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LloydCross

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Everything posted by LloydCross

  1. The rating caps have historically been applied before most bonuses so i could be capped at say 80 and there are just a lot of things across the 4 wrestlers boosting it up to 94.
  2. I believe off-screen appearances can only be rated on overness because it's essentially just a mention of someone. A backstage/satellite interview is still on screen. The way you would do this is not put them on vacation in the game and do interview segments the same way you normally would.
  3. WWE, AEW, and Impact are all pretty much the same core product in the grand scheme of possible products you can do in TEW. Products that would reject them basically don't (or didn't) ever do them. Pre-taping the whole match and playing it on the screen would have been heresy in any product pre sports entertainment since it's obviously fake. I don't watch lots of Japanese wrestling, but I would be surprise if New Japan were doing this, or really any of their companies except for joke companies like DDT. tldr; any product that doesn't treat wrestling as a joke would/should dislike it
  4. At the end of Feb 2022 I bought out CWW for 40,000. It boosted my sponsorship income by 8K/month, so it should pay for itself quickly. I picked up about 10 guys from their roster and am working on incorporating them. I have Riddick Jordan and Padraig O'Hearne on a way up the card as a heel tag team with the intent of getting them to be Major Stars. I'm not sure who I want to give the big babyface push to between Curtis Jenkins and Martin Heath. I prefer Jenkins, but I'm not positive that I'm up to pushing the 37 year old all the way up the card. I meant for Heath to eventually join back up with JM Sharp (who's in jail until July) as a tag team, but his skills are good and he's 4 years younger than Jenkins.
  5. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Bad Collin" data-cite="Bad Collin" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50665" data-ipsquote-contentclass="forums_Topic"><div>I've only ever used it to raise the morale of unhappy workers. Usually if someone is unhappy at doing a job then a few months of 'complimented on a great performance' will get them back to neutral.</div></blockquote><p> </p><p> That's basically where I'm at. I always use "some encouragement" for that though because I was concerned telling people they had a great performance might when it wasn't true might somehow set a bad example.</p>
  6. Are there mechanical differences besides generically morale up and morale down? I've never tried the negative ones at all because I don't see why that would be a productive thing to do short of maybe roleplaying. Is there any reason to use those? For the positive option, doing "Give some encouragement" a few times in a row seems to reliably start increasing a worker's morale. I've only tried a few of the other ones occasionally, and not noticed a stronger effect. Does giving someone a hug or complimenting them on a good performance actually do something different from giving them some encouragement?
  7. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="D-Lyrium" data-cite="D-Lyrium" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>Ah, right, yeah. It is a little finicky when it comes to morale, because it only keeps track of specific events. There's no morale boost for "booked really well recently" or "I have really good momentum now", which there probably should be.<p> </p><p> They'll get "pleased at a win" if they beat someone who they wouldn't normally expect to beat, but they don't get morale bonuses for general strong booking or their current situation.</p><p> </p><p> It would seem to be easy enough to give them a bonus for "Momentum is good right now" and then simply take the bonus away when that ceased to be true, to counteract the negatives from losses.</p><p> </p><p> It's not so much that he's upset that he lost a match, but he's really annoyed about either the way it was booked or the guy he lost to and you still went ahead with it after he told you he was annoyed by it. I can understand him being angry at that (maybe not 11 months later when he's on top of the company, but still. It'll probably get a mention in shoot interviews when he retires <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" />), I think the issue is there aren't enough bonuses to counteract it for the more recent successes he's had.</p><p> </p><p> Like, yeah, be angry that I jobbed you to a broomstick that one time, but c'mon, you're the world champ now. Lighten up!</p></div></blockquote><p> </p><p> I'm not sure if I've seen it in 2020, but the 2016 version had a "Happy with their recent booking" note. Is that gone?</p><p> </p><p> Also, post event speeches are pretty easy to use to restore that morale.</p>
  8. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Roger Sterling" data-cite="Roger Sterling" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47811" data-ipsquote-contentclass="forums_Topic"><div>Glad you got it, I should have been more clear in my response to you.<p> </p><p> </p><p> Yes I think that's the crux of it. I want a manager cutting a decent promo to put over good ring workers with none of those skills you listed (Brad Armstrong and Tim Horner, The Lightning Express). I'm sure winning matches will help but thought I could supplement the pop (and momentum?) gains with manager promos. </p><p> Rating on fighting does seem too gamey so maybe I'll do some testing. Thanks for the response.</p></div></blockquote><p> </p><p> If their only marketable attribute is in-ring action, then the best way to put them over is with in-ring action. Talking angles are going to be an uphill battle to get them over, as they should be. The best you can do is to rate them on the highest thing for that person (so maybe even a guy with relatively low menace can go on menace as long as it's higher than his pop and SQ and whatnot). Once the pop gets close to being the highest, switch to Overness.</p><p> </p><p> But mostly I'd recommend a different approach. If you want to use angles and their fighting works, have them attack/brawl with people backstage. You can even set it up to still have the manager cut a promo while they are laying the boots to a well known wrestler on camera.</p>
  9. 1. Yes. It's basically the angle version of a win/loss and affects momentum accordingly. 2. No. Not rated is something like where a promo is aimed at them, but not really about them to the extent that who they are would impact anything. Think a promo where a guy (let's call him Boris) hypes himself up for a while and just drops "And that's why I'm going to beat Jeff at Summerslam" at the end. It's reasonable to say that promo is part of a storyline between Boris and Jeff but Jeff really isn't involved. In comparison, if the whole promo is Boris talking about Jeff and how much he hates Jeff, you should probably rate Jeff on Overness or something. 3. Not sure. I don't think angles rate very highly when nobody's on screen, but it might be able to do some work on pop. At least I'd think it could help get them to the minimum level. For the last thing, I think so. It can definitely hurt their momentum at least.
  10. Yes. On the workers screen filter the list. If you want anyone available to hire set the purpose field to "To Hire". If you want people not employed anywhere, filter the company they work for to "Unemployed".
  11. Exactly. It's almost always going to be easier in the game than reality because the goal in the game is always going to be make enough money to do creatively whatever thing you're trying to do. In real life, the goal is to make larger and larger sums of money every quarter in order to generate investors and make more money. Money is the end goal, it's not facilitating other things. That said, I agree the challenge could be greater for the sake of the game. But maybe the way to do that would be in creating reasons to make more money. Consistent owner goals to that effect would be one avenue.
  12. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="edenborn" data-cite="edenborn" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50489" data-ipsquote-contentclass="forums_Topic"><div><p> - <strong>Turns do not seem purposeful</strong>. They feel random and unimportant. The AI will never book the babyface champ's trusted ally suddenly attacking him to dramatically close the show. The AI will never book the dastardly heel offering the babyface a genuine handshake after a feud, causing the crowd to break out in cheers.</p><p> </p><p> - <strong>Wrestlers can be thrown into important gimmick matches without any build up whatsoever</strong>. A jobber can be thrown into a triple threat cage match for no better reason than a random throw of the dice.</p><p> </p><p> - <strong>Managers are gained and lost randomly and without purpose</strong>. <strong>Wrestlers debut randomly and without purpose</strong>. There is never a logical thought behind the debut, for example building this promising wrestler up through a series of vignettes, or dropping that promising wrestler into an immediate feud with an established star. </p><p> </p><p> - <strong>Shows are booked in a vacuum</strong>: the AI does not know the main event of its PPV show until that very night, meaning it can't intelligently book the wrestlers involved over the preceding weeks.</p><p> </p></div></blockquote><p> </p><p> While these are all good points, I'd argue these four are pretty true to the last few years of WCW.<img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
  13. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Makhai" data-cite="Makhai" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>I am wondering how lesser shows effect pop growth. I want to start doing spot shows to get my young guys more work. So I can build pop up in the regions I have no pop in. Should I just do regular events, or will lesser do enough? Can I use them to grow pop if I pull 20s in regions that have 0-3 pop basically?</div></blockquote><p> </p><p> EDIT: Assuming you mean Lesser events and not B shows.</p><p> </p><p> I've recently been trying this actually.As long as you're getting significantly higher ratings (I was mostly getting 30s in 0-10 pop regions) you'll trigger the "increased popularity" note. That said, you'll have very few fans in attendance, regardless of if it's lesser or not, so it will grow very slowly. You also probably can't broadcast them anywhere since the grade would probably lower pop if seen in your home region so you'll likely be losing money even if you keep costs as low as possible, which is pretty easy since nobody complains about being left off.</p><p> </p><p> I used it to try and push 0 pop regions to 1 so they would start actually contributing to and gaining pop from my PPV events and it...sort of helped.</p>
  14. What's the mechanical difference between Wild Brawl and Mayhem?
  15. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Makhai" data-cite="Makhai" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50471" data-ipsquote-contentclass="forums_Topic"><div>See, while I agree, you still had Blood, Nudity, Mark Henry fathering hands and getting trapped, Golddust, Foley falling 20ft through announcer tables, getting backdropped through the ring with shots of him concussed and his tooth in his mustache and all of this existed in the same era. Attitude really doesn't let you do it. You'll take too many penalties for too many things.</div></blockquote><p> </p><p> The first few aren't necessarily regarded as super highly rated things about the era though.</p><p> </p><p> For Foley, going off the cell through the announce table was a Crazy Bump, which i don't believe ever gets product penalties and going through the cell was literally a botch.</p>
  16. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Makhai" data-cite="Makhai" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50444" data-ipsquote-contentclass="forums_Topic"><div>In wrestling, it's very true historically. 83-85 was down, 86-89 was up, 90-95 was down, 96-01 was up, 02-04 was down, 05-08 was up, 09-14 was down again, and because of the WWE's market cap right now, it's been a financial boom since the Saudi and FOX deals. Markets tend to go in similar cycles. (Bull markets on average last 3 years, and bears about 1 year.) If we're trying to simulate a proper economy without inflation, Strict Boom-Bust does it by far the best. The AI is just... not capable of managing in an unstable environment. Again, I do not use the setting, because it causes instability that can harm long term saves in unexpected and profound ways. But it is the most realistic option in a vacuum.</div></blockquote><p> </p><p> They go up and down consistently, but rarely all the way. Strict boom and bust for the economy means every bear market is as bad as the great depression and there is no room for partial rebounds.</p><p> </p><p> 02-04 and 09-14 may both be relative down periods of wrestling industry, but the idea that they were identically low and both the worst period possible is baffling to me.</p><p> </p><p> On a side note, it just feels wrong that Wrestling Industry in the game is a completely external factor that has nothing to do with what wrestling companies are actually doing, so I usually turn the whole thing off.</p>
  17. The setting isn't more realistic. There's generally big shifts as time goes by but it rarely gets as popular as possible and then wanes to as unpopular as possible and then comes back until it's as popular as it was before. That's true of almost nothing. It's definitely not true of economies.
  18. You don't necessarily need to use all your Stars and Major Stars on every single TV show. You mostly will have to if all you're events are Normal intent.
  19. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Moe Hunter" data-cite="Moe Hunter" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50330" data-ipsquote-contentclass="forums_Topic"><div>I would absolutely love this, it would add a lot of depth to making workers feel like people (the talk to worker feature is a great start). I imagine it might take a fair bit of coding/tuning, but man I would dig it, having to field suggestions, requests or even "ultimatums" from my roster. <p> </p><p> As it stands, you can put any gimmick on any worker and aside from it being a poor gimmick, workers don't complain. I should check, but I think you can even put enemies in a tag team and it doesn't necessarily lead to bad results...</p></div></blockquote><p> </p><p> I have a wrestler who hates another after a botch and she refuses to even be in the same match. Besides that, I don't think anything about specifically making them a tag team would be harmful, but if they won't work together you won't be able to get them much (any) experience.</p>
  20. <p>I did that too this time. After about a year and half in the new game though, it's finally time to let The Russians go.</p><p> </p><p> The Foreign Legion (Jacques and Pierre Dupont) are a huge get for the VWA tag division. As an unemployed team with 100 tag experience and both having Tag Team Specialist they pretty much instantly make the tag division able to put on watchable matches.</p>
  21. Any DQ finish inherently counts as a cheap win. I've never been able to figure out if there's a mechanical difference between regular DQ, Intentional DQ, or Rage DQ or even if I think there should be one.
  22. Pretty sure it works as long as the turn is successful. I actually had momentum reset on a turn that wasn't particularly successful.
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