The Shape Posted February 14, 2010 Share Posted February 14, 2010 I'm getting this note a lot a few months into my SWF game, and I'm just wondering how it all works, what it takes into account and how big a penalty it gives. I'm getting it for workers with gimmick ratings up to B (and they themselves are dropping fast in general despite generally high rated segments and so on, which is worrying). They're all in storylines as well. So is it pretty much a turn or a gimmick change that is needed to avoid it? And is it really that big a deal? And on the gimmick rating note in general, is there anything that can slow down the majority of declines or is it just going to be necessary to make slight changes every six months or so? Link to comment Share on other sites More sharing options...
Benrollo Posted February 14, 2010 Share Posted February 14, 2010 This isn't really so much an answer as a cheap solution to your problem, but if you didn't want to change the worker's gimmick could you not just clone the gimmick and just rename it with a '(2)' or something at the end? Link to comment Share on other sites More sharing options...
jesterx7769 Posted February 14, 2010 Share Posted February 14, 2010 Since gimmicks have a big effect in SWF you need to either change their gimmick or turn off the gimmick effects. Link to comment Share on other sites More sharing options...
The Shape Posted February 14, 2010 Author Share Posted February 14, 2010 Since gimmicks have a big effect in SWF you need to either change their gimmick or turn off the gimmick effects. That's what's annoying though, as there's a separate penalty for bad gimmicks and some of these guy's gimmick ratings are B.... Link to comment Share on other sites More sharing options...
jesterx7769 Posted February 14, 2010 Share Posted February 14, 2010 Gimmick ratings are seperate from them going stale. If you dont want them to go stale turn off that part in preferances. Link to comment Share on other sites More sharing options...
Gigas Posted February 14, 2010 Share Posted February 14, 2010 from my experience, going stale means you need to turn. You can turn it off so characters dont go stale, and still get gimmick ratings. Link to comment Share on other sites More sharing options...
The Shape Posted February 14, 2010 Author Share Posted February 14, 2010 from my experience, going stale means you need to turn. You can turn it off so characters dont go stale, and still get gimmick ratings. lol then it's asking me to turn everyone every couple of years looking at the "last turned" stat xD Cheers though. Link to comment Share on other sites More sharing options...
LucianCarter Posted February 14, 2010 Share Posted February 14, 2010 A gimmick change OR a turn will make them less stale. What I've never been sure of is if you make a more dramatic change (something that requires off screen time) will it stay fresh longer than if you don't? Link to comment Share on other sites More sharing options...
Derek B Posted February 14, 2010 Share Posted February 14, 2010 A gimmick change OR a turn will make them less stale. What I've never been sure of is if you make a more dramatic change (something that requires off screen time) will it stay fresh longer than if you don't? Yes to the first bit, a turn or gimmick change will refresh a character. Mr Ryland himself stated this back in TEW08. Yes to the second bit too. Changing a gimmick to another in the same category (legit to legit) isn't a major change, so it gets stale more quickly than if you were changing between two gimmick types (legit to brute, for example). Link to comment Share on other sites More sharing options...
The Shape Posted February 15, 2010 Author Share Posted February 15, 2010 So does anyone know how substantial the penalty is for stale characters on seg/match ratings? =D Link to comment Share on other sites More sharing options...
Derek B Posted February 15, 2010 Share Posted February 15, 2010 So does anyone know how substantial the penalty is for stale characters on seg/match ratings? =D It starts as just a tiny penalty less than 1.0% and gets worse the more stale they get. Link to comment Share on other sites More sharing options...
Ryzen Posted February 15, 2010 Share Posted February 15, 2010 It starts as just a tiny penalty less than 1.0% and gets worse the more stale they get. For real life reference, see: Waltman, Sean 1995-present. Link to comment Share on other sites More sharing options...
praguepride Posted February 15, 2010 Share Posted February 15, 2010 It starts as just a tiny penalty less than 1.0% and gets worse the more stale they get. I noticed when I first start a game most of my workers are considered "stale" I just ignore it until it starts showing up on actual road agent notes, although if I have plans already to change their character (i.e. it's a minor change) I'll do it a bit sooner then planned. For diary purposes I'll just make the change and make it a subtle shift. So a ****y Youth going to Arrogant Heel would probably be just a few altered bits of dialogue, nothing worth lampshading by writing a storyline around it. Link to comment Share on other sites More sharing options...
D16NJD16 Posted February 15, 2010 Share Posted February 15, 2010 I noticed when I first start a game most of my workers are considered "stale" I just ignore it until it starts showing up on actual road agent notes, although if I have plans already to change their character (i.e. it's a minor change) I'll do it a bit sooner then planned. For diary purposes I'll just make the change and make it a subtle shift. So a ****y Youth going to Arrogant Heel would probably be just a few altered bits of dialogue, nothing worth lampshading by writing a storyline around it. I do the same Link to comment Share on other sites More sharing options...
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