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Peter.1986

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Everything posted by Peter.1986

  1. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TeemuFoundation" data-cite="TeemuFoundation" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>It was mentioned in the entry that angles now have more random factors that go into them, making it less of a guaranteed thing to score those As.</div></blockquote><p> </p><p> Yes I was just trying to say why I agree with it</p>
  2. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Derek B" data-cite="Derek B" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Fighting is literally just another category to rate a worker on.... like Entertainment or Overness.</div></blockquote><p> </p><p> Ah right, thats cleared that up then lol</p>
  3. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Koholos" data-cite="Koholos" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>I love the new angle streamlining. I think TEW’s UI is definitely solid and functional, but improvements like this really go a LONG way in making it feel more user-friendly.<p> </p><p> This also, in my mind, means it might have a similar UI to the match booking screen now when adding workers, so we’ll have the drag and drop and info summary at our fingertips.</p><p> </p><p> It would also be really cool if the angle screen would allow us to automatically add some or all wrestlers from a storyline to an angle. Maybe only for freestyle though?</p><p> </p><p> I do wonder about how the randomness will work. I already feel like angles can fluctuate 5 or 10 points from where I expect. I’m curious whether this will lead to such shifts as to makr angles a complete crapshoot, or whether there will be so many additional ones that they sort of balance out and aren’t that different drom the more basic die roll (I remember an article about the Company of Heroes team talking about that once.)</p></div></blockquote><p> </p><p> That would be so much more user friendly. If it is the same as you mention we will probably underestimate how big of a change it is until we get the game.</p><p> </p><p> I do think the angles need a lot more factors, I find it’s so easy to get A rated angles with workers lower down the card, and the ones higher up sometimes it feels like you can’t fail to get one. I’m hoping the mention of us choosing something like ‘fighting’ is part of a bigger change in terms of how we book them. Having road agents notes seems like it could be.</p>
  4. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="ink625" data-cite="ink625" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Maybe I'm crazy, but I reread today's entry multiple times and I'm not seeing that anywhere?</div></blockquote><p> </p><p> As someone mentioned further above.</p><p> </p><p> I don’t think I fully wrote what I meant. I did mean it’s much better that if we put x fights y the game will simulate this and (I’m guessing) will choose what the outcome is. Rather than user choosing what it is rated on and the who gains etc.</p>
  5. <p>Today’s entry I think will have a big impact on the game. Easier/quicker angle booking, the angles being rated on what happens eg fighting rather than user choosing. Plus more variables.</p><p> </p><p> Definitely something I’ve hoped for and sounds exciting. Not only will it make the game more realistic but importantly it will be less time take taken up on creating angles and shows</p>
  6. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="bonos mullet" data-cite="bonos mullet" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>This <span class="ipsEmoji">⬆️</span>.... Give them a chance, they aren't going to tell us everything right away - long way to go before the release. Keep slamming suggestions in appropriate section though in case Adam sees something he may not have thought of / considered there'd be a yearning for <span class="ipsEmoji">👍</span></div></blockquote><p> </p><p> Give him chance, but still post it in case.</p>
  7. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="shawn michaels" data-cite="shawn michaels" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>The only real thing with game changing status to most players was the Dev company thing. I personally see the changes announced and what they do and how they impact. I was saying that from what I've seen so far from conversations, people want something juicy to get the hype train rolling. Personally, though? Disappointed with the contract changes, as I really expected some of the things in my post implemented. In a perfect world, all of them, but at least stuff like date numbers on contracts and the financial aspect being realistic with the contract being an actual downside with bonuses. And so on. <p> </p><p> Too soon to say how good the game will be, but I am looking forward for it, as I like most things announced so far.</p></div></blockquote><p> </p><p> a lot of suggestions I’ve made previously I would say are big changes I’m hoping for. I think one thing that’s touched are more personalities and contracts, although I don’t think the contract feel like they will be much different we will have to see</p><p> </p><p> There’s a lot of changes so far that feel like they are small changes. The dev change for me personally will have little to no impact on how I play the game.</p><p> </p><p> That said we don’t know how much of an impact these changes will have and a couple are potentially big changes personality traits being the major one (although I’m a little worried these don’t also have sliders)</p><p> </p><p> Also with the sound of it, the game runs much much faster which would be a major change.</p>
  8. I’d like to see the politics, prison, movie career etc section as a completely editable section. I think it would help Adam not have to create lots of these, but also have mod makers create many variances. Eg people could create different levels of ‘movie stars’ with different levels of time off, people could even use it to create ‘career breaks’ ‘time to heal up breaks’ ‘time to see family’ If Adam was able to do this and allow people to set certain conditions and percentage chance of it happening, it would be great.
  9. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="djthefunkchris" data-cite="djthefunkchris" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>If you're saying let them say what they actually want up front, I'm all for that. I honestly speed as fast as I can through negotiations, I've never really liked them. At first I thought it was kind of neat, offering champion run, work as this or that, not have to do house shows, etc. Or as a small promotion, just tell me how much I need to come up with up front. IF I messed up and paid someone too much, and now that makes you want more, just say so up front.<p> </p><p> I really feel they are way too picky when unemployed, still. It was addressed a bit last time, but really feel they should go down to 50%, and after being employed for a while start to build it back up.</p></div></blockquote><p> </p><p> Although true if they are solely wrestling. I think there should be some kind of financial rating for thenworkers, eg 1-10, somemofnthem could be earning lots of money outside wrestling and wouldn’t actually work for less than double what their ability/rep would require. </p><p> </p><p> If somebody has been unemployed a while, it’s likely they may have picked up another job</p>
  10. <p>I think this seems like a positive step. I read handshakes has come and work for us thing, where people can go against their word. </p><p> </p><p> I still would hope to see</p><p> - (as mentioned by someone above) AI contract offers more varied and not just 3 year contracts</p><p> </p><p> - buy out of contracts. When someone agrees 6 years with AI there’s no turning back, in reality many people have moved while under contract.</p><p> </p><p> - (also mentioned above) contracted to so many dates</p><p> </p><p> - contracted to certain PPV + so many shows. Eg 5 shows plus wrestlemania, means you can put them on raw 5 weeks before. </p><p> </p><p> - more demands for things such as % of merchandise. A worker who is selling millions in merchandise isn’t going to stay for 0% of sales.</p><p> </p><p> - more contact clauses. Eg win certain belt by certain period (this can also be done verbally) you sign someone and promise them the world title legally then you can see in trouble. You sign someone to a written but promise the title verbally, you can get away with not giving them title and they might leave, or you keep promising them.</p>
  11. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Greylocke" data-cite="Greylocke" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>I'd like to know if the expanded non-booking aspects of the game (Merchandising, ticketing, etc) will be set as optional aspect of the game (that can be turned off/on)?<p> </p><p> Thanks.</p></div></blockquote><p> </p><p> I think there is a default on both settings which surely would the equivalent</p>
  12. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Koholos" data-cite="Koholos" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>I hate and have always hated this argument, and it’s how we wind up with things like hunger meters in Survival games.<p> Versimilitude (or realism if you prefer) increases opportunities for depth of play. And depth of play CAN be more interesting if it either parallels the rest of the game’s premise or expands a player’s opportunity for immersion.</p><p> </p><p> Howver, realism sine qua non is not inherently fun, especially in situations where it goes at an angle to the game’s primary challenge, and it frequently increases tedium and frustration.</p><p> </p><p> I don’t think you’re wrong about your conclusion that finances are the key to most of wrestling’s history, but I think you’re starting from a failed premise - it doesn’t need to be “more realistic”, it simply needs to lead to more strategic opportunities or challenges. THAT is something that probably can be done without correspondingly increasing the tedium. Perhaps by increasing money sinks, or by adding taxes based on roster size. (Not to armchair design, there’s a lot of ways I’m probably not thinking of).</p></div></blockquote><p> </p><p> Although you disagree, your post is pretty much agreeing with the way I’d like to see it implemented </p><p> </p><p> - finances to be more realistic and more variables</p><p> - not actually Micro managing, but for the ‘hidden staff’ to take care of it in their ‘hidden department’</p><p> - although the option could be there for people to have more control if they would want.</p><p> </p><p> But what I’m saying is if you chose to leave as much to the AI as possible, the users management of finances would be pretty much contracts and show costs/income </p><p> </p><p> I’d just like to see contracts be done in a more realistic way and shows/PPVs. There needs to be a drawback to signing a major star on top money when you’re a massive company if then shows aren’t top notch, also running too many PPVs shouldn’t always be profitable unless you have the finances and the audience. That still shouldn’t mean you can always run them without fear of bad shows costing you.</p>
  13. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Sudo_Nym" data-cite="Sudo_Nym" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Look, I can agree that some sort of rebalance could be good. As it stands, it's really easy to bully talent out of the AI, as long as you're a big enough company that they don't automatically turn down your offers in favor of the bigger company. Having it set up so that you can get the shocking walkouts and debuts that made the Monday Night Wars era fun could be really nice. But introducing increased granularity isn't the way to do it, because it'll be fun for 15 minutes and then be tedious forever after.<p> </p><p> I'm not a game designer, and I don't pretend to have a perfect solution on how to compromise between "making finances realistic" and "making finances fun" and "making finances balanced" but every suggestion I've heard so far seems to boarder on double-entry bookkeeping, and I'd like gameplay to stay as far away from spreadsheet territory as feasible.</p></div></blockquote><p> </p><p> I suppose that’s the difference then. When I think of finances becoming much more realistic, I think of it in a way that Adam will implement it without it having too much micromanagement.</p><p> </p><p> I mean teke say football manager for example, you are given budgets. The game itself has the ‘accountants’ forecast your spend for the year and thenchairman decides on the budget. None of this takes any of your time up. All you have to do then is stay within the budget. It even tells you how much of your budget you have left.</p><p> </p><p> As an owner in TEW if the same sort of finances were in place, you may have to deal with sponsors, choose many more budget related things. But in reality most companies have departments that deal with that.</p><p> </p><p> So even if the finances became tedious for some people as owner, they shouldn’t be as booker.</p><p> </p><p> Or there could be the option to let each department deal with it themselves.</p><p> </p><p> A bit like the merchandise.</p><p> </p><p> I’m not sure what you’ve read so I can’t agree/disagree with those things. </p><p> </p><p> As I say though. For me, the finances play a massive part of the game and the way they are currently, just makes the game lose that little bit of realism</p>
  14. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Sudo_Nym" data-cite="Sudo_Nym" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Right, but you aren't booking the Monday Night Wars, you're playing a video game. At some point, the mechanics of the video game that make it fun to play have to take priority over matching every last deta<p> </p><p> If you're talking about rebalancing finances to make things more fun, that's one thing. Rebalancing finances so that it becomes an exercise in accountancy isn't fun.</p></div></blockquote><p> </p><p> Making things more realistic makes it more fun. You are booking the Monday night Wars if you play that mod. Even if you wernt, it’s real life which shows how much finances affect wrestling </p><p> </p><p> Why is there no longer the days of the territories? Because of money</p><p> Why did the WWF get so big because of hulkamania? Because of the money it brought</p><p> Why was wrestlemania created? Because of money</p><p> Why did companies not run four tv shows a week and a ppv montly in the early 90’s? Because of money</p><p> How did the WCW manage to maintain a challenge and eventually be the top company? Because of money.</p><p> Why did the WWF end up winning the war? Because of money</p><p> Why did the WWE stay the biggest company since then? Because of money</p><p> Why did wwe go pc? Because of money</p><p> </p><p> The whole period I covered the major contributing factor is money.</p><p> </p><p> If money wasn’t a factor in the 90’s you wouldn’t have NWO, you wouldn’t have the screwjob, you wouldn’t have stone cold and so on</p><p> </p><p> If I wanted an unrealistic challenge of booking WWE, I would just go on microsoft word, sign every wrestler in the world and write down who fights who, who wins and grade it myself.</p><p> </p><p> Maybe we have different idea on how finances would work and your thinking about how the custom merchandise works and thinking that’s how realistic finances would work. But in reality, your booking the shows, not getting a job in the accounts section, the game would simulate those parts itself</p>
  15. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="d12345" data-cite="d12345" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>I just want to point out the option for bonuses in the contracts. I don't know where you get 1.3 million from but I got the max TEW contract to be 1.5million per year. 125,000*12 months.<p> </p><p> You can then add 100% per show bonus if you want. I don't know the math on that but wouldn't that get you to somewhere in the 3 million dollar range if the worker is used weekly. </p><p> </p><p> I don't know if house shows count to the All Show bonus (I think it should), but that's close to most high end WWE contracts if so.</p><p> </p><p> I agree that the max could be raised though...</p></div></blockquote><p> </p><p> I think half of the problem at the moment is none of those are needed. What is the biggest contract anyone has ever HAD to offer someone to get them on/stay the roster. Even in a bidding war a lot of those things don’t need to come into play</p>
  16. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Sudo_Nym" data-cite="Sudo_Nym" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>The reality of the situation is that trying to simulate real world finances is basically impossible. At a certain point, you have to build a game that's fun to play, not a financial bookkeeping simulator. Frankly, a lot of the suggestions people are making to "enhance realism" sound more like "incredibly tedious". There's a reason pre-booking matches to build heat got taken out.</div></blockquote><p> </p><p> Finances and pre booking matches is completely different </p><p> </p><p> Finances are the biggest part of many games, especially ones based on real life. </p><p> </p><p> The only people that don’t want realistic finances are those that want an unrealistic environment, no injuries, no time decline, no bad relationships etc. </p><p> </p><p> Finances in real life is what made Monday night Wars, it’s what keeps wwe the top company, it’s what makes wwe change their product, it’s what made rock, Austin and many others stars. </p><p> </p><p> Pre booking for heat was actually something that was changed as it could be done without the user having to do it.</p>
  17. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Self" data-cite="Self" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>And at the lower end you're paying hundreds of dollars for even the most talentless worker. When in reality you can get wrestlers on a show for a couple of hotdogs.<p> </p><p> As much as I want realism in my games, I can see the monumental task at creating a balanced game that satisfies both ends of the spectrum.</p></div></blockquote><p> </p><p> Surely we all want as much of a realistic, balanced game as possible.</p><p> </p><p> For those who don’t they can just use the editor</p>
  18. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="justtxyank" data-cite="justtxyank" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>The game doesn't simulate historical finances. Adam has said before the game is not a historical simulator. It would be literally impossible for a mod maker to create a mod that has historically accurate finances.</div></blockquote><p> </p><p> Yeah I know that, especially when there’s is no inflation. It wasn’t a dig to mod makers, but I remember a discussion where people were saying many mods were easy and Adam said something along the a long the lines of majority of mods being overpowered, from worker stats right down to PPV company sizes.</p><p> </p><p> It would be good if the finances were changed to give mod makers the opportunity to give a better reflection. Especially with the Era settings.</p>
  19. <p>The merch side needed changin, be interesting to see how this changes things. </p><p> </p><p> Unfortunately playing real world mods I don’t think either the mod makers get the finances right, or the game previously didn’t simulate real life/historical finances very well. </p><p> </p><p> It will be interesting to see if contracts are tied in with this. The top working demanding a % of merch sales in their contract. Could be a big deal. Legends contracts or something similar,</p>
  20. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="smw88" data-cite="smw88" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Arguably in that example you would book either dominate or keep strong on the loser depending on how much of an upset it should be and then tainted win</div></blockquote><p> </p><p> The option to book your match in detail would be an amazing addition. The more options, the more effects it could have on match rating and popularity.</p><p> </p><p> You could even book a spot or two and the winner, or just the winner and let the workers do their thing.</p><p> </p><p> It would be amazing if workers then took advantage of this, so many stories of workers not allowing others to get over etc. </p><p> </p><p> Imagine if you booked the WWF mid to early 90’s and the clique were burying everyone in the ring? Or petiole they didn’t need like?</p>
  21. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="skinsfan55" data-cite="skinsfan55" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Really? I kind of find it tedious to set opponents at house shows already. I'd hate to book the whole show...</div></blockquote><p> </p><p> I think in terms of historical mods, booking a house shows would be a massive addition.</p><p> </p><p> I made a suggestion which basically said you could book one house show and have them run the same show through different areas (notngetting the penalty for workers having too many matches against each other because they are only seen by the area they do that show in)</p><p> </p><p> So if you ran say a 6-12 month run of the same show you would only have to do it once.</p><p> </p><p> If you didn’t want to book it, you could use the autobooker.</p>
  22. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="shawn michaels" data-cite="shawn michaels" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>I like today's feature but i was also hoping that among the improvements for House Shows we would have the ability to look for more things between workers, test more stuff with workers, even live promos, etc.</div></blockquote><p> </p><p> I’m thinking Adam said he was playing catch-up with announcing the features and there’s still more to be added (it’s easier to add in after now)</p><p> </p><p> Hopefully with some of the great suggestions (eg those around the house shows) means Adam can add those in and he’s only announcing what’s been done so far.</p>
  23. Reading your questions I’d like to add another. If you’re Vince McMahon in WWE since it was clearly the biggest company in the world, do you have influence over everyone? But will the really awkward workers still be a pain? If your say Vince in the early/mid 90’s will you have a lot of influence but people still be aware there’s still another big company to work for? If you’re bischoff in wcw will the bigger workers not have a lot of respect knowing they have more influence in the company, bischoff could get sacked or they could move? It could certainly make wwf/wcw mods a lot more interesting, hopefully leading to situations where people such as the warriors situation in the 90’s and the possibility of him only coming back to wwf if you offer him a ridiculous contract.
  24. Today’s feature is certainly a massive step forward. It will be interesting how to see how they go with it. Would be hopeful you can speak to someone on personal terms eg your relationship with them, persuade them to do certain things (losing to workers) their out of the ring antics, Give promises etc There’s so many situations in game where you think in real life the owner would speak to the worker, or potential worker. Regardless of how they do implement it, it will be a big change
  25. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Adam Ryland" data-cite="Adam Ryland" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>To nip this argument in the bud, I can confirm that you will have the option to decide what calculation method you prefer to use for area battles. So whether you prefer show grades, star power, or a combination of the two, you will be able to pick.</div></blockquote><p> </p><p> You have to give Adam a hell of a lot of credit for engagement with the community and making changes to the game to suit</p>
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