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Dr. Hook

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About Dr. Hook

  • Birthday 12/05/1969

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  • Location
    Texas, USA

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  • Interests
    History, Music, Gaming, Reading

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  • Occupation
    History Professor

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  1. Got it. It shall remain something of mystery, but I guess I can justify it in my mind-that the particular way he is carrying out the gimmick has a tough effect on being able to engage in a match properly. Thanks for your help!
  2. Thanks for the answer I did go more to the creative side for this, and it apparently flopped and I got a really nasty side effect from it haha! This helps for sure, though, to know that gimmick creation is a bit of a crapshoot (I guess it always was to an extent) and that I need to care more about how well they go over than in previous versions and how safe or not to play it. My UC has a high creative rating so I expected to be better off going with a more creative gimmick, but I guess the dice roll was against me.
  3. Gimmicks No takers in the small questions thread, but I have a question about the way gimmicks now work. I did a gimmick for my user character which was fan favorite. It is rated as adequate. I noticed that the gimmick came with a big hit to in match psychology as a con, with no pros. This is just a standard gimmick. How does one know what the pros and cons of a gimmick are? Is it related to how well the gimmick does? Why does this particular gimmick come with a psychology penalty? Would it be "fixed" or improved by a better performance of the gimmick? I have read the dev journal and the players handbook, but didn't really feel like I understood what is happening here. Thanks!
  4. Are gimmick pros and cons connected to the gimmick itself and static (doesn't seem likely)? I went with a fan favorite gimmick, it is adequate and has a large penalty to psychology! What? Is this because the gimmick isnt great? What happens if it is awful? I don't understand this completely even after reading th dev journal and handbook. Second quick one, I asked earlier but it went unanswered- is there a way to remove fog of war on a user character so I can see the actual skill numbers without looking in the editor? Thanks for any help- especially on the gimmicks
  5. "Fog of War" on user character's stats? I am trying to track progress, but I am getting the range of numbers on the skills. Is there another way to view this outside the in-game editor?
  6. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="southside_hitmen" data-cite="southside_hitmen" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41263" data-ipsquote-contentclass="forums_Topic"><div> tag finisher almost has to be a Package Piledriver...</div></blockquote><p> </p><p> That sounds painful <img alt=":eek:" data-src="//content.invisioncic.com/g322608/emoticons/eek.png.0e09df00fa222c85760b9bc1700b5405.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
  7. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Abgas" data-cite="Abgas" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div> I'm still wondering though, why I never see any notes in the "worker improvements" screen in my WWE save, but I get many in my CZW save. Anyways, thank you very much for your help!</div></blockquote><p> </p><p> It doesn't always appear even when they do improve- I don't know the mechanics, but there must be some trigger- reaching a certain number, a certain size of improvement maybe. I have guys improving every show but with no road agent note about it.</p>
  8. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="MightyDavidson" data-cite="MightyDavidson" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>So I'm playing NYCW. Since they don't actually have a TV show, do I really need to keep the announcer and color commentator around?</div></blockquote><p> </p><p> No, it's a waste of money. What I've done is when I get close to being able to have a show is to hire an announce team so that by the time the show airs, they have some experience built up. Until then, you might as well save yourself the $1000 or more per show.</p>
  9. Whether they are suited to it because some gimmicks have other prerequisites such as a certain score in toughness, athleticism, sex appeal, etc.
  10. Question: what determines manager momentum now that sotryline success doesn't affect it? I have managers at minor positive or minor negative, but can't figure out why it would be one or the other, or how to increase it.
  11. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Primaru" data-cite="Primaru" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Hi. Does it matter how long I chose to run a storyline?<p> For example I have a storyline with Kurt Angle and John Cena but JC is out for 2 months, being available only for angles. Can I keep the storyline or should I end it?</p></div></blockquote><p> </p><p> There is no time limits for storylines. In this case, you can keep it simmering by having Angle cut an occasional promo against Cena where Cena doesn't appear, and it will count for the storyline. If you keep it hot, when Cena comes back you pick it right back up full steam and keep the benefits it gives for matches.</p>
  12. From my observations, this seem to be dependent on overness in a pop.perf fed where the in match performances because of popularity outstrip the psychologies involved. I say this because I ran a match in my home region where the workers were A* and B+ pop and got the message with a B match grade, but the same two workers in a region where they were a lot less popular (B- and C respectively) didn't get the note. I haven't done any empirical testing on this, but it as good an explanation as I could come up with.
  13. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Tag01" data-cite="Tag01" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>I'm familiar with the regional battles and I think I understand the way national battles work now. Is there any kind of battle for cult level promotions?</div></blockquote><p> </p><p> As far as I know, there aren't any battles for cult- at least there weren't in TEW13 and I haven't seen it happen in 16. I suppose it represents that in- between space where you aren't truly a rival to any of the national promotions, but are big enough to not really be comparable to a regional fed either.</p>
  14. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="phoxy" data-cite="phoxy" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>I'm pretty sure that is about those stories that pop up and say things like "X said they hate working the opening match/suffers from pre-match nerves, especially high up the card/dislikes working with guys bigger/smaller than him" etc. You can also get a positive version of the note.</div></blockquote><p> </p><p> Interesting- the worker that was penalized was my user character and so never had that story pop up or anything to indicate such. It makes sense though, but how I'll figure it out what exactly it is will take some doing <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
  15. On the dirt sheet when it says worker was penalized for chemistry (motivation) what does that mean? The workers in question don't have negative chemistry, the storyline they are in has high heat, so not sure what this is about.
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