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Remianen

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  1. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Stealingsilver" data-cite="Stealingsilver" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47811" data-ipsquote-contentclass="forums_Topic"><div>Thanks so much for your reply. I can't seem to find this in my handbook. What I really want to know is what is the most important stat for each role. Also things like is it important to have at least a small understanding of each primary skill.</div></blockquote><p> </p><p> There is no 'most important stat' for each role outside of referee (Refereeing), Announcer (Announcing), and Color Commentator (Color Commentating). All other roles require a grouping of skills, often with one or more skills that modify those skills. Besides, even a TEW16 guide would be confusing because it's a different game with a different setup. For example, you'll read that 'top row skills' are important. TEW20 doesn't have those skills on the 'top row' so if you're coming into this basically blind, you may not know that top row skills are Brawling, Puroresu, Hardcore, Technical (this was split into 3 stats in TEW16), Aerial, and Flashiness. Here, try this on for size to get you started:</p><p> </p><p> Important stats per role</p><p> <strong>Manager</strong> - Microphone, Charisma, Acting</p><p> <strong>Wrestler</strong> - Basics (40 minimum), Psychology (the higher the better), Selling, Consistency (the higher the better), Safety (the higher the better), Stamina (the higher the better).</p><p> </p><p> Resilience factors into how injury prone a worker is. It also factors into how quickly a worker will recover from working a lot. You don't typically find many workers with low resilience working for 3-5 companies, for example.</p><p> </p><p> Experience is roughly how many matches a worker has participated in. Workers will be penalized for having low experience (aka "being green").</p><p> </p><p> Star Quality is the big one. Workers with high (over 66?) star quality get bonuses across the board, in both angles and matches. It's not an absolute requirement but can often tip the scales in a worker's favor. You'll see people talk about signing workers who aren't very skilled but who have high star quality.</p><p> </p><p> Now, go read <a href="http://www.greydogsoftware.com/forum/showthread.php?t=545617" rel="external nofollow">foolinc's thread in the diary forum</a>.</p><p> </p><p> Gon', git!</p>
  2. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Narcizo" data-cite="Narcizo" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50736" data-ipsquote-contentclass="forums_Topic"><div>I had to give Electric 130k + bonuses because USPW decided to make a play for her. <strong>Performance wise she’s not really worth</strong> but I figured she makes over 100k in March sales so it’s not really that much.</div></blockquote><p> </p><p> Huh? I guess this shows how the game can change from save to save. I'd fill my roster with Dreamers if I could. She's got a great gimmick with a 'big' bonus to merch (Bubbly Tecnico), she's good in the ring, and okay on the mic with bonus range star quality. She's just short of the 'quick improvement' cutoff age, which means if you use her a lot from save start, she can still make big jumps in skills. I love those kinds of workers. Probably why I have so much money tied up in people under 24.</p>
  3. There's no point to doing so since the venue will be useless once you hit medium. Last patch added a bit of diminishing returns to running shows in the same area at Medium and above.
  4. Here's an interesting rule that may be nearly impossible at smaller sizes given how the game works now: If a worker hands in their notice and leaves, you can never rehire them.
  5. August 2020 - Just after the Crowning the Queen season finale QAW World - Alina America (d. Emma May in June) QAW Global Tag Team - Guerreras del Ring (Mariana Torres & Pinky Perez) (d. The Rage in March) QAW Shockwave - Christy Higgins (d. Little Miss Perfect in June) QAW Twinstar - Lilly & Rose (d. HellCATS (Jana Marie Bowen & Millie the Minx) in June) QAW Future Legend - Izzy Quick (d. Felicia Luck in July) QAW Southwest Tag Team - Fire & Desire (Sabrina Wells & Skye Hermosa) (d. Power & Glory (Catalina Vazquez & Ursula Saez) in July) QAW Queen of the Ring - Black Diamond (d. Suzanne Brazzle at Crowning the Queen) Women of Wrestling alliance (QAW, 5SSW, CILL) WoW World - Alicia Strong (d. Shiori Jippensha in April) WoW X Openweight - Missy Masterson (d. Little Miss Perfect at Crowning the Queen) WoW Intercontinental - Etsuko Arihyoshi (d. Megumi Nakajima in June) WoW Tag Team - Sueños Rosados (Electric Dreamer & Mystery Pink) (d. Total Domination (Sae Akutagawa & Otsune Tsumura) in June) WoW Billion Dollar Princess - Lady Lotus (d. Eri Sato in July)
  6. No. I push who I want to push. Some people have gimmicks that give them bonuses to merch sales. Knowing this, I know that my merch sales list isn't always going to be a who's who of 'major stars'. For example, in my current save, Electric Dreamer outsold Alicia Strong last month, by about $10,000. Dreamer is already being featured (as alliance tag champs with Mystery Pink) so it's not like I'm going to strap a rocket to her. She's a 'star' and that's good enough for now. Besides, I have a manager (Gabriela Ortega) outselling most of my 'major star' heels, and I'm very okay with that. Gabriela manages my world champ (and #1 merch seller) Alina America so I expect her to be popular. But if you're CZCW and you have certain people locked down exclusively or simply written with ironclad, I would push those people who are making the company money. I would not do it if they're on handshake deals (because when they leave for no reason, as it seems everyone does, it's going to hurt even more). Pushing them will only raise their profile and make them more attractive to (insert bigger promotion here).
  7. Well, the biggest contract I've signed so far was for Alicia Strong. 10 years, 135k per month, 25% merch, Intended Role: Icon, and she's been worth every penny. After Electric Dreamer and Mystery Pink handed in their notice to OLLIE (no idea why), I locked them up to similar deals (100k a month for Dreamer, 65k for Pink with no 'intended role'). I only did that to keep CWA and USPW from even glancing in their direction.
  8. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Makhai" data-cite="Makhai" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50730" data-ipsquote-contentclass="forums_Topic"><div>Not typically. Unless the product is catered to it. And in some products, you could see her hurting him if actually graded on it, or was on display enough to effect a grade, IMO. Ever since BoSC became a thing consigned to the history books, there has been a war on Sex Appeal because a lot of people would use it to Local to Global in a year, and then sign actual wrestlers.</div></blockquote><p> </p><p> When BoSC came out (TEW07? TEW08?), sex appeal had been heavily nerfed already. On top of that, the workers best suited to do 'local to global in a year' (hyperbole. Couldn't do it in a year unless you were running like 3-5 shows a week) <em>were actual wrestlers</em> (Joanne Rodriguez and Grace Harper). Local to Global in a year using Sex Appeal stopped being feasible after TEW<strong>05</strong> when sex appeal rated angles rated exactly what the worker's sex appeal was. Using those angles could have the crowd on the verge of orgasm (figuratively speaking) for even a main event of Wee-LC.</p><p> </p><p> Remember also that most products penalize sex appeal roles (sometimes severely) so with an equal number of other roles, it would tank the segment. Marc Mero was not the Rock and shouldn't be highly rated in entertainment skills since the core of his appeal.....was Sable. So that angle shouldn't rate highly even if the roles weren't weighted and penalized the way they are.</p>
  9. I believe that would be dependent on product. An All Out main event in a puro promotion (where main events tend to exceed the 20 min maximum time for the All Out note) could be disastrous, for example.
  10. Your size is a primary limiter. You don't need more than 55 popularity to advance your promotion and I think this is a way for the game to indicate that people with more popularity would be unlikely to sign with a promotion so small. This isn't it. As a medium company with 'Enormous' coverage worldwide, I still have workers capped in the 70s, unless they have high star quality (Alicia Strong, Alina America, etc) at which case their cap is a bit higher (83 for Alicia, 85 for Alina). No. The caps still seem to exist for companies Big and larger. USPW is Large and their most popular worker is their figurehead Nicky Champion and he hasn't been able to go over 96 pop even while being strongly booked. I'm guessing his cap is somewhere around 90 but his 92 star quality boosts it a bit. I've booked Alicia Strong similarly and she's capped at 83 with only 88 star quality. Alicia's been stuck at 83 as long as Nicky's been stuck at 96 (two months) despite being in over a dozen angles and matches that rated higher than that with White Hot momentum (just like Nicky).
  11. If the workers in question are being booked strongly in a Large sized promotion and can't exceed 70 popularity, that is their likely popularity cap. As far as I can tell, the max cap on popularity (before maxed out star quality modifiers) is 96. Nicky Champion in USPW (Large) has not been able to exceed 96 popularity despite being booked strongly (as expected of a figurehead) and his 92 star quality is possibly responsible for him getting to that level. I'll let derek or D-Lyrium explain the destiny mechanic (I can't do it in a small number of words).
  12. Yep. That's it. Haven't done it because I'm actually digging the fact that popularity is tied to promotion size (and modified by star quality).
  13. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="KingAj" data-cite="KingAj" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47811" data-ipsquote-contentclass="forums_Topic"><div>Is there a way to turn pop caps off?<p> </p><p> Or to overcome low pop caps?</p><p> </p><p> Have a save game where Spencer Spade has capped low regardless of how great I book him. Sent Adam the file yesterday I think, waiting to hear back, hope it gets patched!</p></div></blockquote><p> </p><p> That's just TEW. Spade shouldn't have a LOW pop cap, given his star quality, but I guess anything's possible. There is a way to "break" popularity caps but many people consider it exploiting or cheating. I haven't checked to see if it works with this edition (the caps that I have are due to my promotion's size) but it should.</p><p> </p><p> Having the option to turn off those caps would be good for sandbox/fantasy booking users though. Nothing worse than having a Stone Cold or Rock level talent hamstrung by a maximum popularity of 73 or something.</p>
  14. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Jaded" data-cite="Jaded" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50600" data-ipsquote-contentclass="forums_Topic"><div>What product bases are they getting assigned? I don't play RW, but searching for WWE in editor comes up with Attitude Entertainment, Classic Sports Entertainment, Episodic Entertainment, Family Friendly Pro Wrestling, and PG Rated Sports Entertainment - all of these can use cinematic style matches with no penalties.<p> </p><p> AEW comes up with Attitude Entertainment, Episodic Entertainment, and Wrestling Nerd Nirvana - again, all of these are fine for cinematic style matches.</p><p> </p><p> Impact comes up with Attitude Entertainment, Classic Sports Entertainment, Family Friendly Pro Wrestling and Classic Southern Rasslin - the first three let you use cinematic style with no penalties, the fourth doesn't.</p></div></blockquote><p> </p><p> I was confused by the question since I don't see any penalty for cinematic matches on even Classic Lucha Libre and Episodic Lucha Libre. Not Extreme Hardcore either. Puro based products MURDER the rating though.</p>
  15. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Vez662" data-cite="Vez662" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47811" data-ipsquote-contentclass="forums_Topic"><div>Not trying to spam just curious to see how much popularity my company is gaining or losing i remember a decimal system or something being used in the old one just wondering did it get removed or is their an option for it that im missing</div></blockquote><p> </p><p> Yes, it got removed. There are no decimals shown in the in-game editor, only whole numbers.</p>
  16. I have her in a team with Kaori Mochizuki as 'K2'. She's really good but needs development. I have them in a feud with Aud Valkyrie and Geena the Warrior Princess. In about a year, she'll be able to compete for the main event tag titles. She's one to watch for sure though.
  17. It's not hard at all. About the hardest part is if the worker has a particularly low popularity cap. See, there's a misconception that seems to trip up a lot of people. A person doesn't have to WIN a storyline in order to benefit from it. I see and hear of people putting 'recognizables' over 'stars' and it's simply not necessary. If you give a worker wins over people of his/her card level while in a compelling (read: highly rated) storyline, they will become more popular. I don't know about anyone else but I never want to do what WWE does, which often is, shove a worker down the audience's throat. Maybe put your midcard title(s) on them when they get to well known and pit them against some of your more skilled vets. You can get them to major star quickly if you use them, in some capacity, on every single show. Put 'em in a strong angle and have them beat someone, clean. If their gimmick allows, have them dominate a few times. Oh and only on the main show if the event/show is televised in any way. ETA: Along the way, if a vet higher on the card sees something in the worker and offers to put them over, it accelerates things.
  18. No. She's good either way. No 'better as' attributes at all. Raven Nightfall took her on as a protege and she's been teaching her lots of stuff. Maybe she'll eventually get around to teaching her how to be a better heel. I had a plan to put Diamond in a program with Raquel Alvarado but Raq is a 'major star' and Diamond is just 'well known' so they only interact in angles right now. After the program with Suz, Diamond'll be a 'star' which will make the matches significantly better.
  19. Hell yes! The only "problem" is, they're both babyfaces. I'll figure it out though.
  20. Child companies made by players are completely dependent on the parent company. If you don't hire personnel, they don't. So you need to hire all of their people.
  21. Has anyone come up with any really good talk show segment names they'd like to share? Hitting a brick wall with what to call the ones I'm trying to plan.
  22. If what you're saying is to be taken at face value, that mechanic is intended. Workers will be brought up to a level of popularity that would essentially place them on par with or close to the least popular workers on your roster when they join a relatively large company. So if the company has popularity in all areas of the world, the workers who do not have popularity befitting someone working for a company of that size will be given a bit of a boost so that they're somewhat useful.
  23. Right. So it's totally realistic that Vince McMahon or Tony Khan would give you (general 'you' ) carte blanche to run their companies, right? Where does 'realism' stop and actually being real begin? If we want to pray at the altar of realism, then the top company in the world can never fall from its perch, no matter how bad their shows are. They can put on awful shows, more often than not, and still be rewarded for their incompetence with big TV deals. I mean, that's how it is in reality so the game should be like that too, no? I came to the conclusion with TEW13 that TEW is not meant to be a 'game' as much as its meant to be a creative outlet (which is probably why I was so vociferously against adding an autobooker). You can add/subtract elements that make it more game-like but at its heart, it's less Dark Souls and more Fortnite: Creative. A lot of things people consider 'exploits' are actually quirks in the game's mechanics. Pursuing a faith based victory in Civ6 (Russia - Tundra Holy Site Adjacency is one example) is no different from sprinting to Medium running many small (but profitable) shows. The difference, post-1.11, is that now you have to focus on two (or three) regions which, when I tested it last night, isn't that big a deal and just makes it easier to reach the 35 pop threshold in the secondary region. Adam didn't gut the possibility, the change just forces you to back off a little (which allows you to build up the secondary area you need for medium). Create a brand focused on expansion and you can even create people tailor made to job to your stars (who will work the shows in your home area, primarily) using spillover thresholds. Patch 1.11 seems to have simply added a diminishing returns mechanic, which isn't nearly as bad as it could've been. I just think people throw the word 'exploit' around too much. So much so that it loses its meaning, but that's been happening for decades. "You have more than one account - exploiter!", "you take advantage of mechanics that were meant to be used together - exploiter!", "you play differently than I do so you're an exploiter!". I dunno, I think there are balance issues and then there are flat out exploits. Wallhacks and Aimbots are exploits. Sitting in a perch without an easy path to reach while sniping people below is not an exploit. It's a clever use of mechanics. It also requires somewhat of a knowledge of the game's mechanics (assuming you don't just rip the strat from a Reddit thread) and in TEW, that ain't easy.
  24. You're forgetting angle focus. If your angle focus is Highlights, you only need to use that person in three angles and you're set. But I totally agree with Makhai. Using your most popular worker(s) is smart. Those workers can make stars out of the people you need for the second line ('Star' level) and give you options for future creative decisions. With the Brock example, you wouldn't need him to F5 everyone. If he's pissed off because he lost the title or won't just be given a title shot, he can disrupt the show by coming out/showing up once per hour and F5ing anyone he runs into, whether in the ring or backstage. That disruption would force "the powers that be" to acquiesce to his demands or "suspend" him. While "suspended", he can be "banned from the building" and wreak havoc in the parking lot (F5ing people as they arrive to the show). Set it up as like a mystery attacker (there's even default angles for that). That allows you to use Brock for multiple weeks until such time as you decide to reveal him as the mystery attacker. Using Sam Keith multiple times per show isn't exploiting. He's the owner, after all, and easily the best authority figure they have. Also probably the only person you could use in angles on events without getting massively dinged (isn't their match ratio like 95/5?).
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