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thadian

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Posts posted by thadian

  1. As an aesthetic detail and nothing more, I would like to set a worker in the database "Descendent of..." or something similar. I want the game to know that Arthur Rogers is the father of Sammy Rogers, who is the father of Buck Rogers, my third generation superstar.

     

    I would also like the game to know Big Bertha Braxton and Bad Barb Braxton are descended from Brenda Braxton, a legendary women's wrestler and my female "Earthquake" (more like Big Bad Mama). It would be like setting a "Blood Relationship", but it's there to note "Son of Cowboy Bob Orton".

     

    Is it possible instead, to set "Regenerated from..." to note this? It could be less work, because Regeneration is already in the game?

  2. It sucks when my ADHD causes it to take FOREVER to bounce between the "Worker" - "Worker Dude" - "Check Nationality/Area" - "Graduates" - "Add" "Insert Details". It's a VERY long process.

     

    If we could access the graduation screen from Worker Screen.

     

    It would also be great to access "Move" Details from the "Move Set" screen. I hate making a bunch of moves, then having to go fishing for my movesets to ensure moves are set up properly.

     

    I would love to see the "Move Set" list also have the "Move Editor" button so I can, for example, add "Cool Finisher", then set it up right now, instead of having to bounce around 2-3 screens to do it.

     

    EDIT:

     

    I would also like the Graduates Screen, as an alternative option, to list "Game Area" and "Nationality" details of a worker the same way our Graduate Screen shows us the Debut Year.

  3. My solution was creating some junk workers as "popularity sacks" and "momentum sacks" to get people over before I release them. They're "acceptable" (but not good) workers, but once they're jobbed out, there's nothing else for them other than release.

     

    Good news is, it let me raise my popularity without killing the guys I am trying to keep over to get guys over I want over. I feel like it's a cheat equal to the "10 Min Menace" angles of TEW 2016. Just give the attributes that makes them agree to job to anyone and have a positive attitude, and you're good. Just remember to put a few such bags in EVERY part of the roster - a few main event, a few upper midcard, a few midcard.

     

    That way there's a few garbage guys for everyone to beat at the beginning for a stronger start. From there, angles are of minimal value and really don't do squat unless you use the Major Success/Defeat options AND have someone high end rated on Overness.

     

    The Rock addresses the room- Major Success, 6 "not rated" jobbers, and HHH comes in "Major Failure", and walks back out. HHH beats a meatsack tonight and has a "Major Victory" promo afterward against the same meatsack to prevent him from losing a bunch of points. This seems to help the 6 "jobbers" a little too much, but what else can I do? I don't want to exploit the game.

     

    Honestly, I'd rather have back the 10 Min Angles cheat, because it created fewer problems than the current system. The old system was only bad if you chose to cheat with it. The current system kinda forces you to cheat to remain viable.

  4. 1. It's a B-Show. So, your overall popularity isn't impacted. Stars "can" gain "some" popularity from a B-Show, but not really. It's basically there for those moments an unqualified person won't stop complaining about being in Development, so you have to bring them up and they're not ready yet - so you B-Show them and finish training them yourself. Then, once you have their skills up, put them on Dark Matches for your A-Show.

     

    2. The notes don't matter. It's not saying "You sucked because...", rather it said "The limits you reached this time are...", which is good because it means you know what limit you hit. The notes simply tell you what "would have" gone wrong on an A-Show. So if a guy is getting lack of popularity complaints on a B-Show, they are where they need to be and the notes are your affirmation to keep them there.

  5. I am making a database. I noticed in the relationships, you can set "accepts developmental contracts", and it doesn't seem to mandate owning the company.

     

     

    1. Can a company receive contracts from multiple companies?

    (For example, can Next-Gen Pro be an "Alliance Developmental" for everyone?)

     

    2. How do Sister Companies actually work?

    Let's assume a layout like this - one company based in GL, expanding east; also Canada and UK. One company in South West going West Half; also, Mexico and Japan. Then, a third company with Mid-South, expanding east-west, Canada, and Mexico. So, if these were "Sister Companies" who are members of an Alliance and are big enough to have exclusive deals, what would "Sister Companies" do in this situation? If they each have developmental/child companies, would it be more practical to make those Sister Companies instead? What effect would that have?

     

    3. In the above scenario, would it be viable to create on alliance of Mother Companies and a second alliance of Child Companies?

     

    4. Alliances mostly seem to be useful for smaller companies reaching into other regions. Has anyone made an International Loan/Trade Alliance between a US, UK, and JA Big Company, or 3 US Big Companies? Did you deem it a waste? I think it's a good means of expanding.

     

    I ask this range of questions because the editor did not prohibit me from setting relationships with a Child Company receiving developmental contracts from multiple source companies - nor did it check to make sure the development company is owned. Is this waiting to be fixed, or working as intended? What will happen in-game? I'd rather know whether it's viable to move forward with "Mega-Dev" or if I should just give them each their own dev territory.

     

     

    5. If said Child Company owns a Performance Center, would the child company send developmental talent assigned to it, AND its own talent there? Or would it only be able to send its own talent?

     

     

    I posted this in the "Small Questions" thread, figuring it didn't deserve its own thread. Now I am thinking it does, and posted it here.

  6. 1. I have my company and three child companies. I have the company and two child companies in an alliance. Trying to add the third child company to the alliance and I get blocked by one of my other child companies "that doesn't see the value" in the third being added. They're all my companies, and I'm the founder of the alliance, a child company should not be able to block me in this manner.

     

    How do I fix this, the in-game editor doesn't allow you to add companies to alliances.

     

    2. Trying to add a worker with a high booking skill to be the booker of one of my child companies. He comes up on the list to be an owner, but not to be the booker despite having a high booking score. The manual says "only interested" workers will come up on the list to booker. Do I have to hire him as owner in order to unlock him as a booker?

     

    Thanks!

     

    1. Check the child company is "open" to alliances and likes them. Set in editor if you have to.

    2. Check the OWNER and ensure their "Business" is set to something that makes them likely to say yes. Someone must have a personality - or maybe the owner of the "no" hates the guy owning the other company.

     

    Question - have you considered using pre-game editor to set your Child Companies into an alliance, and remove yourself from it? That way they can't Alliance Loan your workers and fatigue them, but can still use each other's workers.

     

    If nothing else, export your save as a database, then set the alliance how you want, then re-launch the new game? Should work?

  7. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Kamchatka" data-cite="Kamchatka" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47567" data-ipsquote-contentclass="forums_Topic"><div><div style="text-align:center;"><p>So as smw88 has been releasing their amazing large scale renders ive been quietly cutting them to blue background at a slightly more zoomed in level with some post work to lighting and slight colour settings to try and bring out the renders detail as well as a slight cartoonness at the much reduced cverse size (as well as giving one or two some shoulders so eyeline can be brought up to a certain height on the portrait.</p><p> </p><p> So for example here is a before and after of Allie Perks</p><p> </p><p> <img alt="CHdZxJi.jpg" data-src="https://i.imgur.com/CHdZxJi.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /><img alt="kuY2VbB.jpg" data-src="https://i.imgur.com/kuY2VbB.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> Some more examples of unassigned renders:</p><p> <img alt="5QojjcM.jpg" data-src="https://i.imgur.com/5QojjcM.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /><img alt="aHMAQFh.jpg" data-src="https://i.imgur.com/aHMAQFh.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /><img alt="O1NJf3v.jpg" data-src="https://i.imgur.com/O1NJf3v.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /><img alt="fpelQAn.jpg" data-src="https://i.imgur.com/fpelQAn.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /><img alt="34jfcjd.jpg" data-src="https://i.imgur.com/34jfcjd.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> <img alt="tTXtjM7.jpg" data-src="https://i.imgur.com/tTXtjM7.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /><img alt="FpuOHWT.jpg" data-src="https://i.imgur.com/FpuOHWT.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /><img alt="PpUwkxs.jpg" data-src="https://i.imgur.com/PpUwkxs.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /><img alt="jt9INk9.jpg" data-src="https://i.imgur.com/jt9INk9.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /><img alt="4GyQb4k.jpg" data-src="https://i.imgur.com/4GyQb4k.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> Over time i've built up quite a lot of the female renders ~145 and few of the male ones ~5 (though not all of them by any means).</p><p> Here's a link to the full folder: <a href="https://drive.google.com/drive/folders/1HUCW1-St2lhqQRgLk7--3RAPDrcGdUGz?usp=sharing" rel="external nofollow">https://drive.google.com/drive/folders/1HUCW1-St2lhqQRgLk7--3RAPDrcGdUGz?usp=sharing</a></p><p> </p></div><p></p><p></p></div></blockquote><p> </p><p> Wow! Perfect!</p>
  8. I am making a database. I noticed in the relationships, you can set "accepts developmental contracts", and it doesn't seem to mandate owning the company.

     

     

    1. Can a company receive contracts from multiple companies?

    (For example, can Next-Gen Pro be an "Alliance Developmental" for everyone?)

     

    2. How do Sister Companies actually work?

    Let's assume a layout like this - one company based in GL, expanding east; also Canada and UK. One company in South West going West Half; also, Mexico and Japan. Then, a third company with Mid-South, expanding east-west, Canada, and Mexico. So, if these were "Sister Companies" who are members of an Alliance and are big enough to have exclusive deals, what would "Sister Companies" do in this situation? If they each have developmental/child companies, would it be more practical to make those Sister Companies instead? What effect would that have?

     

    3. In the above scenario, would it be viable to create on alliance of Mother Companies and a second alliance of Child Companies?

     

    4. Alliances mostly seem to be useful for smaller companies reaching into other regions. Has anyone made an International Loan/Trade Alliance between a US, UK, and JA Big Company, or 3 US Big Companies? Did you deem it a waste? I think it's a good means of expanding.

     

    I ask this range of questions because the editor did not prohibit me from setting relationships with a Child Company receiving developmental contracts from multiple source companies - nor did it check to make sure the development company is owned. Is this waiting to be fixed, or working as intended? What will happen in-game? I'd rather know whether it's viable to move forward with "Mega-Dev" or if I should just give them each their own dev territory.

     

     

    Edit:

     

    5. If said Child Company owns a Performance Center, would the child company send developmental talent assigned to it, AND its own talent there? Or would it only be able to send its own talent?

  9. I would like to see a few biases:

     

    1. Bias against hiring Drug Users.

    2. Bias against hiring religion.

    3. Bias against workers with specific Attributes (won't hire A Marketing Nightmare, Bully, Scumbag, Highly Moral, etc).

    4. Bias toward workers with specific attributes (Apolitical, People Person, Straight Edge).

     

    This is mostly for companies who either "would never hire someone like that/with that issue" or who are always "On the hunt for someone like that" - as a constant measure.

  10. <p>I disagree with it being a toggle option - it shouldn't even be in the game. It's there for balance. If it were removed, DQ losses could be used to pad upper midcardarders who won't ever have to actually take a real loss. So this forces you to ensure that you're still giving them wins.</p><p> </p><p>

    I would rather see the penalty lessened than removed. When you see a heel's army attack a babyface for the DQ, they BOTH lose a little heat. The face couldn't get the job done and looks "less good", while the heel failed to cheat themselves into victory - or "robbed fans of the match". </p><p> </p><p>

    I think that's what is really what I want to see - both stars lose some, just for "the match being spoiled". A much less penalty than there currently is, of course.</p>

  11. <p>B-League Player - Worker less likely to complain about being in child company too long.</p><p> </p><p> </p><p>

    Big League - Worker more likely to complain about being in child company too long.</p><p> </p><p> </p><p>

    Indy Darling - Worker will not sign exclusive deals.</p><p> </p><p> </p><p>

    Weak Mind - Worker more likely to develop substance abuse issues.</p><p>

    Strong Minded - Worker less likely to develop substance abuse issues.</p><p> </p><p>

    (These are alternatives to Straight Edge?)</p><p> </p><p> </p><p>

    Multicultural - Penalties for language are lessened, worker more likely to learn languages.</p><p> </p><p>

    Monocultural - Penalties for language increased, worker less likely to learn languages.</p><p> </p><p>

    Chronic Pain - More sensitive to injury, loses more stamina per match.</p><p> </p><p>

    Weak - Take longer to heal through injuries and recover stamina.</p><p> </p><p>

    Family Man - Worker doesn't complain about being left off shows if they are still being paid.</p><p> </p><p>

    Solo Player - Worker gets small penalties when working a tag team match.</p><p> </p><p>

    Absent Minded - Opposite of Scatterbrained - Worker cannot Call in Ring. Even better if this gives a bonus to Scripted Matches.</p><p> </p><p>

    Attributes for "Better/Worse" at different match types?</p><p>

    - Technical Masterclass (Ric Flair, Benoit, Kurt Angle)</p><p>

    - Eye Candy (Were there any good performers though?)</p><p>

    - Wild Brawl (Mick Foley, Terry Funk, Da Crusher, Dick the Bruiser)</p><p>

    - High Spots (Young Bucks, Lucha Bros?)</p><p> </p><p>

    I feel like these kind of Match Type specializations would be fun.</p><p> </p><p>

    Same if there were a few attributes that give bonuses or penalties to Match Aims.</p>

  12. <p>I feel the products round the game out leaving much fewer blind spots. I went from not having a product "for me", to having 3 which fit near perfect, and one that's absolute. No-Style Style fans are now open to any match type instead of penalizing cinematic matches.</p><p> </p><p>

    The one thing that still irks me is Attitude Era still having both "must have eye candy match" and "eye candy matches penalized" while there are no attributes "Eye Candy Worker" and "Can't work Eye Candy" (same for Technical Masterclass - and frankly - every match style should have a pairing attribute "Good at" and "bad at").</p><p> </p><p>

    What type of product were you hoping for?</p>

  13. I can agree that it seems the main use of alter-egos is supposed to be to allow a worker to have a separate name in two different promotions but then my question really is that I just don't understand how I'd replicate something like 4 faces of Foley. As you'd assume the alter-ego feature would be good for it. I suppose I'd just have a gimmick called 4 Faces of Foley and that would have to encompass them all, but then it's a shame if you want them to have different gimmick types, and ideally you'd want the different gimmicks to have different ratings.

     

    I understand that perhaps this is more a limitation of the gimmick system as opposed to something that the alter-ego system is supposed to do. Although I think it would work better under the alter-ego system as that's also linked to the name and picture of a worker. I'm sure this is more a discussion for the suggestion thread, I just wanted to check if anyone had any ideas of ways to still do something like the 4 faces of foley. I just wanted a character to have a masked persona, and then his normal persona so I'm not sure if anyone else has had 1 worker player 2 characters and replicated it well in game.

     

    Mick Foley - default persona.

    Cactus Jack - "Anywhere".

    Mankind "Used in... WWE"

    Dude Love "Used in... WWE"

     

    The only face of Foley used anywhere other than WWE is Cactus Jack. His default self appeared in multiple places.

     

    If you have a situation where Mankind is lent out to FCW as Mankind, I would just create Record Name "Mankind FCW" and set it to be used in FCW, but the actual Worker Name will remain Mankind. So when you loan out Mankind to FCW or develop/trainer him there, it should usually set him as Mankind - especially if you have "100%" chance to use gimmick there.

     

    As a reminder, the percents to use a gimmick are weighed against one another and do not need to equal 100. If you want two gimmicks to have a 50% chance to be used, and one to have a 25% chance to be used, set the first two to 100, and the next to 50. It will work.

     

    Edit: In my custom promotion, I give everyone:

    1. A custom alt for the promotion.

    2. If applicable, a "clone" for elsewhere; "The Undertaker" becomes "The Mortician" or simply "The Deadman" or "Dead Man Walking".

    3. Sometimes, I give someone a masked alt. How ya doing, Sami El Generico? (If I have a Fake Undertaker, I just set Brian Lee to "Fake Undertaker Lee" record name but Worker Name remains "The Undertaker")

    4. Sometimes, a faction based alt. If you're in "Legion of Doom", you're a Road Warrior with spikes and facepaint. If you're in The Ministry, you're a cultist. Anyone who joins a faction gets an alt.

     

    So, I usually give my workers 3-5 alts. A default, and two others. From there, I might give 1-2 "Ager" alts or something. I love alts.

  14. I noticed a few blind spots, I think. There is comedy match workers, but no eye candy or deathmatch bonus workers in attributes or gimmicks.

     

    Gimmick:

    Saucy - Gets small bonus when working Eye Candy match.

    Attribute:

    Natural Flirt - Gets bonus working eye candy match.

     

    Family First - Worker more likely to get involved in incidents involving Relatives, taking their side.

     

    Petty - Worker more likely to develop negative relationships over backstage incidents.

     

    Self Server - When holding a title with prestige equal to their popularity, worker gets a small morale bonus. When not holding a title with prestige equal to their popularity, worker gets a small morale penalty. More likely to complain about not being champion (instead of other things they might complain about).

     

    Top Tier - Worker refuses to win midcard titles and complains when booked in title matches where the title has beneath 90 prestige. (Hulk Hogan only wanting WORLD titles, HHH refusing the IC Title following invasion)

     

    Title Hog - Worker gets small penalty when not holding a title. When holding a title, worker gets small bonus.

    (Hogan, Savage, CM Punk - and other guys who either look great as champion or are only really over when they have a title)

     

    King of the Mountain - Worker, if qualifies to be figurehead, gets small boost to matches and angles when used as figurehead.

     

    Exclusively Me - Worker, if qualifies t be figurehead, gets morale boost if figurehead; morale penalty if not figurehead. More likely to complain about not being figurehead if qualifies.

     

    Spiteful - Worker complains about losing, or refuses to lose, to workers they have negative relationships with

    (the kliq, anyone?)

     

    Master Technician - Worker gets small bonus in Technical Masterclass matches.

     

    Natural Actor - Worker gets small bonus in Cinematic matches.

     

    Weapon Master - Worker gets small bonus in hardcore/deathmatches and matches with high risk.

     

    Fall Guy - Worker gets small bonus to matches/angles where he/she takes a stunt bumps and crazy bumps.

     

    Free Agent - Worker will never sign a deal that is Exclusive.

     

    Long Term Thinker - Worker has higher value to longer deals two years or more.

     

    Long Term Thinker - Worker has higher value to deals one year or less.

     

    Best for Me - Worker strongly prefers contracts with Creative Control, and is less likely to accept a contract without it.

     

    Top of the Chain - Worker strongly prefers contracts with Wage Matching, and is less likely to accept a contract without it.

     

    Bad Ideas - Worker more likely to come up with bad ideas for a gimmick, spots in a match, or lines.

     

     

    I would also like "Attribute Block", as a third attribute option.

     

    That is - "Worker cannot gain this attribute". For example, a database maker might want to ensure Hulkster demands creative control. Or might want to ensure Chris Jericho never gains any form of "uncreative" and that John Cena never randomly gets "can't play heel".

     

    While this can be done by choosing the mutually exclusive opposite attribute with "attribute is permanent", I would rather have the option to block someone from getting "A Marketing Nightmare" without choosing one of the opposite traits. For example.

  15. First, I understand requests are closed, and that your time is limited, and I love all the work you've done. I usually just reappropriate generic belts.

     

    I would like:

    A Generic World Title that looks like AEW Belt.

    A Generic World Title that looks like the classic UFC Belts.

    A Generic World Title that looks like the Lucha Underground belt.

     

    The company names, if it matters, are:

     

    Belt 1: Z-ONE World Pro

     

    Belt 2: Power & Glory Ultimate (P&G Ultimate)

     

    Belt 3: BattleZone Wrestling (BattleZone).

     

    So, I don't expect anything - and if it happens, I don't expect it soon. I am grateful for all the work you and others have done.

     

    Thank you and cheers. For now, I am using the "King of Kings" and for women the "Queen of Wrestling" belts, as the Alliance is called "GKOW, Global Kings of Wrestling" and am happy to continue that.

     

    More importantly, is there a non-video tutorial source where I can learn how to make belts using Paint.net or GIMP? And some existing templates?

  16. Hey everyone,

     

    This question has probably been asked before but since there are several ways to skin a cat, I'm curious what methods you guys use to increase popularity and ultimately up a worker's status in 2020. I'm especially curious your method when you have someone debut fresh after signing them.

     

    I'm thinking about realism here as well, not just a way to "game" the system. Something logical (or as logical as it can be in pro wrestling world :-))

     

    For example, say you are playing as a well established promotion in the C-verse (take TCW for example). You hire someone with good wrestling skills and good entertainment/charisma/mic skills. He/she is basically a regional indy worker and has very little popularity nationally.

     

    How do you debut them? Do you give him/her a push right out the gate with wins over jobbers/very low level workers you don't care about, or do you have them do the J-O-B for more established stars and then eventually give wins a little later?

     

    Also, do you debut with some introductory angles? Do these angles just feature him/her by herself (like hype videos or straight up intro interviews) or do they involve more over workers immediately?

     

    I ask out of curiosity because I see a big difference between the way, say, a WWE type promotion (especially in the old days) would do this vs. the way, say, a NJPW or even ROH type promotion would do it. And also interested how the difference translates in TEW terms.

     

    Thanks!

     

    1. I bring out The Rock (microphone) to introduce Newbie (not rated, major success), and have someone come out to argue but get clowned hard (rated overness or entertainment, minor defeat). This allows Rocky and the other guy to carry the angle, so he debuts in a hot segment where he doesn't drag the ratings down. Since someone gets win/loss from it, it can be a 90+ rated angle. Unless someone has a win and a loss, you generally won't get good angle ratings I observed.

     

    2. Put him a tag team match with established midcarders and let him pick up the wins. I like to keep a few "Rick Steiners" and "Marty Jannety" types, so I can pair them up with said Newbie. He will gain popularity and can be "protected" or "dominant".

     

    3. Following "debut week", I give a singles match win over some lower guy Rocky is feuding with (adding Newbie to the storyline prior to his debut, actually) - and he scores the pinfall with Rocky on commentary. This helps give the segment an artificial boost. The storyline plummet from this will increase from Rocky's post-match promo (rated entertainment, no win or loss), the jobber (not rated, minor win), and then I find a jobber who's in the storyline but hasn't jobbed in a bit, and they show up to confront the new jobber, not rated, and minor defeat.

     

    Next week, jobber beats Newbie. Then, Newbie beats Jobber in a rematch.

     

    This type of pattern almost always seems to work.

     

    Back in the day you could have "Rocky address the locker room" and have 8 guys "not rated" and "no win/loss", and it would get 100 rating and push all the guys up. So, do this 2x/night with 4 minute promos, and you could "undo" the effects of most jobbings.

     

    So, the new system was designed to prevent this. But really, it doesn't - just have one of the not rated jobbers "win" and another "lose", and you're good. The new "anti-cheat" systems don't really prevent cheating, but they do give you an extra step to cheat.

     

    But this is good - I never wanted me using my style to be "cheating", I wanted it to be considered "clean gameplay". I feel the current system, while a little harsh, does a good job of allowing me to continue my "clean gameplay" while also forcing me to think outside the box. I don't really want underskilled workers rising in popularity above their skill - it makes problems, and it's better to book in a way that maintains people's "lanes" when possible.

     

    New debuts can also be "interviewed by The Rock" or "have an argument with Vince McMahon", these segments can get them off to a good start, just remember to find an excuse to throw in a third person who "loses" and find a cheap reason to have someone "win", preferably Rocky/Vince.

  17. Ross Henry might be a good C-verse metric for this. He's a professional football player. Based on his bio it sounds like he was quite successful but didn't have a very long career. It seems like he'd be at least a bit less popular than Rodman/Malone/Shaq/Tyson and I believe his pop is around 80 in the database.

     

    This. When I want someone, I look for a C-Verse guy that's close, and I noticed Ross Henry is a good starting block for most guys who were a pro athlete, mma, boxer, whatever - and works in wrestling for a few years (though now it's been more than a few years). Of course, I see him more like Lean Mean Kevin Greene from WCW - he could work a match, but he usually relied on others. Low consistency, 55-60 range? Same with basics and selling. Rodman, too, really. And Karl Malone. They could cut a promo, but their in-ring work was entirely dependent on the wrestler they were working with.

     

    I would give more Star Power than popularity which would help them rise up faster if signed and booked for it.

  18. Do you also think that the popularity loss for losing is often too harsh? Or is there anything we can do about?

     

    Losing at a PPV often results in -6 or -7 pop while the winner does not gain anything and I am starting to question if I am doing anything wrong or if everything is working as intended.

     

    Last PPV my World Champion (78 popularity) dropped his world title after 7 months in a 30 minute 82-rated match against his challenger (74 pop and white hot momentum) and he immediately dropped down to 72 popularity.

     

    And of my midcard workers dropped from 63 to 59 after losing in an "open match" to another worker with 75. I actually used open match to push the less popular worker but...well, this was not working as I've planned.

     

    Was it always so "hard" to save workers from populairty losses in the older TEW-games?

     

    After experiencing the same thing, my fix was to give EVERY contract on my roster "losses effect popularity less". I feel like this should mostly be given to Jobber Gimmicks where someone will job to upper midcarders but not fall out of upper midcard for it.

     

    Now I find myself using it for everyone because I had a pop 86 guy beat a pop 82 guy and it sent him to 79. When the 79 guy beat a 76 guy, it moved the 76 guy to 72, and did not bump the other guy back into the 80s.

     

    I am still not sure how the impact of other decisions works - protecting a worker by keeping them strong in match notes, or look dominant. I wonder if the secret to solving this problem is with match notes and we just haven't figured it out yet?

  19. I always know exactly who I want in my angles, and what I want them to do. So, I just live on custom angles. Freestyle angles.

    I don't use the prefab ones much.

     

     

    At the end of the day, I balance out who is rated on what.

     

    Jericho attacks Jungle Boy. Jericho Win - Overness, Jungle Boy Defeat - Selling. Santana and Ortiz are witnesses, Not Rated but present. Hager is about to get involved but Luchasauras backs him up. Luchasauras - Entertainment Minor Victory and Hager doesn't win or lose, and is rated on Overness. Proud and Powerful are seen with their stable, but like - "they're there". They don't do anything mentionable, so they aren't rated and don't win or lose.

     

    This gives me the angle I want. Because it has at least one winner and one loser, it should get a high rating. I will guess around 75. It surely won't beat Jericho's end-show promo. This segment should also build Luchasauras and Hager's match... which is next.

     

     

    So, when I do angles, I ask - "Who's currently in a feuding storyline or will be before the night ends?" and "What's the next logical move that one makes against the other?", and the prefab angles very rarely achieve my goals. Sometimes, I make a few angles I will repeat very often with minor variation.

     

    I focus a lot on Stables, Storylines, and Interpersonal relationships and feuds between the talent, so my angles write themselves. I also like to use angles to lift someone up who just lost - MJF is mad because he was pinned by champion Kenny Omega. Penelope Ford comes in to cheer him up. MJF minor success, rated on entertainment. Penelope, rated on sex appeal. Kip Sabian comes in and sees what he believes is flirting and gets puffy - but MJF clowns him and walks away. Sabian minor defeat - so I use angles to move heat around and keep people in the general lanes I want them in. Sabian's victory tonight won't push him into the upper main event.

     

    In situations where the fans just love/hate someone and won't budge, that's woven into the game and there's nothing I can do about it. So, I just look for those people. If the fans hate you, you're losing to a lot of upper midcarders. If the fans love you, you're making your way into the main event scene if you can work a good match.

     

    I love No Style Style, Ruthless Aggression, and 3 Ring Circus products because they give me the most bang-for-buck on angles.

     

    One thing I would like to see: Wrestlers joining/exiting a stable, or a tag team becoming active/inactive, as part of the angle's result.

  20. I do too. In my company, it matters HOW LONG you held the title, and how many successful defenses you made, more than how many times you held a title. I wish there were some way for me to reflect this in the game.

     

    As is, it seems only the number of title reigns seems to matter.

     

    Lloyd Nelson had my world belt for 20 years, 12 defenses a year. Does it matter? I mean, I put it in the records, but it doesn't really hep for HOI, HOF, etc.

    So, I had to include some uh, "jumping bean" title changes for a 2 year period to ensure my legends had enough reigns to satisfy those requirements.

     

    I just call them "a difficult time during his reign".

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