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thadian

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Posts posted by thadian

  1. This is like the plane crash except you can't turn it off. It's horrible when 3-5 of your people all bail out within a 6 month time frame, leaving you a skeleton roster. It's a real unfun bummer. There should at least be an Attribute that prevents it or something.

     

    And a notice would be great. Nobody who announces a political campaign jumps out that day. In the real world, people make a public announcement, honorably wrap up their immediate affairs (in this case, a 30 day notice would be great), and would give 1-2 stories during those 30 days to promote themselves. I like that it leaves it vague what they're doing in politics.

    • Like 1
  2. I think Dojos should be given a full revamp. We need to have options for things like:

    1. Individual Skill Focus, likely to produce workers with points in X skill. (Maybe the points could be at the expense of a random skill?)

    2. Style Preference, likely to produce workers with X style.

    3. Area Skill Focus, likely to produce workers with slightly more points in one area (Basics, Performance, etc) but less points in others.

     

    I would like to see a toggle for Performance Centers generating Non-Wrestling types. I might want a Road Agent, or a Commentator. I might not need any more referees. This might be a "just for the player" option so that everyone "not needing another referee/manager" doesn't mess up the game world generation of new personnel.

     

    I would like to see Training Focus as well as Generate Worker focus. I want to send one guy down ONLY to work on Basics, and another ONLY on Fundamentals. Or I might JUST want him to brush up his Psychology. This would help us "mold" workers toward the direction we want them in (without using in-game editor).

     

    I would also like the option to set a Dojo to produce 50% of the workers instead of only On and Off. If operating at 50%, then only 50% of the workers can generate or train there, and overhead costs are reduced by 25%.

  3. I love all of this. Personally, I would NEVER give creative control or wage matching. I would rather offer the largest size offer available then edit it in the editor. I would do anything to avoid paying that. I would extend the length in the editor to never have to renegotiate again if the game's biases tried to force me to include them. Not my kind of fun.

     

    As for Hogan, he pulled shenanigans almost every time - but there were a few times where he agreed to put over someone like Kidman. But when he came back, according to Eric Bischoff, they had to rewrite the main event and title scene several times and scrap all ongoing storylines to inject him into the picture, get him the belt, and persuade him to drop it on his way out before they could breathe again. I don't think he ever did put over Flair.

     

    One of my favorite aspects of TEW is "Promises", and I would like to see Promises have some value in contract - X days as champion, X main event victories on important shows.

     

    This is by far my favorite suggestion. While I would never offer a worker the ability to essentially ruin the fun of my game, I would love to offer a worker "Fine, you can work in X company/region", but I would love to say "Work for companies except" then either list Companies and Products.

     

    "May not work for Wrestling Nerd Nirvana companies" or "May not work for SWF, USPW, or TCW".

     

    I also like the idea of giving workers a limited buy-out creative control. If I really need someone to drop a title or put someone over, I would be happy to pay them - I normally pay them a big bonus before (or two) to keep their own moral up, hoping the job doesn't make them entirely hate me and destroy the locker room.

     

    I also like the idea to pay for medical bills. How about pay relocation costs too?

     

    The more ways we can pay them, the better. We all know we have too much money and better than nerfing everything, I would rather re-look at the ways we pay, the things we pay for, and roll with it. If I want someone difficult to job, I have to pay them or they won't consent.

     

    I also wonder if paying someone to take a job should add to negative locker room morale. At what point does everyone say "Hey, booker bro, I learned you're paying people to job now and I heard you want me to lose to this guy...", so I could see consequences for how we spend our money.

     

    Maybe a "company image" and the ability to donate to charity to improve it, hire/use toxic workers and using dirty tricks/screwjobs lowers it, etc.

     

    Anything that lets us have more ways to spend a money that's not a nerf in disguise is good. And the proposed contract revamp would really add a new depth to things. It would make planning easier - "I know that I am using Aaron Andrews for an 8 month title run with 3 main event victories. I also know he will remain available to TCW so I had better book around their workrate to get good matches and avoid injury and fatigue penalties. So that would be real fun.

     

    Heck, I would let my whole roster "work for anyone but SWF, USPW, TCW" and "may not work for Hardcore Products"

     

    I lastly wonder - could there be "May work X dates for Y company over Z period of time?" - I love the idea of specializing number of appearances, and this would give it a lot of value.

     

    I like that your tolerance system gives you a clue about how close a worker is to making a decision and gives you harder limits on wasting their time with skinchy offers.

  4. <p>Using real world databases doesn't reflect TEW very well, it's up to the mod maker who has what varied stats by their age.</p><p> </p><p>

    I will say Star Power should decline with age, as people stop caring after a while, once you get too old. Now, I can understand people like Jericho who hold on, and people like Undertaker who, despite star quality decline is still a Major Star. At some point, fans want you to hang the boots up and they don't want to see you do this anymore. Same with Charisma - at some point, your old man dad jokes aren't funny to the next generation, and some of your innocent comments might actually be offensive to some viewers. I know that I wish AEW had a younger and more culturally in touch broadcast team, to me it's one of their worst flaws.</p><p> </p><p>

    Microphone and Acting are tough ones. Jake the Snake has clearly moved from 90 Microphone to about 40. He still has about 80 acting I would guess, but his voice is finished. Even Goldberg loses his voice when he tried to get hyped and shout. I would say you never forget how to act, but you can lose your voice.</p><p> </p><p>

    Consistency and Selling is hard. On one hand, they don't have the physical ability to really flop and sell how they used to. And even with 100 basics, they "miss a step" with their age. The faster loss of consistency does a good job of balance here - you still have 80/90 technical, brawling, basics, psychology. It's the declines of Selling, Consistency, Charisma, and Star Power that threaten someone's late stage career the most.</p>

  5. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="LloydCross" data-cite="LloydCross" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="51483" data-ipsquote-contentclass="forums_Topic"><div>I generally enjoy TEW when it feels more like a game than a spreadsheet. There was a lot that was neat about the way products were defined before but from my main perspective it always felt off that you were essentially micromanaging what fans would think of your shows. The new system feels more dynamic to me because there's more of a give and take. You get to provide a general sense of what you're aiming for but then the challenge is in front of you with whatever specifics that entails, both good and bad.</div></blockquote><p> </p><p> I feel the exact opposite. I felt that under the older system, I was playing a game, managing my roster, managing my company, and selecting a product that is conducive to my play style. The current products offer me very little, the only way any of them work is if I turn off half the options, which feels plain dirty - I should be allowed to decide for myself what angle-match length I want and shouldn't be pigeonholed into Match Aims that I dislike as "part of the compromise", or just turn it off to avoid the penalty for not booking the matches I don't want.</p><p> </p><p> This new system - to me, just feels like a spreadsheet manager. Your product gives you a specific formula of match aims, angle/match ratio AND lengths - at some point, you're really just running the same show every week with switched up match positions and competitors. It used to be that my focus was having fun and putting on good shows. Now my focus is lining up match aims with capable workers, and the Work/Fun balance has skewed much more toward work.</p><p> </p><p> I shouldn't have to disable 1/4 of the options just to make a product "less unappealing". I also knew up front that our suggestion products would NEVER be put in. Because we have to prove the value to the dev, and argue with other players about realism and balance. In the old system, you didn't have to validate your fun through others like this. </p><p> </p><p> So, I hope TEW2024 goes back to the old system, or just has a "Product Creator" in the editor.</p>
  6. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Remianen" data-cite="Remianen" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50543" data-ipsquote-contentclass="forums_Topic"><div>Yeah and what makes it even better is that you can tweak it as patches come out and change things.<p> </p><p> </p><p> </p><p> You do know that if you're not happy with the challenge of the game, you can adjust it, yes? I think what would have even more value and would make for a more "realistic" challenge is a meddlesome owner that changes your entire card on the day of the show. Maybe just scrambles the card so what used to be your world title main event match now becomes your opening match and your nostalgia match in the middle of the card is now the main event. Tailor made for real world mods!</p></div></blockquote><p> </p><p> Especially if the owner interfered with Pre-Booking plans.</p><p> </p><p> Or if the owner decided to yank someone out of an angle, or refuses to let a specific star lose a match. Or demands a specific champion or tag team. Owners should meddle more.</p>
  7. <p>If I play a medium+ size company with good workers, I have no struggle at all, and wouldn't unless the game were changed in a way that very few people could. When I don't have a top row of stars, I struggle. If I don't have a broadcaster, I struggle a bit. If I have those two things, I don't.</p><p> </p><p>

    The first several months are pure profit - TV deals, contracts, etc. locked into place. Then it becomes more difficult as renewal times come up.</p><p> </p><p>

    As for making the game harder, there are enough AI Cheats. The AI can run the same match EVERY show and never get penalized. They can repeat the same card every week if they wanted to, just changing the winners/losers. And they don't even compete with each other on signings unless it's like Tyson Baine, Remo, or Rich Money or someone like that. No, they compete ONLY with you, and will empty the coffers for every midcarder you want.</p><p> </p><p>

    So, my question is this: How do you propose to make the game more difficult for us players, WITHOUT giving the AI another cheat? </p><p> </p><p>

    And how would the AI fare under a different idea? I want something that permits the AI to function correctly and run successful shows and products, with minimal use of AI Cheating. </p><p> </p><p>

    I think the problem is, if I am correct and I've been told this on these forums, that Popularity Caps are impacted by Charisma and Star Power. So just by putting people in Entertainment Angles, they will eventually surge - as they gain better Charisma, Star Power, Selling, and Psychology - those are the seemingly most important skills that determine quality and contract price.</p><p> </p><p>

    I think the caps should be slightly effected by Charisma and Star Power, but the impact should be reduced. I also think that whether Charisma and Star Power are really the best metrics for contract pricing and popularity gains. Or if the impact should be as much.</p><p> </p><p>

    This is why it would be better to let us use the In-Game Editor to set the Popularity Caps - just like we can set other things like Popularity itself, skills, or chemistry. While having Star Power and Charisma give less impact toward going over the cap. If you cap at 70, your Charisma and Star Power 80 should bring you to about 75. If both are 90, it should bring you to about 80? Top? Even at 100 both?</p><p> </p><p>

    Either way, if Popularity Caps are impacted (or raised above the destiny) by Star Power and Charisma, then we CAN change the cap in the editor, just by giving people 80 Charisma/Star Power, right? Instead, please get rid of this and just let us adjust the cap itself. I shouldn't have to worry about The Rock having a cap of 70, and I shouldn't have to worry that Joey Ryan will eventually be as major a star as The Rock just by working his Charisma and Star Power up.</p>

  8. More randos,

     

    I love the women - especially the older/hideous ones. They immediately inspired half the history of my women's division. Same with the pudgy/fat ones. Wow. This is just amazing. I am glad to have these disaster piece warriors. It's a fresh take from all the pretty women.

     

    Your amazing collection has literally taken a world nearly void of women outside of promotions I feel guilty for raiding, and filled it with quite a rich history of women. Some with bright futures, others who had a great run.

     

    The mean mangled redheads I named Tracy Paxton and Bertha Braxton. I asked "What if Earthquake and Typhoon had the charisma, talent, and style of Da Crusher and Dick the Bruiser?", They proudly weigh in the 280-320lb range, are muscle hawks (husky/farmer fat, not Loch Ness fat), and they are the dominant women's tag champions of yesteryear. On the second row to the right, I dubbed Sylvia Murphy, the wrecking machine. She is 6'4 and is my Chyna. Mega Macy is the big husky redheaded black woman, and she advocates to destroy prettiness. On the bottom right of the same row, is Mean Geraldine, the women's champion of yesteryear and former bodybuilder. She is also my Combat Toyota/Bull Nakano figure, and her feuds with Sylvia Murphy are legend (so were their tag matches against the Badd Beast Women, Braxton and Paxton).

     

    I would hate to trouble you with a request. Surely you're familiar with Gorgon. A while back, there were two specific alts made of her. One featured her with a soviet jacket and feather-woven hair like a soviet general. I would like an update for it, and the other alt of her I am interested in has her almost looking like a gangster with a headband. No facepaint in either one. I renamed the alt Bjorga Voshenko and use her as the Charismatic leader of "Das Commune", of which we are all a must-pay member. Thanks for the many amazing renders.

  9. Not intentional at all as I have no idea what any of those people look like!

    I've just Googled Okada and oddly enough I did have the first render originally having blonde hair as I was going to call him, "The Golden Emperor", and have him as a sort of Japanese Ric Flair. I might post that version at some point soon.

     

    -----------------------

     

    You can never have too many heel clowns. :cool:

     

    Clown1.jpg Clown2.jpg Clown3.jpg

     

    Oh my god, beautiful!! They're so hideous, I love them. I will be adding them to the House of Krazies, where they will become the "muscle" members of my own favorite stable in my game.

     

    Someone uploaded a Krissy Angelie, Ekuma, and I don't remember the third, it wasn't Steel - but they were all in Joker type of red/white facepaint. They're essentially my top stable now, and these guys are going to be added right in.

     

    The only thing I would dare sully myself to ask, is for the unpainted versions because I like to give them all the "main boring guy" for use everywhere, followed by evil clown alt exclusive to the company.

     

    And please, PLEASE post your Okada. I have a version of him, too.

  10. I can see what you mean and agree with you, however for the system of "growing up" to work there'd have to be something like negative personalities having a high chance of changing at the maturity age. I don't know if something like that could be coded in at this point, but I'd highly doubt it. Also, unless I'm just unlucky, I find that a very large majority of the dojo grads have bad personalities, like 90% of them, which maybe was okay in the 80s, but in todays world not so much. Especially after Speaking Out and such, I cant see many Sleazys or Horndogs or Egomaniacs or Scumbags or Bullies etc. making their way into the bigger companies

     

    I've suggested before a Hiring Rule to make it so AI wont hire certain personalities, which could also be a fix to this, but I don't think that's likely either.

     

    I do know that personalities can change, but I haven't seen it happen very often. I would like characters to have a few hallmark ages where traits change. 24, 32, and 40 seem like good ages to target.

     

    I would love to see the ability to select individual attributes for Hiring Bias. I agree it's horrible when an AI company or child company signs a bunch of bums who's attributes cause negative relationships and even spread other negative attributes around like the plague.

     

    I would think it would be easy to select a few attributes. I think the real reason we won't see this fix is two-fold: on one hand, if we choose too many hiring biases, the companies just won't hire anyone. And once in a while a Sumbag or Bully is also the best guy/gal you can get otherwise. It's okay to take this jerk. It's not quite okay when a company becomes loaded with 8-12 of them. The other reason would be that we can already change the unwanted attribute in the in-game editor. If I remember TEW2016 right, there was a "No Toxic Influence" bias of some kind. In this game, there are a few really bad personality traits that aren't classified such, so when you search for "not negative influences", you will find some of those traits.

  11. I think they are in because without this, everyone would have 100% locker room morale and there would never be a negative incident. The game is chock full of great dudes, and it needs a few more jerks, so the new debuts achieve that.

     

    It also forces you to say "I really want a guy who can both do angles AND matches but... do I want an agitator? What's my locker room like? Yeah, I can handle a few agitators."

     

    I think if someone young has high skills, there's a good chance they're one of "those types" for a few years before they calm down, especially if they're aged between 18-24. Or if someone has an attribute like A Marketing Dream, Creative Dynamo, they might be an inch extra jerky and have an ego.

     

    Now, I agree with you - too many of the new dojo graduates are bad personality dorks. If I like their pic and name, I sign them, then fix their attribute problems and touch up their skills in the editor (I don't cheat them up in skills, but I bump up their Safety and Consistency to minimum 60).

  12. No it can't. When someone debuts or comes back from a long injury, they are undeniably more over in that moment than they normally are or than they were when they left. That's the entire point people are making here.

     

    How often do you see someone debut or return to a massive pop, the excitement last a few weeks or even a couple of months, but then the shine wears off and they settle back into their "normal" popularity level.

     

    It is exactly what is simulated by the "Flavour of the Month" attribute, there just isn't one for debuts or returns.

     

    Maybe this could be handled by a temporary attribute?

     

    Debut Heat - Worker gains a perception increase for their next angle or match (that is, their on screen return).

    - A "well-known" would be perceived as a "star" for that segment.

    - The attribute would be given to someone upon their debut, or a return following Time Off or Injury Leave of 60 days or more, or returning from Excursion.

    - The attribute would be lost after the first appearance. If they appear in an angle then a match, the bonus is used on the angle.

     

    So, for one moment only, they will be seen as more important than they are and it will allow them to be booked up one notch for that appearance.

     

    Didn't TEW13 or TEW16 have a debut feature? Maybe I am wrong, but I think I remember at least the flavor text "_______ is waiting to debut" followed by "_________ debuted with....." something something overness/heat/something.

     

     

     

    The only way to get a good debut pop right now:

     

    1. Stick the new guy in a Hot Storyline as a Major Role, aligned with The Rock (or whoever The Rock of your company is).

    2. The Rock cuts an Entertainment rated Freestyle, 6 minutes.

    3. The new guys is rated on Entertainment or Fighting. Anything else will cause a bad angle rating for being 6 minutes. Pick his highest, he shouldn't tank the angle even if he's got a 55.

    4. Put in the rival. Rate on Entertainment, Fighting, or Selling. "Defeat".

     

    Rock - not succeed or fail.

    Debut - Major Success.

    Rock's Rival - Defeat.

     

    So long as both The Rock and his rival are able to generate a 90-something angle, your jobber won't really tank things just by being there. If he does, you can just "Not Rated" him and still give him Major Success. This helps him get Storyline Heat.

     

    At end of show, check his Storyline Heat, and if it's good, remove him from the angle to give him a small momentum bump.

     

    Result: His debut was introduced by The Rock. He gained some heat from storyline, then preferably tag up with The Rock in a 2v1 Handicap where Rock wins and Open Match. Hopping out of the storyline gives him a Momentum Increase, and now his return debut has been a success. It won't last forever, as momentum can be fickle, but he's on to a good start.

  13. One thing I did without knowing otherwise (I used database before game) was set my broadcaster to Terrestrial Subscription. I since fixed it to Internet Subscription. I make a lot less money and a lot less views but I feel much better about myself. I was getting a stupid amount of views.

     

    Since we can only use 4 minute Menace angles but angles have to be 6 minutes AND be rated either on Fighting or Entertainment, I give my monsters Charisma, Microphone, and Acting 75 and just run 6 minute Entertainment angles instead.

     

    Menace, Sex Appeal, Star Power, and Charisma are only 4 minute angles, and are not good to rate 6 minute angles on. Fighting in angles isn't such a great idea, I've had people get injured or fatigued. Selling is useful if you have someone good at it. With this knowledge - if my top guys momentum starts to tank, I create an Angle, 6 minutes, 3 way storyline. I set the one with best momentum to "Defeat" and the other two to "Major Victory" and rate everyone on entertainment. This really helps save momentum or build it if you lose it. You can stick in several lower rank guys who are also in storylines, rated on entertainment, and pick one "Defeat" and one "Major Victory". They won't really tank the angle rating that much by being there. I've still gotten 80+ rated angles.

     

    If I have someone with dead momentum or someone falls in status who I need higher up, I use 2v1 Handicap Matches where they and a Major Star beat another Major Star.

     

    I set managers to "Major Role" in storylines so their Entertainment angles can advance Storylines and provide heat.

     

    I have a few managers who are the leader of their stable, so their entertainment angle Major Victories give the stable nuclear heat.

     

    If someone's momentum tanks, I make them successful in their storylines then yank them out and put them back in for a momentum boost.

  14. I would be tempted to say - "You must win the Primary, Secondary, and Tag title of all three brands".

     

    Normally, it would mean three singles titles, and the tag team (four titles). And most companies don't have more than 3 singles titles. WWE does have the WWE, Universal, IC, US, and 24/7. But would Randy be denied Grand Slam because he wasn't a 24/7 champion? Probably not.

     

    The more titles a company has, the more convoluted it gets. In NJPW, are you a Grand Slammer if you haven't won the Jr Heavyweight and Openweight Trios?

     

    If there are Weight Splits, I would say you must have every championship you can legally compete for. So a Lightweight can be Grand Slam without the Heavyweight Championship, and vice versa with a Giant.

     

     

    In my promotion, I have a Men's Brand, a Women's Brand - both equal. Then, I have a reserve developmental brand, and I keep my World Titles branded but my Secondary titles unbranded. I also keep my Tag and Trios titles unbranded.

     

    My title arrangements are:

    Brand 1:

    World - Primary

     

    Brand 2:

    Women's World - Primary

     

    Brand 3:

    Futureshock - Tertiary

    Women's Futureshock - Tertiary

    (As a reminder, this is an extension of Futureshock, my developmental company. I have two other child companies, Valkyries and Warriors, but they are real companies and Futureshock is blatantly a farm system).

     

    Unbranded:

    World Tag - Primary

    Intercontinental - Secondary

    Trios - Secondary

    -

    Rampage Royale

    Diamond in the Bank

    (There is a Men's and a Women's version of each)

     

    So - in my company, nobody is expected to go to the Reserve Brand unless they're coming from developmental. So you don't need the Futureshock title to be a Grand Slam. But if I gave them a Primary title, you would have to win it to become a Grand Slammer.

  15. I took some of the free agents and signed them to my developmental companies in the pre-game editor so that I don't have to spend the clicks to sign them. I restart a LOT, mostly out of testing, and can't be bothered to re-sign them.

     

    I bid on stars I don't want then withdraw just to leave the AI with a bunch of crud jobbers who each make 20k/mo with 20% event and 40% merch. I am trying to stop this, but I've learned if I don't, then the AI swims in gold and spite bids me on everyone I want. If I do, the AI bleeds money, stops spite bidding against me on everyone I try to sign, and even releases a few people.

     

    I've seen USPW, SWF, and TCW go bankrupt from these tactics. They only work for one reason - the AI doesn't bargain with its own interest in mind. It only seems to bargain in a way that forces (or tries to force) you to give veto power, wage matching, creative control, and percentage of events. So it's easy to stick the AI with these bad contracts.

  16. The problem is, the AI spite bids against the player. Their negotiation strategy seems entirely aimed at trying to force the player into bleeding out 20%+ events, 40%+ merch, creative control, and wage matching. Nobody would give these out unless they were forced to, so the game spite bids against you to basically try to make you, so you either don't get the guy or get the guy on really awful terms. It's just a fake difficulty mechanism.

     

    The companies don't even negotiate for their own self-interests:

     

    I've bankrupted the big companies just by waiting for their contracts to come up, bid up, they offer 20% events, 40% merch, over 15k/month for midcarders, then I withdraw my offer. Wash, Rinse, Repeat over a period of 2-3 years, and the AI companies will all collapse. Because they're not negotiating to improve themselves, they don't even really bid against each other unless it's someone like Remo, Tyson Baine, Rocky Golden, Nicky Champion, Rick Law, Rich Money... Outside of the top top stars in the world, the AI only really gets serious when it bids against you, the player.

     

    So if you want, you can take advantage of this by bidding the guys up to force the AI to really pay, then withdraw the offer and cackle as you inject the poison into their veins. When they're paying everyone Creative Control, giving every jobber 20k/mo and 40% merch, and their bigger stars ALL get creative control, wage matching, and like 30%-40% of events, the AI won't be able to stay afloat no matter how many millions it has in reserves. It takes a few years to kill their companies, but it's easy.

     

    I wish the AI Negotiations didn't feel like a gamey system of fake difficulty. It forces me to use the above technique with the hope the AI will begin collapsing and discontinue offering such generosities to unsigned well-known and recognizables just because I placed a bid. Most of the time when they start bleeding money, they stop signing people and even release some people. And that's when I finally get to sign some people.

     

     

    One final note: Many of the best potential stars to start a company with are in COTT, and if I am right, 2 of the companies (MAW, RIPW?) are affiliated with the bigger companies. So if you bid on their handshake development workers or workers the company signed on its own, then of course the AI should ask "Do I want to lose this person" and play hard to protect their roster's future.

     

    I've also noticed when I just offer 3 years for 6k/mo, and nothing from events, I usually get the worker, and don't usually get outbid, and if I do, I change strategy into forcing the AI to increase the percentage of events then withdraw.

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