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jbergey_2005

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  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. Not sure I completely agree with you (Becky Lynch?) but you do make a fair point about the level of the stars not matching the level of the company in WWE and them suffering for it. When you've had Hulk Hogans, SCSA's, Bret Harts and The Rock's you've set a pretty high standard for your fans to expect. Fair point.

     

    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. Seth Rollins? Roman Reigns? AJ Styles? Daniel Bryan? I'd consider them major stars...not sure what your threshold for major is...like, all-time icon? Just my opinion...again, maybe in terms of the CornellVerse or TEW2020 its an issue, but for me, it makes sense that you'd be able to utilize the popularity of a roster with 4 or 10 stars to build up a few more.

     

    Notice how I said good, focused booking...again, I'm a new player so there may be an issue of semantics and me not really understanding what a 'major star' in the game is...but just my take.

     

    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'm a new players, so take this with a grain of salt, but for me, if you gave the WWE 27 shows (27 Weeks...that's half a year) to produce 3 more 'major stars' on Raw or Smackdown utilizing good, focused booking, and the rub from working with 4 or 10 already established stars, I think that's very reasonable to see happening. I found in my ACPW save that I was able to develop stars early, utilizing the starting rosters heat/pop to heat up others on my roster...but after a early game burst, it's been a lot slower in terms of getting the audience to latch on to someone or for me to manufacture a star. Maybe give a few more months and see if this cycle continues. But I for one don't feel like it's all that broken...especially if you're running a big fed with a roster that's got 10 stars on it already! You SHOULD be producing stars...

     

    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. I've been frustrated recently with; I suppose, waiting for the patches to become less frequent and less disruptive before I can commit to a long save. This is entirely a personal preference. But it seems that critical errors haven't been much of an issue, so going back to 1.16 may be a happy medium going forward.

     

    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. Seeing the exact same thing. I am waiting to start a long term save until all of these problems are fix.

     

    The game just doesn’t work long term right now. Financials are bloated as well but that could be tied to the massive pop gains. But overall, you’re able to spend less money for major profits. The game is just unbalanced right now.

     

    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.

  8.  

    Worker caps are important as well because their growth has been unaffected by any of the recent changes as far as I can tell. I was seeing workers go from 0-54 on tiny coverage in the time it took the company itself to only make it from 0-11, which is ludicrous.

     

    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.

  9. I'll be posting more stuff over the next few days, it's not even close to fixed. Tiny cap is 75, Very Small is 85, this is Small coverage so it appears to be uncapped:

     

    unknown.png

     

    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.

  10. Because some people who "play the game" like a player in D&D aren't also a DM/GM in D&D - that is, they don't understand the mind of a person who would rather play WITH the game, than "play the game". For the elite, those GM type players are just "cheaters" who need to "git gud" instead of asking for "easier stuff". They don't see the value in it. That's the real answer. Since they see no value in it, they don't care about the experience of those who wish to play that way.

     

    I also believe players like me are a minority. So our opinion doesn't count for very much, as a smaller part of the audience.

     

    They think, for example, we should just "roll with what happens and have fun". They don't understand the frustrations of being screwed out of the "game we want" by things like destiny rolls deciding for you who's good and not, and you'll find out later. We can't find out right after stating a game, but before before doing anything else. To some players, "well that's the game!" - it's not like we can disable destiny roles in the preferences/options. For them, that's part of the fun; you'll be surprised by who's good and who sucks, and finding a way to book the egotistical main event champion with bad destiny rolls down the card. While finding a way to book your shoddy comedy jobber into the main event scene.

     

    For them, that's big part of the fun - so when we say it's frustrating, unfun, and ruins the time spent in the game - they feel like we're attacking a core part of their fun, "well just play a different game". They feel attacked, and impulsively lash out, believing it in their own defense. It's also why our ideas fall on deaf ears - reasonably, the developer would feel upset or criticized by any of our posts. A "small gaggle of losers and cheaters" we are, who just need to "git gud".

     

    The best we can do is try to make sane proposals that allow more flexibility, while knowing we are going to be ignored. Because otherwise, our voice isn't there. It's better to be unheard because nobody cares than to be unheard because you didn't try to put together suggestions or ideas that others might agree with, that might also be possible without too much work. Because any ideas we might have or think is good - might have other ways of negatively impacting the game state. When you could edit Importance in 2013 and 2016, there was more flexibility and I loved it. But it also created situations where many game worlds had no consistency or weren't balanced between industry, popularity, and importance. So, by locking "importance" in, the other two have an objective metric to measure themselves on. So it puts a restriction on us, but that restriction maintains sanity of the game.

     

    I believe the real reason we can't edit our products is because those opposing it believe people will just create "god products" or "you might create a product I don't think is realistic" or "you just want a cheat product, learn how to use the ones there are". Or, "you can just turn off X feature if the closest product restrains X thing". Then again, players might create products that, because of how they're set up, change the core of how popularity, matches, etc. are worked - then when bug reporting or having an issue, it can be really tricky to find a solution that doesn't bugger up other products. So the restriction is a terrible one - but I can see how a bunch of people either creating products with under-the-hood consequences they don't know about, or modders creating products for their databases that aren't balanced toward one another, creating a hot mess. What makes things work the best, is consistency and many of the restrictions maintain consistency.

     

    So, I believe when we make suggestions, we ought consider the current framework of the game and suggest things within the box and we also need to ensure our ideals don't disrupt the consistency of the core game. Best of luck.

     

    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.

  11. I posted this in the modding thread and got no where so here it is again.

     

    Can you start a regular C-verse game and add wrestlers and new promotions to it over time? In tew2016 i just play C-verse and never modded the game but now I want to mod but C-verse to me is the cool part of the TEW series.

     

    In short, I just want to have it where Tommy Cornell fights John Cena in SWF or Tommy leave SWF and join WWE roster of people. A mix of real wrestlers and fantasy wrestlers but keep it C-verse and not a completely new game mod.

     

    You would just change the debut date for the real life wrestlers on when you wanted them to start. Same with promotions

  12. 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.

  13. 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.
  14. USA was not medium to big in the 80s under any metric.

     

    Remember you're comparing TV homes in 2020 to TV homes 1987 when balancing your historical mod. More people have access to broadcast television today than in the 80's, therefore unless you're talking about a basic cable network like ABC, CBS, or NBC they should be Small, Very Small, or Tiny.

     

    For reference https://espnpressroom.com/us/press-releases/1988/01/1987-marks-espns-biggest-year-yet/

     

     

     

     

     

    So the HIGHEST rated show on ESPN to date in 87 had a viewership of 5 million.

     

    Thanks! Very good point.

  15. There is a lot of moving pieces here which causes those issues. I'd argue the show quality for AWA and WCWA shouldn't be anywhere near what is required to get a rapid expansion, but that would require fairly conservative balancing.

     

    Plus I think the issue is once they are on TV long enough the workers themselves get too popular and carry the shows. You can try giving them a bad booker though.

     

    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!

  16. 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.

  17. I believe you can set what kind of workers should appear through Eras.

     

    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.

  18. 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.

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