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SirMichaelJordan

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Posts 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.

    Quote

    The bell rings and Kenny Omega and CM Punk are ready to go at it. Both wrestlers circle the ring, sizing each other up.

    Punk starts off strong with a series of strikes, but Omega quickly counters with a dropkick. Omega follows up with a moonsault from the top rope, but Punk rolls out of the way.

    Punk now in control, goes for a GTS, but Omega counters into a One Winged Angel, but Punk kicks out of it.

    The crowd is on their feet as the match is becoming intense. Punk and Omega trade blows back and forth, both men showing their resilience.

    Omega goes for a V-Trigger but Punk ducks and hits a roundhouse kick. Punk goes for a cover but Omega kicks out.

    Punk goes to the top rope, but Omega meets him with a superplex. Both men are down and the referee starts counting. They both get up at 8 count.

    Omega goes for a tiger driver but Punk reverses it into a DDT. Punk goes for a cover but Omega kicks out.

    Just as it looks like Punk is going to win, the Young Bucks interfere and attack both wrestlers. The referee calls for the bell, resulting in a disqualification.

    Fans are disappointed as the match ends in a no contest, but it is clear that both Omega and Punk gave it their all in the ring.

     

  2. 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.

     

    Quote

    The match between AJ Styles and Shawn Michaels was a huge disappointment for fans who were expecting a classic match between two of the best wrestlers in the business. The match was overbooked with too many interference from other wrestlers and outside interference, which took away from the in-ring action.

    The match started with both wrestlers showing their skills and attempting to gain an advantage over the other. However, it quickly devolved into a series of run-ins and outside interference from other wrestlers, who seemed more interested in getting involved in the match than in allowing Styles and Michaels to have a fair and competitive match.

    As the match progressed, it became clear that Shawn Michaels was struggling with an injury, which limited his ability to perform some of his signature moves and made it difficult for him to keep up with the pace of the match. Despite this, he tried his best to continue, but the constant interruptions and overbooking made it impossible for him to gain a real advantage.

    In the end, the match ended in a disqualification, as the referee threw out the match due to the excessive interference. The fans were left disappointed and frustrated by the lack of a fair and competitive match between two of the best wrestlers in the business. This match was a true disappointment, and it was rated as 1-star 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.

     

    Quote

    The match between Ricochet and Gunther was a solid, if unspectacular, affair. The match was designed to showcase Ricochet's strength and power in a brawl-based match and both wrestlers delivered an intense and physically demanding match.

    Ricochet, known for his high-flying acrobatics and aerial maneuvers, came out strong, using his quickness and agility to outmaneuver Gunther. Gunther, a powerhouse wrestler, relied on his brute strength and power to try to overpower his opponent.

    The match was intense and physically demanding, with both wrestlers exchanging blows and taking turns on offense and defense. Ricochet hit a series of high-flying maneuvers, while Gunther countered with a variety of strikes and power moves. Both wrestlers came close to winning several times but neither was able to secure a pinfall.

    In the end, it was Gunther who emerged victorious, hitting a decisive finishing move and securing the pinfall for the win in a 15-minute match. The crowd gave both wrestlers a standing ovation as they left the ring, recognizing the effort and skill they put in the match.

    This match was a showcase of two different styles of wrestling, with Ricochet displaying his quickness and agility while Gunther showed his strength and power. The match was intense and physically demanding, and while it wasn't the most technically sound match, it was rated as 3-star match as it had a good story and kept the audience engaged throughout the match.

     

     

    Here is the result after regenerating the original outcome.

     

    Quote

    The match between Ricochet and Gunther was an intense and physical affair that showcased the strengths of both wrestlers. The match was designed to make Ricochet look strong in a brawl-based match, and he did not disappoint, putting on a strong performance that left the audience impressed.

    The match began with both wrestlers exchanging blows and trying to gain an advantage over the other. Ricochet, known for his high-flying acrobatics and aerial maneuvers, used his quickness and agility to outmaneuver Gunther, while Gunther relied on his brute strength and power to try to overpower his opponent.

    The match was fast-paced and filled with action, with both wrestlers exchanging strikes and power moves. Ricochet hit a series of high-flying maneuvers, while Gunther countered with a variety of strikes and power moves. Both wrestlers came close to winning several times, and the match was a back and forth affair.

    In the end, it was Gunther who emerged victorious, hitting a decisive finishing move and securing the pinfall for the win in a 15-minute match. The crowd gave both wrestlers a standing ovation as they left the ring, recognizing the effort and skill they put in the match.

    This match was a showcase of two different styles of wrestling, with Ricochet displaying his quickness and agility while Gunther showed his strength and power. The match was intense and physically demanding and was rated as 3-star match as it had a good story and kept the audience engaged throughout the match. The match was designed to make Ricochet look strong and even though he lost, he put on a strong performance that left the audience impressed and excited for his future matches.

     

  3. 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:

     

    Quote

    The match between "Opponent 1" and "Opponent 2" was a solid, but unspectacular affair. Both wrestlers worked hard and put on a decent showing, but the match lacked the high-flying and high-impact moves that would have made it truly exciting. Opponent 1 was the more technically sound of the two, using a variety of holds and submissions to control the pace of the match. Opponent 2, meanwhile, relied on raw power and brute force to try to overpower his opponent. The match saw both wrestlers take turns on offense and defense, but neither was able to gain a significant advantage. In the end, Opponent 1 was able to secure a submission hold for the victory. Overall, the match was a decent effort from both wrestlers but failed to truly entertain the audience.

    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

     

    Quote

     

    The match between "Opponent 1" and "Opponent 2" was an epic showcase of two very different styles of wrestling. Opponent 1, known for his high-flying acrobatics, dazzled the crowd with his aerial maneuvers and daredevil moves, while Opponent 2, a technician, used his extensive knowledge of holds and submissions to ground his opponent.

    The match started with Opponent 1 taking the initiative, using his quickness and agility to outmaneuver Opponent 2. Opponent 2, however, was able to counter with his technical prowess, slowing down the pace of the match and neutralizing Opponent 1's aerial attack.

    As the match progressed, both wrestlers showed their full range of abilities, with Opponent 1 executing impressive high flying maneuvers and Opponent 2 applying his holds and submissions in a precise and effective manner. The match was filled with near falls and close pinfalls, as both wrestlers came close to winning several times.

    In the end, it was Opponent 1 who emerged victorious, hitting a spectacular frog splash to secure the pinfall and the win. The crowd erupted in cheers as Opponent 1 celebrated his victory. This was a match that truly had it all, high-flying action, technical wrestling, and a dramatic finish. The match was truly a 5-star match and one that will be remembered for years to come.

     

     

     
    Here's a summary featuring the full known attributes of each wrestler:
     
    Quote

    The match between AJ Styles and Shawn Michaels was nothing short of a classic. Both wrestlers are considered to be among the best in the business and they lived up to that reputation in this match.

    The match started off with a feeling out process, as both wrestlers tested each other's abilities. AJ Styles, known for his quickness and agility, used his speed to gain an early advantage, while Shawn Michaels, known for his technical prowess and ring psychology, used his experience to counter and take control of the match.

    As the match progressed, both wrestlers began to pull out all the stops, executing a wide array of moves and high-flying maneuvers. The crowd was on their feet throughout the match, as both wrestlers showed why they are considered to be among the elite in the industry.

    The match was filled with near falls and close pinfalls, as both wrestlers came close to winning several times. In the end, it was AJ Styles who emerged victorious, hitting his finisher, The Phenomenal Forearm, to secure the pinfall and the win.

    The crowd gave both wrestlers a standing ovation as they left the ring, exhausted but elated. This was a match that truly had it all, great storytelling, high-flying action, and a dramatic finish. The match was truly a 5-star match and one that will be remembered for years to come.

     
     
     

     

    Being curious to see repetition, I asked the AI to regenerate a response to the same scenario.

    Quote

    The match between AJ Styles and Shawn Michaels was nothing short of a classic. Both wrestlers are considered among the best in the business, and they lived up to that reputation in this match.

    The match began with a feeling-out process, as both wrestlers tested each other's skills and looked for an opening. AJ Styles, known for his speed and agility, looked to use his quickness to outmaneuver Michaels, while Michaels, a veteran and one of the most technically sound wrestlers in the game, looked to use his experience and knowledge to counter Styles' offense.

    As the match progressed, it became clear that this was going to be a back-and-forth affair, with both wrestlers taking turns on offense and defense. Styles hit a series of high-flying maneuvers, while Michaels countered with a variety of holds and submissions. Both wrestlers were able to kick out of pinfall attempts, and the match seemed to be headed to a draw.

    In the end, it was Michaels who managed to hit his signature move "Sweet Chin Music" and secured the pinfall for the win. The crowd gave both wrestlers a standing ovation as they left the ring, recognizing the effort and skill they put on this match.

    This match was a true display of the best of professional wrestling, with both wrestlers bringing their A-game and putting on a show that will be remembered for years to come. A true 5-star match, it is a must-see for any wrestling fan.

     
    Regenerate response

     

     

     

    https://chat.openai.com/chat#

  4. This sounds like something that would just be a byproduct of good psychology score. If it could be explained well enough to be its own note, then fine I guess. But I don't know there's reason to add a layer of complication for the sake of it.

     

    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.

  5. Just to nitpick, but a "False Finish" isn't just someone kicking out of someone else's finishing move. It's anything where the psychology of the match would naturally lead to a conclusion (so could be a finisher, could just as easily be a distraction roll-up, or a pin following a ref bump and outside interference) but is instead used to heighten tension.

     

    I just don't think it's something that, realistically, would fall into the remit of the owner/booker in the vast majority of cases. If it works, it's because the wrestlers have a grasp of psychology and of match structure, if it doesn't, it doesn't. I think that's all well covered with the stats and match aims already in the game.

     

    I have to disagree with that.

  6. I honestly don't see much point to this as all we know about these matches is the length, the exact finish, and how well it was received. For all we know, these guys are hitting false finishes, we just don't know because we're not given an exact breakdown of everything that happens. Seems like pointless extra code to me.

     

    That said, if this were implemented, I feel like there would have to be a thing that if you do too many too often it negatively impacts the matches. Personally, the burial of finishers/over-abundance of false finishes over the past decade-or-so is my biggest pet peeve in wrestling as if your finishing move doesn't consistently end matches, it's not a finishing move, and it tends to kill the psychology if it's done more than just once every so often in a major match.

     

    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)

     

    The False Finish is when a wrestler absorbs another wrestlers finishing move, and then manages to escape the pin after the move. The pin fall is always a really really really close count and the kick out is meant to be a shock
  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

     

    Isn't that the "Dusty Finish" note?

     

    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. 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.

  10. <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>
  11. This totally depends on your product. If you're sports entertainment then you absolutely need those over guys to get better show and match grades.

     

    Your workers will stop gaining pop at a certain cap. That cap gets higher if the company's size increases.

     

    Signing a more popular worker to put them over can help you break those caps but you wouldn't be able to sign those big company cast-offs at insignificant (unless they were unemployed for 6-12 months)

     

    Anyway, sure you can game the system if that's how you want to play. The point is there are some built in things to make it worthwhile to not game it in this way.

     

    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.

  12. The balancing the game does is you are not allowed to sign top level stars if you limit your size.

     

    You can't sign Hulk Hogan if you're Insignificant and you can't offer exclusive iron clad contracts. So any large company can come in and snatch up your stars.

     

    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.

  13. Im guessing that is a bias of players using mods or the larger / established CVerse feds which has allowed this to slip through the radar?

     

     

    How many people actually build a ground up fed for themselves?

     

    I have semi decided for rp reasons i will upgrade to tiny by 2024 for me my concern is going bankrupt when upgrading to tiny even.

     

    That production spike for shows is like 400 / 500 %. Meaning that it will stagnate my growth or at least my plans for another few years.

     

    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.

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