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The GDS RTL League: Sign-up/Discussion Thread


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So, with an overwhelming majority leaning towards public stats, I've put together a mocked up character sheet that is subject to change when the demo comes out. I've based everything off the dev journal, so this is just a temporary thing until I see what's available for me to put on.

 

You'll find it under the Current Season tab on the site.

 

EDIT: One can now also find summaries for Seasons 2 and 3, as well as profiles of Diamond, Nuclear Templeton, Scott Stevens, and Thor Hammerskald to go with those for Ben Stanton, Breaker, and The Phoenix. All are found under the appropriate tabs on the main page. (Added Nov. 4, 5:18 pm EST)

 

EDIT 2: changed a few things on Ben Stanton, Diamond, and Thor Hammerskald's pages. Also cleaned up the sample character sheet and added profiles for the following: Pizza Mask III, Psycho Sam, Robbie Maynard, Sean, El Demonio de Sangre, Ly Quang Bao, Johnny Triumph, and Tarik Nolan. At this time, only 12 profiles and three seasons need to be added to the site. (Nov. 6, 3:55 pm EST)

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<p>I have profiles typed up, just need to add them to the site. Hoping to get the last seasonal summaries done and have that posted before I go out of state for the weekend. Then it just becomes an impatient waiting game....</p><p> </p><p>

EDIT: All character profiles and the first four season summaries are now live on the site. I'll get the last two seasons after the weekend.</p>

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<p>Updates:</p><p> </p><p>

I'm nearly done with the implementation of a revised popularity system. It will be aesthetic for the most part, based on record.</p><p> </p><p>

I'm going on record now and saying that I hope we get a good turnout. I'd like to top the League high mark of 20 and would love a full field of 32. Tentative start is still mid to late January (perhaps after my birthday).</p><p> </p><p>

Due to impending events (Christmas shopping and other, more somber things) I may not have a full version to play with until mid-December. Trying to get tickets before they sell out and likely having to purchase clothes for pallbearer duties are just a tad more important.</p><p> </p><p>

Tomorrow, Fates willing, I plan on getting Season Five results posted.</p>

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Updates:

 

I'm nearly done with the implementation of a revised popularity system. It will be aesthetic for the most part, based on record.

 

I'm going on record now and saying that I hope we get a good turnout. I'd like to top the League high mark of 20 and would love a full field of 32. Tentative start is still mid to late January (perhaps after my birthday).

 

Due to impending events (Christmas shopping and other, more somber things) I may not have a full version to play with until mid-December. Trying to get tickets before they sell out and likely having to purchase clothes for pallbearer duties are just a tad more important.

 

Tomorrow, Fates willing, I plan on getting Season Five results posted.

 

Do what ye need, sir. Sorry, as well.

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<p>As of right now (11/18), all character profiles and season summaries are live and should be working on the site.</p><p> </p><p>

The rest of the week before the demo comes out is going to be spent setting up my spreadsheet for the new engine and trying to make sure what I want to have work, actually does work and that I won't need six different pages to do what I need it to. I don't want a spreadsheet like the previous version, which had about thirty different pages by the time all was said and done. <img alt=":eek:" data-src="//content.invisioncic.com/g322608/emoticons/eek.png.0e09df00fa222c85760b9bc1700b5405.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p>

I expect to open the floor to applications around mid-December (once I get my full copy of the game, Fates willing), and I'll likely keep to a two-thread system to reduce clutter in the game thread. Unlike in this area though, I'll probably not split up the seasons into different threads unless it's really slow in the WS3 dynasty section. That said, in order to help my organizational sanity and to reduce the stress on my PM inbox, I'll be switching sign-ups and training to an email-only system so I can organize things much easier.</p>

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<p>Update (11/22):</p><p> </p><p>

I've been working on the new spreadsheet I'll be using for Season Seven and beyond. Most of the basic functionality is working as expected. I'm currently looking through all of the past seasons and adding finishes to the legacy results, which is also giving me a good idea of what to expect stats wise after a few seasons and thus how to balance any newcomers after X number of seasons. It is possible that after I enter all six prior seaskns of stats that I may do a "What If?" bit on how characters would fare if prior season stats were being kept.</p><p> </p><p>

About to start looking through Season 3 results now. I'll have more to report on other new features when the demo hits this weekend and I can really start getting my hands dirty.</p>

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<p>So, I've ported results from all 811 singles matches from the previous run into the spreadsheet I'm using for the new game. Without making subtractions for finishers and signatures, here are some fun facts if the new season started with everything carried over.</p><p> </p><p>

THE LEAGUE ORIGINALS</p><p> </p><p>

Under the new system, those wrestlers who stayed in The League through all six seasons would have in the neighborhood of 29,000 XP to spend. That amounts to close to 2,000 stat points, enough to max out two of the new stats and not much else. High total is Johnny Triumph, with 34,072 XP (2,067 stat points). The presence of managers can also be seen by comparing that total to those of Diamond and Phoenix, both of whom had managers for four seasons. (Diamond: 29,205 XP / 1,980 stat points. Phoenix: 28,746 XP / 1,968 stat points.)</p><p> </p><p>

ONE SEASON COMPARISONS</p><p> </p><p>

With three people only entering The League for one season, there is a good benchmark to see what to expect from one season. Breaker and British Warrior (who, remember, finished Season One as #1 and #2) gained about 45 Overall (energy) and about 5,000 XP, good for 1,100 stat points. Psycho Sam's (Season Six) totals are inflated due to a longer season but rate comparably.</p><p> </p><p>

THE OVERALL AND SPIRIT STATS</p><p> </p><p>

Since popularity is basically esoteric in this version, every match now affects a wrestler's Overall stat, which serves as the equivalent of WS2's popularity. Highest gain over six seasons is, no surprise, Nuclear Templeton with a near 300 point increase over that span. Once the demo hits and I see what a difference that much Overall makes, I can figure on how to handle new entrants after Season Seven.</p><p> </p><p>

Also expected to be changed a bit is the Spirit stat. Instead of a flat assigning of points for postseason action, the same formulas from the regular season are used to determine the amount of Spirit gained for postseason play. (Tag Team Turmoil is now 6 for winners, 3 for runners-up.) This leads to amounts topping off at 70 for League Originals who have been successful--Nuclear in this case--out of a new cap of 1,000. This may be the one thing I change up once I get more data available. </p><p> </p><p>

-----</p><p> </p><p>

Overall, I think porting everything to see what extended time will do to stats helped me see that the sheet is basically ready to go, barring a body health mechanic (which needs the demo at any rate). Any questions, feel free to ask.</p>

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<p>Day One Demo notes:</p><p> </p><p>

After seeing the new game database, I've increased the starting XP to be more in line with even the lowest of workers in the C-Verse. I've also decided to allow some points in Spirit to begin with due to how the mechanics work.</p><p> </p><p>

I've finished adopting the attribute/trait system to something I want to use for The League, and will work on getting a page set up on the website listing the costs for each of them.</p><p> </p><p>

Due to how the game works (inability to see body health after the match ends), I'm scrapping the Body Health mechanic until such time as it becomes viable to use. I am also working on "standardizing" the rule set for League matches because of the removal of locations in the game.</p><p> </p><p>

I've got a few things to finish checking, but when the WS3 Dynasty Forums open, there is a chance (admittedly, an outside chance) that a League V.2 Discussion thread will be making an appearance with an application and possibly a revised rule sheet before the end of November.</p><p> </p><p>

Spread the word, folks. The League is coming back.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Psycho Sam" data-cite="Psycho Sam" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="27787" data-ipsquote-contentclass="forums_Topic"><div>Hm...how would stuff like abilities and movesets be held? Given the unlimited move choices, how would you determine the limit?</div></blockquote><p> </p><p> Abilities I have something in mind for.</p><p> </p><p> Movesets...that will largely be limited at first by stats. But I'll think over any problems tht might come about.</p>
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