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absolutelyridiculous

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Posts posted by absolutelyridiculous

  1. Worker Picture (Choose one from the CVerse Free Pictures! First come, first serve!):

    auq28ke.jpg

     

    Worker Name: Dennis Driver

    Worker Size: Toned Small

    Birth Month/Year: February 1997

    Debut Month/Year: February 2021

    Nationality: American

    Available Areas: USA, Canada, Mexico, Europe

    Worker Style: High flyer

    Worker Gimmicks (Face/Heel): Face: Belarusian Hero (Gimmicky) / Heel: Disgruntled AHL Reject (Realistic)

    Worker Bio: Dennis Driver was a real life hockey prospect from Connecticut who was drafted by the New Jersey Devils, but wasn't quite good enough to make the NHL. Although he was flashy and skillful, he lacked size, physicality and work ethic. After a year as the top scorer for a truly awful team in Belarus, he decided to trade in his skates for boots, signing up at a New Jersey wrestling school owned by a friend of a friend from college hockey. He has some promise as a high flyer if he sticks with it.

    Alter-Ego's?: ---

    Dojo Graduate?: ---

    Worker Personality/Attributes: Amazing heel, plays realistic well, plays swagger well, comedy match worker, plays gimmicky well, daredevil, canny operator, unpredictable, very creative, highly strung, drinker, stud athlete, skinny genes, active social media user, outside interests

     

    Skills Template:

     

    In-Ring Skills (No skill above 65)

    Brawling: 43

    Puroresu: 15

    Hardcore: 39

    Technical: 38

    Aerial: 56

    Flashiness: 65

     

    Mental Skills (No skill above 55)

    Psychology: 47

    Experience (automatically 0): 0

    Respect (automatically 0): 0

    Reputation (automatically 50, cap at 70): 55

     

    Fundamental Skills (No skill above 70)

    Basics: 59

    Selling: 66

    Consistency: 39

    Safety: 58

     

    Performance Skills (No skill above 70, except Charisma, Sex Appeal and Menace)

    Charisma: 74

    Microphone: 63

    Acting: 56

    Star Quality: 58

    Sex Appeal: 61

    Menace: 23

     

    Physical Abilities

    Stamina: 77

    Athleticism: 88

    Power: 37

    Toughness: 42

    Resilience: 80

     

    Other Skills:

    Announcing: 0

    Colour: 30

    Refereeing: 0

     

    Are you going to give anyone starting popularity? The second generation guys should obviously have some, and I think you can give Dennis like 15s or 20s in Tri-State and Eastern Europe

  2. I like this as a way to describe how sex appeal matches should work in the game (I have no idea how they actually work, I've never used them in TEW20, barely used them before)

     

    it took away from the ladies with actual in ring talent, but it also did help distract from the ladies without it

     

    but I think a road agent note to tell you that putting Girl Okada and Girl Omega in a Sexy Lady Match distracted from the action would be fine.

     

    Putting "eye candy matches will get mildly penalized" and "each show will need at least one match aimed as eye candy" in the Attitude Entertainment product just seems like a bug though. Which isn't a big deal especially at this point, there's 50 of those products and it's easy to miss something like that.

     

    I like my idea as a way to work with the penalties. I think if you do 100 pay per view matches a year, you should be able to have 2 or 3 of them that are a little bit outside of your product without getting dinged. And it would probably make people think strategically too, even if the gameplay margins (the penalties themselves, the benefit of having a hardcore match or an eye candy match or whatever) are extremely small.

  3. <p>Just my way of trying to add a little bit of discretion with the product stuff.</p><p> </p><p>

    <img alt="j2InFDv.png" data-src="https://i.imgur.com/j2InFDv.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p>

    This is from RIPW's product, which looks like basically a modern WWE product (PG Sports Entertainment). And I'd say, yeah - deathmatches shouldn't ever happen under any circumstances. Pure eye candy matches shouldn't really happen either but it's not as big of a deal.</p><p> </p><p>

    The other two, though. I get why the mild penalties are there; WWE or RIPW shouldn't be "hardcore feds" at all. But I think that's different from doing a hardcore match as a one-off. There's a fatigue or a confusion that would set in if there were a ton of WWE/RIPW hardcore matches. But I think you should be able to do them very rarely, without taking what would amount to a penalty (I know the penalties are small, but it's against the way people think about these games to just put on a match that's objectively worse; people want to see the numbers go up!).</p><p> </p><p>

    I would keep "severely penalized" matches the way they are: they just can't be done at all without taking a big hit. Can't have a deathmatch in WWE without it getting a 30 or something. WWE fans don't want to see that stuff. Done.</p><p>

    But I would love to see a rolling timer for "penalized" and "mildly penalized" matches. I don't know what the right numbers would be. You can have these matches without taking penalties. You just can't cheat the system or try to make the company something it isn't. Maybe one free "penalized" match per year and three free "mildly penalized" matches across the whole year of product, maybe something that scales better to how busy your schedule is (1 penalized and 2 mildly penalized for your year's worth of large events, and 1/2 for each TV show?)</p>

  4. I like the new products because I was never crazy about the old system, but yeah, I think there should be more leeway with stuff like the angle ratios. I'd also love "carveouts" where maybe if something like hardcore only gets a minor penalty, you can still have one or two hardcore matches a year before you start getting dinged for them, just as a change of pace.

     

    I never like trying to fight the min-maxers as a design choice (a lot of the time you see this in games that have both a single player and a competitive online) but I think these changes are more about getting the AI to have an easier time with it.

  5. yes, it seems like a functional skin for testing. the new paint of coat would be added once the engine is good to go. I'm still hoping for the swerve, bro.

     

    Yeah, my hope is legit that they outsourced the UI out to some other guys who are just a couple days late on it. I don't think that's how software works, but oh well. This looks like it was made to work on a widescreen resolution, but without actually using any of that extra space.

  6. This is kind of a weird one, but I noticed that the editor took away the "bars" for skill values and stuff like that, so you're just punching in a number.

     

    XPxTr6o.png

     

    I like this change because I work on big mods in Football Manager which uses the same system and I'm confident that it'll make the process in TEW faster for people.

     

    What really speeds up large data entry in FM for me, though, is that after I'm done entering one value, if I press Tab the editor will highlight the next value. I can just type in my next value and tab again - no backspacing, no delete key, no clicking, just entry, tab, entry.

     

    9yEAP2z.png

     

    In TEW20, as you can see in the first image next to Puroresu, it just moves the cursor to the beginning instead of highlighting. Of course, if I'm just entering in one value or one guy, I don't care if I have to press the delete key a bunch of times. But if I'm doing a ton of these things, I want it to go smoothly.

  7. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TeemuFoundation" data-cite="TeemuFoundation" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>No sliders for the skill points for workers? We have to manually enter the numbers? Come on, man, what the heck? Seriously.</div></blockquote><p> </p><p> I do a lot of stuff in football manager editor and as long as you can use the tab key like you can there it'll go brrrrrr</p>
  8. <p>Yeah, this just reminds me of playing EWR as a kid and putting guys like CIMA and Paul London against each other in 100-rated matches forever.</p><p> </p><p>

    I think strategy games should promote multiple well-balanced play-styles, and to give the "vanilla midgets" theory absolutely zero credit in the game logic...I don't know. The average WWE match is technically way better than it used to be. But out of this big mass of super-competent hands they haven't created a John Cena, they haven't created a CM Punk, and I have no idea where the next one comes from. </p><p> </p><p>

    If AEW beats expectations and becomes a solid competitor, do you think it's more likely that would happen because 1) there's a massive untapped market for technical, performance-over-popularity wrestling in America, or 2) they create a huge star somehow and build the company around him. I guess the other SQ-related game system is SQ + destiny roll-related popularity caps, but that's <em>way</em> harder for casual players to grasp IMO than SQ in battles</p>

  9. <p>I don't know, wrestling's tricky. You might be able to procedurally generate soccer or baseball or basketball because it's a real game both teams are trying to win. I think if you try to "sim" a WWE 2k19 match, it's just a bunch of random moves being slowly thrown around back and forth until someone runs out of HP. That's not a wonderful franchise everyone loves and it's not really made to be simmed, but it's still a pretty sophisticated AAA game.</p><p> </p><p>

    More "he looked strong" or "he looked like bad" notes would be great though because I remember them being pretty rare. Pointing out cool spots, pointing out botches, stuff like that.</p>

  10. Will there be expansion paths across countries? I guess the only obvious ones I can think of are southwest (or mid-south) USA and northern Mexico, and maybe Pacific Northwest + British Columbia. Japan, Europe, Australia, UK and India should be more self-contained I guess. But a company can definitely have a presence on two sides of the US border without being all that big
  11. Anybody have any good beginner tips? I don't usually play 0/0/0/0, and I am terrible at building up rookies, so I expect this to be a complete disaster.

     

    The math says you're best off running a ton of shows in the first couple months - like at least weekly if you don't have too much match intensity/danger - to minimize the amount of time that you spend on the really low sponsorship money.

     

    It basically doesn't matter how good or bad your first shows are - keep them only an hour long and cheap above all else.

     

    With developing rookies I'm sure the best kind of owner is a road agent/veteran worker with high psych, but obviously it's the game that picks your owner and not you.

     

    Integrated women's wrestling gives you a bigger field of people to work with.

     

    When you're starting out, set everyone's push at Midcard so you can see their destiny rolls in the next big things/hot prospects tabs.

     

    Cycle in random cheap rookies you wouldn't otherwise want on one/two appearance contracts so you can look at the destiny rolls this way.

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