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MikeSc

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Everything posted by MikeSc

  1. I was wondering if there could be a way built in to 2024 (or whatever the next game is) that allowed this to be modified or if something exists now. I had an idea (not entirely mine, but what is?) about a database where shootstyle wrestling was the basis for all pro wrestling. As anyone paying attention knows it is not the most commercially viable wrestling style in any pro wrestling landscape in our reality. In the one I envision it might be much higher on the totem pole. Is there a way (or could there be) to set what kind of products the sponsors would react to better by region? As in, maybe shootstyle is HUGE in Japan and middle of the road in the U.S., etc. Could there be a way to set that so if you were running a shootstyle promotion in Japan and that was a big deal it would be profitable, but in the U.S. you are still a little on the underwhelming side but not dead in the water? Another thought is this might be tied to the Product Trends of an Era. If certain styles (Realistic in the case I am talking about) are strong in a region, sponsors look on them more favorably. Does this make sense?
  2. It had eluded me to a certain point, then it hit me. Japanese/touring schedule federations would need something like that. If you want to lock a guy up and you are off 2-3 weeks out of a month it is going to be super expensive (depending on how you set up finance) to hang onto them. Unless you pay them per show.
  3. There are workarounds to the pop issue, it just means you have your truly top tier workers who get preferential treatment and everybody else who almost lose more than they win by a little.
  4. One thing I have noticed about C-Verse is that it takes away a lot of the drug and personality problems that plague actual pro wrestling. Running a promotion in RL has to be a bit of a chore due to dealing with the massive egos and rampant drug use. Sure there are some workers with those issues in C-Verse, but it is built more as a sandbox that you can mostly do what you want in. The other thing is the sheer amount of amazing talent not signed to exclusive deals to the major companies. It's kind of ridiculous, but again it makes the game more playable.
  5. This one might seem a little weird, so bear with me. There are obviously very different booking styles. I tend towards a Giant Baba approach where the guys who are Stars get wins over lesser ranked opponents in mostly 6-mans and tags leading to big singles matches. If you look at matches involving my Major Stars/Stars, you can probably guess who is taking the fall. Which is also true of AJPW when Baba was around. If you saw Misawa/Kawada/Kikuchi vs. Jumbo/Taue/Fuchi, you can pretty easily guess who takes the fall on each team. But it seemed to work for that promotion. I can't think of any real world examples, but there have to be people who do the opposite just to keep things fresh for themselves. Your top guy hasn't lost for a few months, maybe he takes the loss in a match completely unnecessarily to keep him in line. My thinking on this is that it should affect how the fans react to a Well Known guy beating a Star. If you look at the Baba style booking, it should increase both the gain and loss. It's not a common occurence and would signal to the fans that the worker getting the fall had a particularly bright future according to the booker. And if you look at the opposite example it should lower the gains/losses. After a while of seeing higher up guys get beaten out of the blue, the fans would get wise to it and recognize that it didn't mean as much. I realize this is probably not within the realm of possibility, but it was something I thought I'd mention.
  6. From what I've seen the whole issue of momentum/pop staying way too high could be fixed fairly easily by looking at the way 90+ matches affect both. It seems like no amount of losing matters if the match is good enough. From what I've noticed with my WLW save if you throw a midcarder into the main to eat the loss (not obvious booking at all....) they will lose momentum and a tiny amount of pop if you do it 2 or 3 times without a win in there. I just haven't gotten to the point where the workers can consistently put out 90+ 6-man matches to test it.
  7. Debuting a worker above Unimportant with a win gives them instant Warm momentum.
  8. You also have to look at some of the other aspects of the characters. Personalities and certain traits will change how wrestlers respond. I had an Insecure guy who made me go up 80k per month when I was global demanding wage matching when he was like the 9th guy down on the totem pole. Certain Attributes will make a worker go way more towards money, where others will shift them towards someplace they think they will do well for their career. Honestly the goofiest thing I have come across is when you are negotiating and a guy will sign to a new offer he got (the one after yours) before your day starts. It's only happened 3 times, but it is just strange that the countdown doesn't start again in certain situations.
  9. I get not wanting this exploit in the game. It seems like it actually goes against most logic, so yeah. I would point out that you can just edit yourself in as much money as you want, so it is definitely not the worst thing you will ever see. And if I'm honest unless you are playing a super small company on very hard mode it doesn't come into play that often on either front. It's not really difficult to make money or grow your company in 2020.
  10. The real way to describe Sam Keith is "Tully Blanchard." Fair or not he was Flair's #2 in the Horsemen. Saying he was Ric Flair in Evolution suggests that Triple H wasn't just fantasy booking himself as Ric Flair from the 80s.
  11. I open my BCG shows with 99-100 Technical Masterclass matches all the time. It is just fine as an opener. The announcing penalty shouldn't be taking 14 points off the match. However, I feel like the 92 and 91 performances should give you higher than 78 with no major penalties. Those ratings take into account the workers popularity. For instance: Try having two wrestlers with the same stats but one is quite a bit more over than the other in a match. The one with more pop will always get a much higher score. Just for the sake of listening to the OP, what re the announcer/colour ratings? I've had it happen in the past where match ratings would take a dive based on announcing at a rate of a few points to all the way down to what the lowest announce/colour score is. There was a patch where all announcers above 80 do not incur penalties regardless of the match rating FYI.
  12. I don't believe brawling is a niche style. As much as I love technical wrestling I have to admit that brawling (at least in America) seems to appeal to more people than the technical skill. Japanese wrestling relies pretty heavy on brawling as well, but it is harder to be over without an appropriate amount of technical skill. Mexico it seems like they really structured everything to where you had apuestas matches that were expected to be brawls and title matches were more technical affairs. Even when you go to the British wrestling (which is highly technical in style) from the 60s and 70s a lot of the bouts I remember have some elements of the best brawls in them. Maybe it's just coming from the modern styles conditioning, but the matches where guys got really intense and started going at one another harder with holds (and more strikes than usual) and ramping up the intensity stand out more than the tricked out submission escapes. To me Brawling or Technical are pretty well the base styles of Western wrestling where Puroresu would be the base for Japan. And Puroresu is really just a mix of a more technical form of brawling (often punches are considered rare due to the closed fist) mixed with suplexes and gritty submissions. In later years the bad habit of standing in the middle of the ring just hitting each other added itself in as people tried copying things they saw without understanding them. That last little bit aside, most of your Western promotions are going to take a mix of Brawling and Technical as their base. Percentages will vary and most Hardcore promotions would land heavily on the side of Brawling. That isn't to say that technicians or high fliers would not be appreciated, but they would be the more sideshow attractions. If you look at ECW they had some great Rey/Psicosis matches in addition to the Eddie/Dean matches. The fans loved them both as a change of pace from the normal proceedings. If you tried to main event with that kind of wrestling consistently the fanbase would dwindle. WCW had the midcard technical guys and the cruiserweights (wonder where they came by that idea given that it was the same people) keeping the crowd ready for the big names like Hogan, Nash, Hall,Flair and Savage in the main. If they had tried main eventing with Benoit and Guerrero without a HUGE build it would have failed miserably. I tend to think the game has it right.
  13. I tend to get really repetitive with touring cards. I have a setup that works as far as letting the main event and other big matches shine and I stick to it. I tend to book really slow on putting people over guys above them unless they are hires that are in the middle of a push. If I have a #1 and a #2 guy, the second guy will rarely see wins over the number one guy. Worse for 3 on down. My top guys are super protected. My title reigns can get really long. I'm talking years. I will sometimes abandon guys I pushed when they reach their "peak" and not have them do anything beyond getting wins over guys under them. Forever. And yet I re-sign them jealously to huge contracts so SWF can't steal them.
  14. You should be able to book a Midnight Express vs. Original Midnight Express kind of deal though. The "invading" heels would end up being the heels while the hometown heels would be the babyfaces for that match. They may still be bad guys, but they are your bad guys, not these new and unfamiliar ones. I do wish the game allowed for stuff like WCCW booking too. The Freebirds were heels against the von Erichs but faces against Devastation.
  15. Only problem with using F/H matchups only in single elimination tourneys is the predictability of it. Once the face wins one side of the bracket it isn't hard to see the result of the other side coming.
  16. I think you guys are onto something. In my BCG game I have 7 guys who have high enough Psych and top row to drag a 90+ match out of somebody on the midcard and up. When three of them are in a match it is over 95 unless I book really badly leading up to it and 99 all the time. And it should be, they are in the high 90s in Psych with at least one top row stat in the 90s and good SQ/Charisma. I have 2 guys who have really good psych (low to mid 90s) but their top row is not quite good enough to make it to the next tier. And their SQ/Cha is low. Along with them I would put my resident "big guy". His top row and psych are slightly lower than the two just mentioned, but he gets booked strong due to his stature. This set of guys will take occasional losses to the big 7. I also have 4 or 5 guys with good enough top row (and still developing) to make that upper tier but their psych stopped too early. And most of them have one really good SQ/Cha. When i put them in matches with anyone with good enough psych there is going to be a 95+ score involved. SATO is ridiculous due to being a Dynamo. These guys job to the 10 above to keep them hot and by all rights should be Star instead of Major Star due to the losses. There are also the 2 newly promoted midcarders who never lose pop despite losing 65% of their matches. And the unlikely tag team guys who somehow manage to keep up with everyone's match scores despite having more midcard top row stats. Great chem goes a long way. The main 7 guys sit at 99 to 100 pop, which is right. By my estimate, that second tier ought to be around a 90-95 range, still really strong but not at the level above. And anything below that should not go over 90 due to the losses. The fact that most of them are in the 96-99 pop range makes 3 of my matches almost guaranteed 97 scores (again, crowd control can change this). Since 35% of their grade in the match is pop it would drag a lot of match scores down after you got past the first 7 and even more after those next 3 bubble guys. And it seems like anything 90+ or 95+ (needs experimenting), even if it involves a loss, results in a net gain for the worker's momentum. I kind of get this, given that you don't want guys taking huge hits after major losses on PPV, etc. I just wish it didn't skew the upper card ratings as much as it does once you reach a certain amount of great workers on the roster.
  17. <p>Normal Events will give pop boosts for 6 or more over the worker's current pop.</p><p> </p><p> Lesser takes a lot more for pop gains. Something like 12 or 16, I forget the exact number.</p><p> </p><p> Touring takes a ridiculous amount more so that there is almost no chance of gaining pop.</p>
  18. I get what you are saying. I have had to spend 3 months jobbing a guy down just because I left him at Hot for too long. And my suspicion is with the roster size I run now (just shy of 60) I will lose track of somebody again and have to do it. It takes a small chunk of the profits to pay off some personalities. As far as midcard pop, it's going to vary according to momentum and promotion Pop. My promotion at 99 I don't like midcard guys getting over 80. They tend to get attitudes about jobbing to Well Known guys after that. My WLW game is at just over a 60 and the Well Known guys come in mid-40s or so, depending on momentum. I look at Recognizable as the more Lower Midcard, wrestlers who used to job to everyone but have shown enough to at least beat the other jobbers on the way to midcard (depending on skill level). Star to me is more what used to be Upper Midcard. Wrestlers that can easily be in the main event, but not quite at the level of the super protected workers. In reality, they truly become the JTTS for me. And I find it very hard to keep people in this category with a really good main event. Just being in matches that are consistently in the high 90s pulls their pop up, which it should, and makes them Major Stars regardless of what I want. Or how often they job. So I really keep those Well Known guys cycling down when they get close. Pre-booking is busy enough with 19 Major Stars that you want without multiple ones you don't. It does make for a good use of Three Ring Circus match focus though.
  19. I never said I did that for my main event guys. I do it for the guys who need to stay at midcard level. Once they get to main event level they are way more protected. It's just a matter of controlling who gets over and who doesn't. If you don't cut some guys off, you end up with all main eventers. You wanted to know how to avoid that and I was giving you the easiest way the game has to offer. I had the same problem with my midcard guys until I started doing that for the midcard only. The problem with the WWE doing that for the whole roster is nobody seems special anymore. Say what you will about Hulk Hogan and the protection he had. But it made him come off as special to the fans at the time. The problems happen when either everyone gets cut off at he knees, making nobody a real attraction, or when everyone gets way over and it is no longer special to be that over. So you book the main event guys more protected and the midcard guys way more competitive until somebody gets big enough Psych/top row to push up to the next level and let their momentum go and they get there easily. I would also suggest a little more acceptance of what other people are saying and use it or don't, just don't lash out at them for trying to help. There are people out there who will simply not answer a question in the future as a result.
  20. I just pushed into year 6 of my game. I've been slowing down on it and really looking at what each major show is saying with the big match-ups and results. I cut down on the big-name singles/tag matches and title defenses to really highlight tournaments and make every single title match a big, big deal. As far as workers, I made it a point to go after technical-oriented guys with Brawlers and Impactful being the balance of things. Most of my efforts are actually concentrated on the midcard as time goes on. I know my main event guys, I know who can carry a match (psych) and who can boost the ratings (top row ) at that level and how I rank them, so that part is really easy. Sorting out the midcard guys, watching their Psych (when it stops in the 70s they are midcard for life and their booking changes), just in general trying to keep a couple of guys in that mix ready to move up to the next level and knowing who they are is important. Interested to see how everyone else's BCG games are going. I built around Razan Okamoto as the Figurehead. Wondering if anyone had success with a different route?
  21. I usually run perf > pop promotions so I tend to value Psychology and one top row stat being high enough to get good match ratings. Good Star Quality and Charisma give boosts so these can really help. Consistency and Safety are extremely big once you get to main event level guys.
  22. What I ended up doing is very heavy WWE-style booking on the midcard. Once anybody gets to "Hot" or better momentum i job them until it is warm and their pop sinks pretty low. Then they get wins over lower guys on the card for a bit before getting anything over another guy their level. Also, on major shows their matches all come in at lower times than they ought to to bring ratings down on midcard matches. Some of the losses they will complain, but buying off a guy with a midcard level contract is way, way easier than paying top dollar for everyone.
  23. Honestly, most of the big flaws in the game can be modified in-game if you so choose. I think that part of the reason the editor was added to in-game is that all these changes were experimental and Adam figured not everyone would love every change. Still a great game, warts and all.
  24. I run BCG, so no iffy finishes. Best I can do is time limit draws. Part of my strategy becomes hiding them in 6-mans so they don't have to lose and not giving them singles matches. They are more "muscle" for some smaller guy than they are the main part of the team. But then how long does that last before they want in on the action?
  25. One thing I struggle with is booking the bigger wrestlers, who would probably really get a lot of protection, on their way up the card. If they go from Well-Known to Star it's hard to not have them doing job duty to the Major Stars. I know it does nothing to the wrestlers in-game, but it just seems kind of wrong.
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