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jbergey_2005

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Everything posted by jbergey_2005

  1. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="NowThenMates" data-cite="NowThenMates" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47387" data-ipsquote-contentclass="forums_Topic"><div>I never played this on tew16 but based on the reactions I can't wait to see what it's like!</div></blockquote><p> </p><p> The attention to detail is impressive. Plus you can start out with a large company with no history and move forward as if you created the company.</p>
  2. The people you mention are also very close if not major stars according to gameplay. My biggest concern with your post was the creation of 6 major stars a year. That would be super high IMO. I think it is very difficult with a company the size of WWE and without great momentum on their side to create such stars.
  3. Major star according to TEW. It is the main reason the WWE has been losing popularity. They dont have the stars to match the popularity level.
  4. I think its reasonable to say that the WWE hasnt even created 1 "major" star in the past 15 years(since Cena). Brock Lesnar, but he was pretty much already made by the time he came back. ***"major" star according to TEW gameplay
  5. Rookie quality - Poor, below average, average, above average, excellent Worker Growth - Slow, average, fast Popularity Gains - Slow, average, fast Reason To help simulate the different between past eras and todays era. Example If you are running 70s or 80s mods you need to have worker skills lower in order to keep popularity levels on the lower scale. If the workers are gaining skills at todays rates the higher match grades will change the scenario quickly. Example #2 A lot of times you have decent workers from the 70s and 80s with top row skills in the 40s and 50s. When a newly created rookie wrestler comes in with top row skills in the high 50s and low 60s its really annoying for these mods.
  6. IMO less frequent patches are great when the product feels stable. At this point in time I dont feel that way. I think the major bugs have been squashed. However, I still think the game balance needs some tinkering. In that aspect, I would actually rather have him sending out more patches so we can test and help get it right sooner rather than later. Ive been waiting a week for this popularity issue to get an update which has halted all progress. The frequent patches that fixed issues quickly was always one of my favorite things about Adam's game. I never really had to worry about bugs getting in the way of the game because he was so motivated to fix them. *A huge part of the issue is a lot of people play current day where they want growth to follow today's patterns in which 40-50 skills are not very good. However, when trying to re-create 80s scenario's 40-50 would be considered decent because the popularity has to stay lower in order to replicate that time frame. When you adjust a bunch of these stats so they are in the 30-50 range and they grow 7+ points it changes the scenario very fast. Having a bunch of 70+ skill workers in the 80s changes things very quickly. People are trying to pull the direction of the game the way they play so Im sure its a tough compromise right now.
  7. <p>This is the one Ive been waiting for. Enjoy the fun Derek!</p><p> </p><p> EDIT You spoiled us by releasing this mod so soon after TEW16 released. HAHA</p>
  8. It is more than just pop gains causing bloated financials. Ive been running tests with no TV and smaller size companies are still bringing in millions per year. Companies under 50 pop(in one region) seem to barely break even or go bankrupt. Companies over 55(in one region) seem to just pile up cash. In my tests I havent seen a company start to pile up cash(like 96-98 WCW) and end up bankrupting themselves. I dont think it would be possible with the amount of cash larger companies make. I think game balance is off because of 4 things. *popularity growth of workers *skill gains of workers and new workers coming in like Rock 2.0 *Massive amounts of money made by decent sized to large companies *Growth of companies on minor TV deals In my latest run Georgia Championship Wrestling went from a small company to the size of current WWE in 4.5 years on TBS(which I set at small visability). Within that save they currently have 4 workers 100 popularity. (Tommy Rich, Larry Zbyszko, Butch Reed, and Boob Roop(lol). Im having enough fun running tests and perfecting these databases for when things are running right it will be fantastic. But Im kind of getting the itch to actually play a game.
  9. Yes Ran another test. Started in January of 1983. I am currently in early 1985. Mid South Wrestling(started out small has grown to medium) with 1 tv show on a very small regional channel with tiny coverage surrounding it and monthly super shows(no PPV). Junkyard Dog has grown to 100 in popularity in just 2 years. He is below 60 in the other regions which is fine. Other examples from this same short simulation. Andre the Giant is 97 in Tri-State. Larry Zbysko is 93 in the Southeast. Very limited TV exposure at this point. Andre was right around 80 when the simulation started. The other two started out around 60 in their working regions. Growing to 100 on a very small channel in 2 years on a medium sized company seems like a bug.
  10. I would think tiny would cap around 50, very small 55, small 60, medium 70, big 80, very big 90 large 95 and titanic 100 or something like that. Seeing a company get to Titanic with small TV coverage certainly feels very off. This is exactly what was messing with the 80s mods. Starting out with Very small/small TV deals and a year later they were growing quickly and getting huge PPV revenue. I ended up re-working all the broadcasters so they had to be 55 population in 1 region to even get a TV deal and needed 2 regions of 60 to get a small PPV deal. It works but it was a lot of messing around in order to reduce growth.
  11. 100 percent agree. Been tinkering with 80s mods trying to slow down growth and I had to remove local tv and lower workers skills to get it to a reasonable level.
  12. Agree and disagree at the same time. If the people looking for the challenges KNEW they could keep this part of the game they probably wouldn't care all that much. What tends to happen is a compromise is met where the realistic people arent getting what they want and to compromise the sandbox people arent getting what they want either. So both parties end up giving up ground to the middle. Very well written post you had.
  13. You would just change the debut date for the real life wrestlers on when you wanted them to start. Same with promotions
  14. Make popularity +20 percent of company population. Make popularity -50 percent of company population. And the options in between. This would be useful for getting the workers on scale with the company popularity in different regions when starting out.
  15. Under event options it would be nice to have options for No PPV, Only PPV, or Only broadcast. Again with the late 80's I cant make it replicate how Saturday Night Live was treated with just the computer. The AI(smartly) will use NBC for all the events and skyrocket the popularity if I add them for events. And some of the monthly house shows around this time werent on PPV so it would be nice to have the option to not show them on PPV if making things realistic.
  16. It is hard to replicate how the late eighties WWF treated women's wrestling with the current options. Even on small division they are signing too many women and making them a huge part of the show. If you turn the setting entirely off you are stuck with that even as women become a big part of the WWF and as far as I know the computer will never change it. Like Era's it would be nice to be able to change the AI though process as saves progress.
  17. I would try to weight the popularity in a more realistic way by having AWA 65 in the midwest and Great Lakes. In the other regions 40-50. On Medium it just shoots all the regions right up to 65 in no time. I think my issue is that I am trying to replicate something that isnt possible within the game. It is just designed to grow at a faster pace. I just keep trying to slow things down and going around in circles. Thanks for the feedback!
  18. For any of the testers out there I have run into a problem that I cant figure out. I am trying to test 1987. AWA and WCWA both have ESPN contracts which at that time was more than likely medium/big coverage. However I dont want rapid growth from them companies all over the United State so I changed that to Small which has throttled the rapid growth issue. My question is what to do about the WWF. The USA Network was very similar to ESPN at the time likely in that medium/big range. When I was testing at medium the WWF was growing from 78 or 84/85 within a year. However, when I changed the coverage to small the WWF is running 80-88 range shows and losing popularity losing a couple of points. I know Adam tweeked this a bit a couple days ago but I dont think he messed with medium coverage broadcasters. What are you doing to throttle rapid growth in your games/mods? Does anyone know the exactly how it works it the new game? For the WWF UK, Europe and Oceania I changed the coverage to very small as leaving them as they were(medium) was shooting the foreign popularity up to 80+ within a year. This way they just sit at 67 like I would prefer so that works for me. WWF was also making 25-35 million per year with foreign coverage on Medium. Is there a certain point on each coverage that it will no longer grow? Is there a point on each coverage that if you reach a certain popularity that it can only drop down to a certain number until you get a broadcaster with larger coverage? In my opinion, at this point in time any coverage larger than medium seems too big. Working with a large company like 87 WWF(high 70s,low 80s pop) and medium coverage is skyrocketing the popularity. I cant even image what enormous would do to popularity and finances. I think each coverage should have a pop cap Tiny 40 Very Small 50 Small 60 Medium 70 Big 80 Very Big 90 Huge 95 Enormous 100 and if you are above that cap it should gradually work back towards that number until you get a new broadcasting deal.
  19. Download the files to a new database. Import them to the database you want them...
  20. These are from the auto-fill section. Im kind of looking for average brawlers with decent basics and selling. I am getting a lot of 200 pound high flyers with very little brawling or workers really good in puroresu & technical with limited brawling. Like this guy Aaron Dale 5 10' 209 pounds Brawling 3-11 Puroresu 9-17 Hardcore 1-9 Technical 9-17 Aerial 40-48 Flash 45-53 Psychology 36-44 Charisma 42-50 Microphone 42-50 Acting 36-44 Star Quality 60 Next guy on the list Aaron Martinez 5 10" 211 Brawling 0-30 Puroresu 0-30 Hardcore 0-30 Technical 0-30 Aerial 16-46 Flash 20-50 Psychology 22-52 Charisma 17-47 Microphone 17-47 Acting 27-57 Star Quality 86 Im not saying they are all like this. I would just prefer an option to have brawling based 225+ pounders to work in the bigger companies at least have them created based on the region they are from.
  21. Patch 1.01(Default Database) Would there be a way to tweak the way the computer creates workers to fit a particular region. Having a majority USA/Canadian workers looking like they should be working in Japan feels a bit off. I feel like their entertainment skills may be a bit high as well. I was trying to create a few low-mid level workers just to help get my mid carders over as one day signings and many of them were 65+ talkers.
  22. Same. I like the old school mods and its hard to book with it on that was comparable to how they did it in 1985.
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