I can also see this being an attribute for a product. Some products will like false finishers and others will not.
  8. False Finishers No, I am referring to false finishers. Workers with poor psychology for the match would spam finishers dragging the grade down. But workers with good psychology for the match will result in a false finisher that would result in a 2.9 count adding a bonus (excitement) to the match. Basically a light version of a spectacle.
  9. It would be nice to have False Finish as a road agent note. Bonus should be given based on the psychology for the match. Maybe act as a light version of spectacle.
  10. Yea I wish attributes and rating gains were handled somewhat like mega man when he adopts his opponent’s traits. Workers could adopt traits from their mentors or someone who they have been working with a lot. Like sticking a young wrestler with a tag team specialist for a long time and eventually the young worker may adopt the tag team specialist trait. Or a hardcore vet may have lots of matches with a young guy, then after awhile the young guy starts gaining in his hardcore stats or maybe receive a trait. Football Manager handles traits somewhat like this but it’s through mentorship.
  11. I may be wrong (haven’t played in awhile) but I believe that this is adjustable in the era section.
  12. There isn’t a “shock debut” bonus. If the worker debut with a good gimmick that is the bonus for the debut.
  13. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Historian" data-cite="Historian" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="52663" data-ipsquote-contentclass="forums_Topic"><div>It doesn't kill the agent note, it is -- in my opinion -- doing what it is supposed to do from a game mechanic.<p> </p><p> Don't be afraid of the penalty. It is there for balance to keep match ratings in check. With the exception of the Seth Rollins match, I can't think of a late-edition cash-in that made the match better (and I can't say the Seth Rollins made the match functionally better, it got a great live reaction, but the actual match wasn't better because of it). </p><p> </p><p> Without there being a penalty, you could, effectively, put a worker with terrible stamina by high stats/high psychology/high overness in a match but have him enter late to get the rub of the match being great (or a worker with poor stats but use it to get him over. So the penalty balances things out and keeps it from being an exploit.</p><p> </p><p> I get being frustrated by it too -- especially if you have two guys who are tearing down the house and could have been a 90 and then it gets worse because of the cash in, but that's also how it works in real life. That's why it's normally used for a heel to cash in, because you can take the penalty as heat like "Oh man, f**k, this guy is going to steal this." -- But WWE also typically uses it as an angle after the match so I second the suggestion of doing it in an angle.</p></div></blockquote><p> </p><p> </p><p> I agree. But the problem with penalties / bonuses in the game as they are present in the game is that they are too rigid and there is no ying/yang factor involved. I feel like all road agent notes should have a chance to either give a penalty or bonus depending on product and how the segment is booked. In this case, if I am booking a company that enjoys overbooked matches or whatever, using this note should give me a higher chance of getting a bonus vs a penalty. The opposite should be true if this was a company that hates overbooked matches but there would still be a slim chance that I could get a bonus from it if booked correctly (dice roll that favors a penalty because of the product) this type of gameplay would feel much more rewarding and natural instead of limiting with people booking around penalties…</p>
  14. According to the handbook, the cap is tied to the audience size not the company size. Unless the recent patch fix pop gains for workers. Those caps were easily broken. Not to mention that you can reach 70 popularity with a tiny size company, giving you the needed reach to break those caps.
  15. This would be valuable if money wasn’t plentiful. TEW makes it seem like wrestling is a lucrative business.
  16. If you’re at insignificant, i don’t think you are even looking to sign those workers anyway. Limit yourself to the lowest size, gain the pop and money then move to tiny and have the ability to sign multiple mid level workers.
  17. The problem is that you can limit yourself to insignificant, gain a lot of popularity and money before jumping to medium or above. There isn’t really any benefit to go from insignificant to tiny to small to etc. Some of the benefits of being able to give out certain contracts don’t really matter until you reach medium.
  18. This was a long topic in the suggestion and bug forums. In fact, it was fine out of the box (but there was a legit bug where the cap was lower than number needed for the next level) but then a patch over adjusted the caps because someone said it was too low…Same story with worker pop caps.
  19. The main problem and something that have been brought up but never addressed is that you can gain plenty of popularity with a tiny or even insignificant company. Pop caps should be way tighter to give us a reason to move up in size instead of limiting our size. The fact that you can reach 70+ pop at such levels enables those companies to make massive amount of money while limiting their expenses which only scale with company size… Kind of sad that it took a year later for people to start noticing these things.
  20. Except none of that is actually working to benefit the shows. But i guess that explains why majority of the segments don’t make sense.
  21. This is where the overall show grade comes in at. You’re less likely going to get penalized for overusing Rock. Anything else Rock do on the show is going to neutralize the penalty from him going 5 mins with Mideon. The problem is most of the penalties are thrown in your face and are not in the background where they should be. It should be tucked in the dirt sheets. Also with the current theme of the game, unbalanced. There is lack of risk vs reward and this also trickle down to penalties.
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