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I just searched around the message boards and I came across something that I think needs to make a comeback. Long ago, there was a post started calling to arms people on this board to provide more constructive criticism in the dynasties section to help improve the level of the dynasties. As anyone who has read any of the fantastic games that people have put together will attest, that was a success, and something that I feel in terms of practice has carried on since. In a similar vein, I'm hoping to start a thread for people looking for tips from other players on how to get past some of the issues they may be having trouble with, similar to the near-Biblical Advice Compilation thread on the 2007 board. A lot of people have been having difficulty with the... difficulty of TEW08 (myself included). Also, there have been a number of people who have been vocal about their frustrations with said difficulty (sadly, I am also guilty of this myself), which has raised an uncharacteristic level of bickering on these forums. Now I know in the past, and it continues here, that there is no shortage of highly skilled players who are having no problems with the improved AI and the like that would be happy to pass on their tips to players that aren't having such an easy time. This (I'm hoping) can be a sort of one-stop shop for players to post discussions about what works versus what doesn't, to also prevent sixteen threads for the same problems. People can come with questions, as well as players can just post random tips that they have come across that have worked for them in their games. To start things off, I'll offer a tip that I know relates to a few posts on this board. [B]TIP[/B] =Momentum= Momentum seems all important in TEW08. There have been posts with people asking how to improve wrestlers' momentum, which I hope to help with here. + [U]Wins build momentum[/U] - It's very simple. However, there are more intricacies to that statement than may appear. For instance, wins may build momentum, but the best way to boost momentum is to give workers you want to push wins over people with higher momentum than they have. This plays heavily into the strategy portion of the game, which has been increased in TEW08. For an example, I'll use PGHW. Say I want to push Raymond Diaz to the main event, and phase Dread out of it due to his low stamina levels being a problem in such a physical promotion. Diaz's momentum is currently at D-, while Dread is sitting pretty at B+. The straightforward thing to do would be to have Diaz win over Dread, which will both lower Dread's momentum and increase that of Diaz. Now, if the momentum is reversed, then comes the problem. Diaz's momentum isn't going to increase much more if he gets a win over a Dread that's basically been on autopilot. That's where the strategy comes into play. It's crucial in instances like these to follow (a feature that I miss) the booking notes we all used to see constantly in TEW07. How many times did we read that "Dread is a solid upper midcarder at the moment. The best use we can get from him at this point is to give up-and-coming workers wins to drive them up the roster. His own wins should come from people lower on the card to keep him looking like a threat"? The same holds true in TEW08. The proper route is to build Dread's momentum by giving him steady wins over workers that aren't about to rise up the ranks, so that when Diaz DOES finally beat him, Diaz looks even better for it, and Diaz's own momentum will increase substantially. Putting Dread in the "Winning Streak" storyline in the default data can be used flawlessly for this purpose. Hope that helps, and that this wordy post can get things rolling.
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[quote=BHK1978;438218]If a character needs to be freshen up dose that mean new gimmick or heel/face turn?[/quote] I've always taken that to mean they need a change in gimmick. Maybe I've been wrong all these times, but I've always just changed their gimmick and seems to work. I'm sure someone else can clarify this. :confused:
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Sometimes it means gimmick, sometimes it means turning face or heel. Doing either seems to help. Another piece of advice is this: don't be be afraid to job people out. Guys like Nicky Champion, Davis Wayne Newton or Kirk Jameson can all benefit from losing their way up the card (particularly Champion, as overness plays a huge role in USPW) and gaining overness that way. It won't work as well as wins would, but in the early days of the company it can be a godsend. Also, if you're a small company don't worry too much about advance booking ratings. Chances are you'll wind up selling the show based purely on your main eventers no matter what you do, so feel free to load up on undercarders who need work. It's cheaper, and when you're a smaller promotion that can be very important.
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Whilst we're giving 'tips', as such, can somebody tell me how to make the use of my talent trade relationship with USPW? I don't know where to file a request to bring someone across? Additionally, can anybody tell me what the automatic push feature does? I can't find the answers to any of these questions in the help file.
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[quote=Poison;438294]Whilst we're giving 'tips', as such, can somebody tell me how to make the use of my talent trade relationship with USPW? I don't know where to file a request to bring someone across?[/quote] If you go to USPW's company profile - in the 'Business' section, you can select 'Talent Trade'. [quote=Poison;438294] Additionally, can anybody tell me what the automatic push feature does?[/quote] The automatic push feature lets the computer auto-select what everyone on your rosters push should be. The people that you select in that window will always keep the push they have and will not be changed when you want to auto-push the rest of your roster.
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heres the guide that used to be on the 07 thread hopefully most of this will still apply I was new to TEW with the latest edition and being a noob I had a ton of questions. What follows is the information I required to play the game adequatly. Some of it comes from Adam's Journal, the help file and from forum threads. Since I copied the details onto word I have no idea who to give credit to (besides Adam)... but you know who you are It would be good if anybody else could add/correct it. PROMOTION TYPE The twelve categories are: Traditional: The traditional values of (primarily American) wrestling, that being good guys who play fair vs. bad guys who cheat, with an old-school feel. Mainstream (Entertainment): Entertainment that appeals to the whole family, i.e. over-the-top characters, harmless comedy, etc. (Entertainers) Comedy (Entertainment): Physical or verbal comedy, both in the ring and in skits. Cult (Entertainment): Non-Mainstream entertainment, the sort that is maybe a little darker or on the edge than is normal, a la classic ECW. Risque (Entertainment): Very near-the-knuckle entertainment, so beloved of the Attitude Era in reality. Modern: The modern type of match, where matches are fast-paced, featuring a blend of "oh my god" dangerous moves and crazy aerial spots, the sort you'd see in ROH or TNA's X-Division. (Spot Monkey, Cruiserweight, Luchadore, Super Junior) Realism: This is the Japanese style of working realistically, where you build up with low-level strikes and holds. (Brawler) Hyper Realism: This is where there is an MMA influence. (MMA) Hardcore: When there is a lot of blood and weapons. (Psychopath) Lucha Libre: When lucha libre is used, the Mexican style of fast-paced acrobatics. (Luchadore) Pure: This is where the product has proper pure wrestling, i.e. the more "European" style of holds and counter holds, lots of mat wrestling, with submissions being a huge feature. (Technician) DareDevil: This is the high-spot oriented part of the product, where realism takes a back seat to crazy stuff that isn't big on psychology, but is big on amazing people. (Cruiserweight) PRODUCT APPEAL This defines how the product is broken down. There are twelve items. Traditional is the old-school style where wrestling is quite slow paced and finishers tend to finish a match instantly. Mainstream means it appeals to the general public, the casual viewer. Comedy is when there is a big emphasis on playing up the comedic aspects of wrestling. Cult means the promotion is specifically aiming to make themselves a cult hit, which often means trying to hit a certain minority of fans. Risque is when the promotion ups the level of innuendo and shock tactics. Modern is the latter day style of mixing fast-paced athletic moves with gymnastic jaw-dropping aerial spots. Realism is where the promotion plays wrestling as being a real sport. Hyper Realism means the company intentionally puts aspects of MMA culture into its shows, in the hope of drawing a crossover audience. Hardcore is when plenty of blood and weapons appear in the show. Lucha Libre means the promotion uses a lot of Mexican influences. Pure is where the promotion uses a lot of ground-based mat work, in a very European manner. DareDevil means the company involves a lot of insane high spots and stunts. Also of note, if your promotion has Cult and/or Risque set at medium or above you will receive a vocal crowd at your shows. WORKER TYPE Regular Wrestler This worker doesn't have a specific style, he just wrestles. Entertainer This worker is an entertainer first and foremost, so he plays to the crowd a lot. Puroresu Style This worker uses realistic looking blows and holds, in a very Japanese manner. Spot Monkey This worker uses lots of super high flying moves and crazy dives, and doesn't spend a lot of time doing transition moves. Cruiserweight This is a wrestler, usually a small guy, who uses a lot of high flying moves, but with more transitions and logic than a Spot Monkey would use. Luchadore This is the traditional Mexican style of wrestler, usually very fast with good technique. Super Junior This is a Japanese-style smaller wrestler, who mixes high flying with great technical skills. Technician This is a worker who primarily uses holds and suplexes to beat people, rather than strikes. MMA Crossover This is a worker who used to be involved in Mixed Martial Arts, and so uses a hyper-realistic style of fighting, with strikes and submissions. Brawler This is a worker who likes to use his fists to brawl his way to victory. Psychopath This is a worker who is crazy, and uses weapons based brawling. Very often they have no regard for their own well being, and will hurt themselves during moves. GRADES % F- : 0 to 5.0 F : 5.1 to 11.0 F+ : 11.1 to 17.0 E- : 17.1 to 23.0 E : 23.1 to 29.0 E+ : 29.1 to 35.0 D- : 35.1 to 41.0 D : 41.1 to 47.0 D+ : 47.1 to 53.0 C- : 53.1 to 59.0 C : 59.1 to 65.0 C+ : 65.1 to 71.0 B- : 71.1 to 77.0 B : 77.1 to 83.0 B+ : 83.1 to 89.0 A : 89.1 to 95.0 A* : 95.1 to 100 PROMOTION SIZE "Local - default. Small - over 10% in one region. Regional - over 30% in one region. Cult - over 53% in two or more regions. National - over 71% in 75% of the regions in the home area, and a minimum of 30% in all of them. International - National at home, plus over 45% in 4 or more foreign regions. Global - International, plus 60% in at least 5 foreign regions. The benefits of each size are: Regional – TV Deals Cult – PPV Deals National – Written Contracts International/Global – Fame and fortune PROMOTION AND WORKER RELATIONSHIP Mainstream - allows the use of Entertainers Hardcore - allows the use of Psychopaths Realism - Medium or higher allows the use of Brawlers Daredevil - allows the use of Spot Monkeys Lucha Libre - duh Hyper Realism - allows the use of MMA Crossovers Traditional - allows the use of Technicians, maybe Puroresu style and Entertainers Modern - allows use of Cruiserweights & Super Juniors Pure - allows use of Technicians note: Regular Wrestlers will work well with any style. note: 'Mainstream' allows the use of Managers and Authority Figures as auto-push options. With Mainstream at None, all of my managers were autopushed to Personalities. With some Mainstream added (even 'Very Low'), autopush set 2 people as managers and 2 people as Authority Figures. STAMINA AND MATCH LENGTH Note, this list was compiled with Match Intensity and Match Danger set at 100%. Anything less - 6 minutes max (even 0% stamina!) Low D- (35.1%) - 6 minutes max High D- (41%) - 10 minutes max Low D (41.1%) - 10 minutes max High D (47%) - 10 minutes max Low D+ (47.1%) - 10 minutes max High D+ (53%) - 15 minutes max Low C- (53.1%) - 15 minutes max High C- (59%) - 15 minutes max Low C (59.1%) - 15 minutes max High C (65%) - 15 minutes max Low C+ (65.1%) - 15 minutes max High C+ (71%) - 34 minutes max Low B- (71.1%) - 34 minutes max High B- (77%) - 34 minutes max Low B (77.1%) - 34 minutes max High B (83%) - 49 minutes max Low B+ (83.1%) - 49 minutes max High B+ (89%) - 49 minutes max Low A (89.1%) - 49 minutes max High A (95%) - 90 minute max Low A+ (95.1%) - 90 minutes max High A+ (100%) - 90 minutes max HINTS AND TIPS Giving workers managers, where the Product allows it, can increase the segment rating. For example, a worker who performs in a match has his manager cheering him on ringside; an angle's rating ,even if it's a one person angle where the manager isn't supposed to be present, can be increased with a good manager. Must be noted, however, that a manager and a worker have to work well together for this to work. TV NETWORKS The season starts in March/June/September/December with negotiations in February/May/August/November. POPULARITY OVERSPILL LEVEL Popularity at: 23.0% Overspill increases to: 5.1% Popularity at: 47.0% Overspill increases to: 17.1% Popularity at: 71.0% Overspill increases to: 29.1% Popularity at: 89.0% Overspill increases to: 47.1%
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That's awesome. To the above two posters, thankyou very much for that - having not played since TEW04, all I can say is, the game has changed HEAPS. There are so many new features to come to terms with, that I really don't know where to start.
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Something that a lot of people seem to have trouble with: to schedule a tournament, you don't need to do a storyline or anything like that (although you can). Simply make a match, any match, and put the tournament title on the line like you would any other championship. What you do leading into that is up to your imagination.
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Regarding managers is there any punishment for constantly changing a manager for someone?Realistically it would have a big impact but I've not seen any warnings in the game about doing so. Also the reason I'd have to do that is for some reason i can't get any feedback from my house shows, I ask to look at potential pairings but never get any information, I've had this problem in TEW2007 something I'm missing?
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[quote=Superkevd;438369]Regarding managers is there any punishment for constantly changing a manager for someone?Realistically it would have a big impact but I've not seen any warnings in the game about doing so. Also the reason I'd have to do that is for some reason i can't get any feedback from my house shows, I ask to look at potential pairings but never get any information, I've had this problem in TEW2007 something I'm missing?[/quote] I've never seen problems with changing managers randomly. The only problem you would have is if you see during a match/angle that they have bad chemistry. I know that the things you book for house shows in TEW07 took a while to get feedback on. In TEW08 that's supposed to be a lot quicker - I'm running a small promotion, so I haven't done anything with house shows as of yet.
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One of the things I do when I start any game, is hire 4 managers, give everyone one of the four, and run a show. If there's chemistry, I keep the partnership, if not, I give them another one. After 4 shows I usually get a couple of nice combinations.
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[QUOTE=LoganRodzen;438373]I've never seen problems with changing managers randomly. The only problem you would have is if you see during a match/angle that they have bad chemistry. I know that the things you book for house shows in TEW07 took a while to get feedback on. In TEW08 that's supposed to be a lot quicker - I'm running a small promotion, so I haven't done anything with house shows as of yet.[/QUOTE] Sorry for the OT, but when SHOULD we begin to implement house shows?
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[QUOTE=Poison;438476]What is the distinction between popularity and importance? And is there generally much of a difference between these two stats (in the sense that they're influenced by the same factors)?[/QUOTE] It tells you on-screen if you switch your view between them.
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[QUOTE=Poison;438476]What is the distinction between popularity and importance? And is there generally much of a difference between these two stats (in the sense that they're influenced by the same factors)?[/QUOTE] As Adam said above, they're described for you perfectly well in the game itself (not even in the help files this time :p), and in fact elsewhere on this forum. But oh well: Popularity is pure popularity; how well known your promotion is in a certain area. Importance is your popularity modified by the Importance of the region. So if you had 75% Popularity in the Tri-State (100% Importance), you'd have an Importance rating of 75% for that area, as 75 is obviously 100% of 75. Whereas 75% Importance in Hawaii (70% Importance) would only net you 70% of 75; 52.5% Importance. Importance is a measure of how 'Important' your promotion is in the wrestling world. Being immensely over in a region nobody gives a crap about won't make you very important in the grand scheme of things. You could become an absolute giant in Central Australia and pull in thousands of people to your shows (if you can find thousands of people in Central Australia. I reckon a large portion would be kangaroos. To put things into perspective, the Northern Territory has about 217,000 people in it. Bristol, England's SIXTH largest CITY, has double that), but the world won't care, because Central Australia is a wrestling black hole in the Cornellverse :p
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one tip i have found to be crucial, although it may sound obvious is patience. dont fall into the trap of rushing someone through a push just because you want them at the top of the card. take the time, let them develop, and their momentum/overness increse naturally. long term you will reap more reward.
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[QUOTE=Superkevd;438369]Also the reason I'd have to do that is for some reason i can't get any feedback from my house shows, I ask to look at potential pairings but never get any information, I've had this problem in TEW2007 something I'm missing?[/QUOTE] Do you have them assigned to the house show roster? (Schedule -> House Shows -> View Roster). Also, just because you have someone signed to a written contract [B][I]does not mean[/I][/B] they will/have to work house shows. When negotiating their contract, you have to explicitly put that in as a clause. Some workers will ask for more money to work house shows. Also, when trying to find managerial chemistry, the manager has to be the FIRST person of the two chosen (so the top box is the manager and the bottom box is the worker with 'As Manager' chosen). The syntax then reads "Worker A & Worker B, as manager and client".
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[QUOTE=D-Lyrium;438492]Importance is a measure of how 'Important' your promotion is in the wrestling world. Being immensely over in a region nobody gives a crap about won't make you very important in the grand scheme of things. You could become an absolute giant in Central Australia and pull in thousands of people to your shows (if you can find thousands of people in Central Australia. I reckon a large portion would be kangaroos. To put things into perspective, the Northern Territory has about 217,000 people in it. Bristol, England's SIXTH largest CITY, has double that), but the world won't care, because Central Australia is a wrestling black hole in the Cornellverse :p[/QUOTE] To be fair, Central Australia is somewhat balanced out by South Australia, which has ~1.6 Million people. I knew NT was sparsely populated, but [I]my[/I] town has more people than NT. Does Darwin even have enough people to fit into that gigantic stadium the C-Verse has there?
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One thing I see asked a lot is travel expenses and how they can cut into your bottom line. Something I found and have posted is that when you are dealing with small or regional feds and indy workers, try upping the ppa money when they request travel expenses or merchadise shares. This usually works 9/10 times.
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Any thoughts on raising your popularity for a promotion? I am NYCW and have ran 3 monthly shows. I have a C, C-, and a D+ and have only gained 1.8% in the tri-state. Even in the regional battle I have finished 2nd, 2nd, and 1st. Any thoughts?
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[QUOTE=sabataged;439375]Any thoughts on raising your popularity for a promotion? I am NYCW and have ran 3 monthly shows. I have a C, C-, and a D+ and have only gained 1.8% in the tri-state. Even in the regional battle I have finished 2nd, 2nd, and 1st. Any thoughts?[/QUOTE] Just run cards that are C+ or better. It takes a lot of time, but you'll get there.
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