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jbergey_2005

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Everything posted by jbergey_2005

  1. Not really a suggestion but its also not really a bug. Starting random workers are still overpowered in my opinion. After numerous tests, starting workers need to be low 50s(at the high point) or less in psych and microphone from ending up becoming superstars in them skills. The problem with this is the generated workers sometimes come is a lot higher than this throwing the balance off and making your previously created "yet to debut" workers look nerfed. Ive actually decreased all my training facilities to 20 training thinking this would help with this but I am still seeing juiced up starting workers. Seeing these randomly generated workers end up make Aaron Andrews or The Rock/AJ Styles look like jobbers is specifically what I mean. I feel the worker skill growth still seems off(caps too high?). It kind of bugs me when these low technical Big HWs & above suddenly develop into 50-60 technical wrestlers also. Thanks for the fixes to the popularity. This looks wonderful now.
  2. The great news is. The popularity of worker issue seems much better with the latest patch. Im not seeing 2 dozen 90+ popularity workers in long term saves. Maybe. If this sticks. The finances and company popularity can be worked on next.
  3. There is a 85 mod. Alv is working on an 83 mod. I believe I saw someone was working on an 80 mod or Alv created an 80 mod from previous versions that you could convert.
  4. Modifiers for worker skills and popularity. 1.00 being default This would give people the ability to test their game world and set the modifiers how they see it or want it. It also takes pressure off the developer to try and please everyone as individuals can set it up how they want it. It works well in other games where as if a person wants to see more home runs they can put the home run modifier at 1.25 or whatever.
  5. Awesome, Awesome, Awesome! A couple of things I have done. I changed a few of the 100 percent heel or faces to better as heel or face to open things up for more creativity(I felt handcuffed that I couldn't change Rip Chord face if I wanted:)). I also dropped all current workers popularity by 5 percentage points(a bit of an extra challenge). Finally I gave all yet to debut workers a popularity in their home region of 5-15 to expedite their progression. You didn't disappoint Derek. The attention to detail is amazing.
  6. It plays just fine...You just cant expect it to replicate what really happened with wrestling. Think of what wrestling would have become if the territorial system kept in place. The bio writeups are just great. My biggest annoyance is great workers like Ricky Steamboat or Ric Flair can sit in the free agent pool for 3-4 years before signing on with a company(in my test runs). That's a hard one to figure out. Its not like they don't have good starting stats.
  7. Haha! Imagine trying to get that title off the bear.
  8. You may want to leave the AJW dojo on however. Not enough women to keep AJW afloat if you dont. Thank you so much Mammoth! Very well done.
  9. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="SpiceDawg" data-cite="SpiceDawg" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="48200" data-ipsquote-contentclass="forums_Topic"><div>In the 1980s, the WWF had several Saturday Night Main Event specials on NBC (and two specials in 1984/85 on MTV). and in many cases, the specials were used as a way to gain exposure and help with buys for an upcoming PPV. It is believed that the March 1987 SNME where Hulk Hogan and Andre the Giant wrestled in a battle royal played a huge part in the massive buys and success for Wrestlemania 3. <p> </p><p> My question is if this is reflected in TEW 2020 and would it work in this mod to do both NBC specials and PPVs? Or does having TV specials hurt potential buyrates? Does it make more sense to turn SNME into PPVs and just pretend it is on NBC? I know this isn't exactly the spot to ask this, but this would be a potential issue when playing this mod. </p><p> </p><p> Also wishing you the best Jaysin and take all the time you need to work through your personal issues. I've been there and you need to look after yourself.</p></div></blockquote><p> </p><p> SNME works fine as a PPV when Human owner. The computer AI doesnt know how to handle it however and would put every PPV on NBC and it would allow the company to grow extremely quickly.</p><p> </p><p> This Mod starts in January of 1985. The First SNME didnt happen until May of 1985 so its replicated as it was.</p><p> </p><p> MTV could be replicated as a 2 month contract I suppose since the final MTV special happened in February of 1985.</p>
  10. I feel like they play better. It took numerous test runs before I got things where I wanted them however. Booking is a bit better but if you are expecting everything to be logical(Hulk Hogan more often than not as ended up being a great Tag Team Wrestler) it will be disappointing.
  11. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="The Nickman" data-cite="The Nickman" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47560" data-ipsquote-contentclass="forums_Topic"><div>Who are you talking about? TEW2020 is HEAPS better than 2016, I could never go back now!</div></blockquote><p> </p><p> Agree! Much smoother and faster. Getting the balance right was an issue early but Im ok with that stuff right now.</p>
  12. That is tricky! If you assumed the steroid users, it would like limit the fun factor quite a bit. Would you want to play as 1985 WWF if Hulk Hogan, Ken Patera, and a few others were constantly being suspended? Personally, I liked the toned down version of drugs in the game. Only the major users that were actually suspended or admitted to using having the lowest drug abuse problem within the attributes. Creating steroids as a big issue within that time period just makes things less fun IMO. Heavy users just have constant issues within the game.
  13. I saw something recently but I cant re-call what(WWE Undertaker Doc?) Undertaker had zero respect for Buzz Sawyer. I dont think it would have prevented Undertaker from working with someone though especially WWF or WCW. He was too driven for success to let a grudge hold him back.
  14. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Redennis" data-cite="Redennis" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="48200" data-ipsquote-contentclass="forums_Topic"><div>Excellent.<p> </p><p> Would also love to let everything stay at random. A bad Dwayne Johnson or Undertaker could make a fun save.</p></div></blockquote><p> </p><p> It would still be unlikely they would end up "bad" as they start out with very good stats.</p><p> </p><p> Random will pop up an occasional star than youd never expect but other than that its not that big of a deal.</p>
  15. <p>You will want to take the Company schedules off of fixed otherwise the small companies start going broke within a year.</p><p> </p><p> *In the 6 month test numerous companies werent running any shows, losing all of their popularity, and going broke.</p>
  16. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Jaysin" data-cite="Jaysin" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="51584" data-ipsquote-contentclass="forums_Topic"><div>I'm working on the last few workers attributes in WWF right now for 1985. I've only done JCP and WWF attributes though so far, so it's only a beta release. should be up tonight as long as I don't pass out before hand.</div></blockquote><p> </p><p> Fantastic News!</p>
  17. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Munit" data-cite="Munit" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="51584" data-ipsquote-contentclass="forums_Topic"><div>Man there was an 80s mod here by a random user for like a week and it vanished. Really strange, I'm assuming he stole work. I believe the road to mania III Is what it was called.</div></blockquote><p> </p><p> It was a conversion from TGA. And then every worker was given new stats and organic biographies and set back 3 months. Stolen? Sort of I guess but I think the issue was using any other MOD as a base. I tried to make it different and a bit fictional to make it different and unique.</p><p> </p><p> I wasnt aware of the exact rules at the time as I see lots of mods with converted names, agers, dojos.... </p><p> </p><p> I made a mistake trying to get something out that wasnt entirely mine. As far as I know Genadi is working on some other things before TGA. Jaysin as of a few weeks ago was close to release I believe on the 1985 mod.</p><p> </p><p> I did something similar with the 1983 mod as the 1987 mod but I promised the latest maker of DOTT (Alv) I wouldnt re-release. I am hoping he releases the 1980 and 1983 mods as they are very well done.</p><p> </p><p> The other mod Ive been excited about is Dereks 1997CV mod.</p>
  18. <p>Yup,</p><p> </p><p> Another two years in and this is fantastic.</p><p> </p><p> Started in January of 1983.</p><p> </p><p> Currently April 1987</p><p> </p><p> Top Company</p><p> Georgia Championship Wrestling 69-70-70-69-44-47-70-69-69-11-10</p><p> </p><p> Top Popularity</p><p> Andre the Giant 70-69-68-68-71-70-74-71-76-73-73(started in the low 80s).</p><p> Ric Flair 64-76-64-64-64-63-64-64-64-64-64</p><p> </p><p> That may seem low but I have most everyone set to small local TV deals for the first 3 years of the sim.. In order to advance to medium and big tv deals they need to hit pretty difficult standards. Georgia is close. So this is running exactly how I visioned now. Georgia got the first PPV deal 6 months ago. They did start out in the best situation with TBS being their broadcaster(small in in the nearby regions and very small on the Western USA region. None in PR or Hawaii.</p>
  19. Things are looking A LOT better as far as worker and company popularity goes. Still only 3 years into a test run but no companies over 70 yet and only a few workers over 70 in my DOTT run(which is ideal for this scenario with all small/medium sized companies.
  20. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="khriztian" data-cite="khriztian" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="51405" data-ipsquote-contentclass="forums_Topic"><div>IMHO I don't believe the popularity development is broken, actually I'm finding it quite challenging in my AEW save. The high Star rate creation may be more related to the initial Skills and Popularity levels set on a mod itself, rather than the popularity growth mechanics. If the mod starts with plenty of workers with Pop above 80, and many more in 60's and 70's, then it shouldn't be so hard to build more Stars, especially if you book them well (not like WWE in real life nowadays). Just an opinion.</div></blockquote><p> </p><p> The growth people are talking about are on the 5-10 year tests.</p><p> </p><p> Within the 1st year everything is usually alright. </p><p> </p><p> Running a current test to see how it goes with the newest patch.</p>
  21. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="RocheBag" data-cite="RocheBag" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="51405" data-ipsquote-contentclass="forums_Topic"><div>Not really relevant. WWE doesn't create stars because they don't want to and they book in a way that reflects that. They literally publically say no one is bigger than the brand. When we take over WWE we don't book like that. So we should be able to create stars.</div></blockquote><p> </p><p> So you are saying the WWE books the way they do in order to lose popularity and keep having to bring in stars from the past to sell tickets? Interesting thoughts.</p>
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