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ngz999

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About ngz999

  • Birthday 10/25/1985

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  1. I'm using a database that has relationships between fighters, particularly rivals. Does Strong Dislike do anything between fighters, or does it just affect owners who don't want to hire fighters they hate?
  2. I'm using a database that has relationships between fighters, particularly rivals. Does Strong Dislike do anything between fighters, or does it just affect owners who don't want to hire fighters they hate?
  3. Sounds similar to Comic Book Hero. Sometimes I play WMMA5 and pretend I'm a manager. I pick a fighter and develop a gameplan by using the editor to adjust their attributes based on their next opponent - add "Loves to Strike" if I think a striking strategy will be effective, or vice versa. If they win, I distribute some extra points in their character sheet. If they lose, they get nothing. I build my fighters up over time and see how far they can go. There are so many creative ways to manage a team of fighters... or in this case superheroes. I just don't want to do the battles myself.
  4. What kind of issues? I'm a regular here and I haven't encountered any.
  5. You asked for questions. I have one. What do we do in this upcoming game? I liked the characters from Comic Book Hero but the fights were repetitive and the world never changed. The goal was just to increase arbitrary numbers by doing the same thing over and over. The best thing about TEW and WMMA is how the rich game world changes over time - very dynamically, either influenced by the player or by itself. Often I'll sim games without even playing, or tinker with the editor and see how it unfolds. Manually pressing "punch" and "kick" to battle in a text based game wasn't interesting for me, so I hope it's more of a managerial sim.
  6. There were some editor options that were removed without good reason in WWMA5. For example, you can no longer kill fighters via the editor during an ongoing game. No more deathfights.
  7. I have played this game for thousands of hours. In every match I've ever booked, I look at the Dirt Sheet and seen I've been penalised for match length. It doesn't tell me whether the match was too short or too long. It doesn't tell me why the match length is wrong. It doesn't tell me which factors affect this rating. No matter what the match length is, it's wrong. Always.
  8. It's finally here. I've been waiting for this since WMMA3. Praise the lord.
  9. Turn burnout off. I've seen enough biblically long Tokyo Dome shows to know that it's not real.
  10. Keep the touring business model but instead of running three untelevised shows per week, run two events instead. Broadcast them. Also have your big monthly event. Enjoy your time off between tours. This way you get roleplay realism AND sidestep the nonsensical grind and penalties for using this schedule.
  11. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Daffanka" data-cite="Daffanka" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50392" data-ipsquote-contentclass="forums_Topic"><div>One of the weaknesses in the game, once you've played long enough, is that the engine is still quite limited in the kind of fights it can produce.<p> </p><p> In an ideal world, WMMA6 would account for stances, stylistic habits, have a much more thorough representation of conditioning, momentum, accumulated damage, and the mental side of fighting. You can't really have a fight like Gaethje vs. Ferguson happen in the engine because it doesn't really differentiate between different styles of striking or account for someone like Tony excelling when he feels himself, and not doing well when he can't get going. A lot of the time your imagination has to fill in the blanks.</p></div></blockquote><p> </p><p> All of those things are already in the game. Conditioning as in stamina is available as a stat, plus resilience to represent how long it takes to recover after a fight. Momentum is the fire icons on the fighter's profile. Inconsistent fighters like Ferguson are represented by the consistency stat. Stances for orthodox/southpaw exist already and others which could improve elusiveness or kicking accuracy (such as Stephen Thompson or Michelle Waterson's karate stances) can be simulated via the footwork/feint/kicking stats and the martial art textbox will allow you to type any stance from white tiger kempo to crane, and it's right there on the screen when they fight.</p><p> </p><p> WMMA5 will still be entertaining for me for many years. There are some things I'd add or change (let me completely remove the recovery period after a fight and remove the notice period before a fight, revert nerfs to in-game editor, let me edit the fight commentary text, give me UFC 1 rules) but I can live with the shortcomings. TEW is the franchise people should be worried about. Any sequel is likely to be based on the TEW2020 engine which has been an unmitigated disaster in terms of UI, products, popularity gain, harsh penalties, segment/match ratings, AI booking, in-game editor, gimmicks etc. It is simply not fit for purpose and probably never will be, so building upon TEW2016 would be smart. That said, there are a couple things the old engine couldn't do, such as playing as a developmental territory. I think most of the fans would be happy with tweaks and updates to TEW2016 released as a new version but I don't think management would swallow their pride and allow it. So if they won't build on TEW2016 and players don't want TEW2020, it could be the end of the series.</p>
  12. This would allow us to accurately simulate promotions like Pro Wrestling WAVE. They're a joshi promotion who had one men's match per show for many years. Keisuke Goto was their male wrestler, they'd bring in guests to wrestle him.
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