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TEW2010 Developer's Journal Discussion


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Moving on to the next item: The only thing that would make the Dev Journal better would be if it came out as a bathroom reader... ;)

 

Well, you could always print it out, I guess, for the sake of convenience.

 

Anywho, I like the journal . Takes me back to the good old days when I was looking forward to the hot new video game that was coming out. Except with this, we get new information every day... well, every weekday anyway.

 

Can't wait to see what's next.

 

:)

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I think we may want to find out exactly or at least roughly how the TEW08 'non-PST' setting actually rates shows before we try giving advice on the precise differences.

 

So far, we've got a guess. It sounds like a good guess to me. But it might be wrong.

 

Definately. After all, I'm 99% sure that Adam has insinuated that there's a penalty to the show grade if the last match is the worst on the card before. However, whether this is included in the PST (I would think it was, but don't know), or is counted seperately so non-PST shows aren't rated solely on averages is purely speculation until the game is released.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="LoganRodzen" data-cite="LoganRodzen" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="25024" data-ipsquote-contentclass="forums_Topic"><div>Understood. I guess our opinion on what 'opinion' actually means differ. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /> I have always been under the impression that an opinion need no factual basis (that's what makes it an opinion) - a belief or judgment that rests on grounds insufficient to produce complete certainty. <p> </p><p> </p></div></blockquote><p> </p><p> Has Adam released a buggy game within the past 5-6 years? From my experience in the past 5 years he hasnt so I wouldnt expect anything different this time around. IMO he is the only developer I currently purchase from that I know I will be able to play the game as soon as its released. Its a nice feeling:)</p>
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The User Talents feature sounds pretty nifty... and it'll be extra spiffy if there's some some reference to your talents during gameplay — so that you know when exactly your talents are working for you or against you (although I guess that'd depend on how noticable and/or frequent the pros/cons are)
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="praguepride" data-cite="praguepride" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="25024" data-ipsquote-contentclass="forums_Topic"><div>TEW = RPG!? <p> </p><p> Seriously though, we can now level up! Awesome.</p></div></blockquote><p> I'm not exactly sold on this feature yet. I haven't seen it in action, so I'm really sure how it works out, but as it sounds right now.. I'm not sure if I like it or not. One of the things in TEW that I like is the fact that it's all about me controlling a promotion. Not a player I create, but me, myself. If I know how to negotiate with the AI, then I'm a good negotiator, if I know how to properly discipline the locker room, then I'm a good locker room leader and so forth.</p><p> </p><p> But of course, if I can just set all the attributes to 5, which sets me to have no advantages or disadvantages, then it's not a gamebreaker. And Adam doesn't even have a track record of insterting gamebreakers into his games, either.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TeemuFoundation" data-cite="TeemuFoundation" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="25024" data-ipsquote-contentclass="forums_Topic"><div><p> </p><p> But of course, if I can just set all the attributes to 5, which sets me to have no advantages or disadvantages, then it's not a gamebreaker. And Adam doesn't even have a track record of insterting gamebreakers into his games, either.</p></div></blockquote><p> </p><p> I also wouldn't be surprised if you're allowed to "not set" points to increase game difficulty.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Mr T Jobs To Me" data-cite="Mr T Jobs To Me" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="25024" data-ipsquote-contentclass="forums_Topic"><div>Sweeeeet, I never even thought of this but I love it. <p> </p><p> Somebody needs to introduce Adam Ryland to American Football, I think if he made a football game nearly as excellent as TEW that he would be a rich man indeed.</p></div></blockquote><p> </p><p> QFT, I've been longing to get my hands on a decent football sim, so far, zip.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="25024" data-ipsquote-contentclass="forums_Topic"><div><strong>#6: User Talents</strong><p> </p><p> Adding a personal touch to the user experience, User Talents allow the player to give their avatar specific strengths and weaknesses for each game.</p><p> </p><p> When starting a new game, the player has 20 points available to spend on four categories, each of which can run from 0 to 10 points (and start at 0, obviously). If a category is given 5 points, that is considered the default level and the player will therefore gain no advantages or disadvantages from that category. If the category is given more than 5 points the user will get positive benefits from that area, and on the flip side, being given less than 5 points means the user will get a negative effect from that category. Obviously, the higher or lower the score, the greater the effects.</p><p> </p><p> The categories are:</p><p> </p><p> Negotiating: A high negotiating score means that the user will find the patience bar during negotiations goes down slower, and workers will have be willing to accept slightly worse offers than they would otherwise do.</p><p> </p><p> Motivating: A high motivation score means that the user has the ability to get his workers fired up, meaning they have less chance of having "off days" or not performing up to the best of their abilities.</p><p> </p><p> Creativity: A high creativity score means that there is a better chance that turns and gimmick changes triggered by the user will go down well.</p><p> </p><p> Leadership: A high leadership score means that the user has better control of the locker room, meaning worker morale and behaviour will be better.</p><p> </p><p> Therefore the user has the choice of whether to take a balanced approach or to give himself strengths and weaknesses. He could give 5 points to each category, thus meaning that they are all at default and so the user would have no advantages or disadvantages, or he could choose to give one category a whole 10 points, making him fantastic in that area, but then have to weaken at least one other category.</p><p> </p><p> The player will slowly gain more points as he progresses through the game, which he can then spend on improving categories.</p></div></blockquote><p> </p><p> @Teemu: The 5-5-5-5 setting would leave you exactly as you play 08 now. Any other setting will have direct and obvious consequences within the game itself. Being set high on Negotiations for example will mean you can sign people for less than other people. It is NOT the way you seem to think it is.</p><p> </p><p> @Prague: If you don't want to give yourself points then you don't have to. It's fun. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png"></p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="derek_b" data-cite="derek_b" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="25024" data-ipsquote-contentclass="forums_Topic"><div><p> </p><p> @Prague: If you don't want to give yourself points then you don't have to. It's fun. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p></div></blockquote><p> </p><p> So you could go for four zeros? Cool.</p><p> </p><p> And I think going high on Negotiations from day one seems like the way forward. A 7-3-4-5 split seems like the ideal for me for a small fed - or a 3-7-8-2 for a big fed, as who cares about money/locker room stuff when you can pay what you want, and just bring in a bunch of locker room leaders? <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
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The User Talents feature sounds intriguing. The only problem I have is the 20 point limit. TEW's always been a game you can play however you want, you could create global promotion full of guys with 100s in every skill and popularity if you wanted...it seems kind of out of place to put a cap on this. Other than that, I like it.
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="mad5226" data-cite="mad5226" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="25024" data-ipsquote-contentclass="forums_Topic"><div>This is my favorite feature so far I think. One question i have that I don't think he mentioned, are you able to gain points throughout your "career" or is it a one time only type thing.</div></blockquote><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="25024" data-ipsquote-contentclass="forums_Topic"><div>The player will slowly gain more points as he progresses through the game, which he can then spend on improving categories.</div></blockquote><p> People, Adam is doing the Journal for you to read. Why don't you read it? <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
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<p>I still like the Narrative and National Trends features better myself, but this sounds fantastic to me. It'll definitely change the way I play TEW.</p><p> </p><p>

Honestly, it sounds like the game's taking a big step up this year, IMHO.</p><p> </p><p>

<img alt=":eek:" data-src="//content.invisioncic.com/g322608/emoticons/eek.png.0e09df00fa222c85760b9bc1700b5405.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>

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These User Talents sound like a nice little feature and I might play around with them if I intend certain siutations. Like say boosting my Leadership if I were trying to play an all troublemaker promotion. But in general it doesn't seem like anything I'll be interested in. Still, it builds upon the customization of the game so that's a good thing.
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The new feature is nice. Anything that gets your user character more involved within the game I think is neat-o. The negotiations and motivation will most likely be the ones I use more of. Signing workers for cheaper and keeping people from having "off-nights" and such will come in handy when starting my local-based promotion. Money is of the essence and there is no room for sloppiness! <img alt=":D" data-src="//content.invisioncic.com/g322608/emoticons/biggrin.png.929299b4c121f473b0026f3d6e74d189.png" src="<___base_url___>/applications/core/interface/js/spacer.png" />
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Day_Dreamer" data-cite="Day_Dreamer" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="25024" data-ipsquote-contentclass="forums_Topic"><div>QFT, I've been longing to get my hands on a decent football sim, so far, zip.</div></blockquote><p> </p><p> Have you tried football mogul?</p>
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<p>Don't even drag this thread down by bringing in the "mogul"games <img alt=":rolleyes:" data-src="//content.invisioncic.com/g322608/emoticons/rolleyes.png.4b097f4fbbe99ce5bcd5efbc1b773ed6.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p>

Don't you dare.</p><p> </p><p> </p><p>

Anyway, I'm curious what the real advantages to "Leadership" and "Creativity" are. Like the Negotiations are HUGE!!!! and motivation is also HUGE!!!! especially if you're workers aren't the most consistent.</p><p> </p><p>

As someone mentioned, lockerroom stuff is fairly easy to balance and it's already pretty easy to get gimmicks and turns to pull off so you'd really need to beef those areas to compete with the first two.</p><p> </p><p>

I'm thinking for "Creativity" if storylines were to generate heat more often, angles had very slight bonuses, and there was a huge, visible impact to gimmicks (like 10 pts = Full letter grade bump / 0 pts = full letter grade loss) then I could see that being tempting to dump points in for SE feds.</p><p> </p><p>

As for morale, if it impacts more then just locker room stuff but also reduces morale impact for jobbing people, lets you get around creative control a bit more, maybe lets you be "forgiven" for "forgetting" about a title promise, and influencing loyalty. that would make it a very tempting offer (while on the flipside creative control would be super strict, people would HATE jobbing and the chances of them refusing to negotiate/jumping ship would be higher).</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="dvdWarrior" data-cite="dvdWarrior" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="25024" data-ipsquote-contentclass="forums_Topic"><div>I still like the Narrative and National Trends features better myself, but this sounds fantastic to me. It'll definitely change the way I play TEW.<p> </p><p> Honestly, it sounds like the game's taking a big step up this year, IMHO.</p><p> </p><p> <img alt=":eek:" data-src="//content.invisioncic.com/g322608/emoticons/eek.png.0e09df00fa222c85760b9bc1700b5405.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p></div></blockquote><p> </p><p> I must agree with this fella, this is an EX--CELLENTO addition, and will create lots of interest to games.</p>
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