juggaloninjalee Posted May 25, 2011 Share Posted May 25, 2011 Wasn't there a thread with a lot of calculations on how many wrestlers should be in a mod with what their average stats should be too? I would like to see that thread if I could but I can't seem to find it. Link to comment Share on other sites More sharing options...
MrCanada Posted May 25, 2011 Share Posted May 25, 2011 <p>I recall one being done in relation to the cornelleverse. But I never understood the point to such things. I doubt (maybe Adam can prove me wrong) that when he creates/expands the cornelleverse he really factors in averages and such as too who has what stats. Obviously he know if he wants this worker to be this way the best way to do it, but that has nothing to reflect to the real world.</p><p> </p><p> I'm sure if you just do a search it should come up no? "Cornelleverse Averages" or something maybe.</p> Link to comment Share on other sites More sharing options...
juggaloninjalee Posted May 25, 2011 Author Share Posted May 25, 2011 <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="MrCanada" data-cite="MrCanada" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="31307" data-ipsquote-contentclass="forums_Topic"><div>I recall one being done in relation to the cornelleverse. But I never understood the point to such things. I doubt (maybe Adam can prove me wrong) that when he creates/expands the cornelleverse he really factors in averages and such as too who has what stats. Obviously he know if he wants this worker to be this way the best way to do it, but that has nothing to reflect to the real world.<p> </p><p> I'm sure if you just do a search it should come up no? "Cornelleverse Averages" or something maybe.</p></div></blockquote><p> </p><p> I had tried to search for it but came up with nothing.</p> Link to comment Share on other sites More sharing options...
Derek B Posted May 25, 2011 Share Posted May 25, 2011 http://www.greydogsoftware.com/forum/showthread.php?t=281849 While balancing things exactly as they are in the Cornellverse would be limiting, the thread does give a good idea on how to implement some stats so as to achieve a good gameworld balance overall. Any mod where the stats were too high so that everyone could pull A rated matches all the time or too harsh so that it's impossible to maintain National status would be poorly balanced... this is extremely helpful for providing a basis for a mod, but as is said many times through the thread, not absolute gospel and no substitute for extensive testing and a good understanding of the game by modmakers. Link to comment Share on other sites More sharing options...
juggaloninjalee Posted May 25, 2011 Author Share Posted May 25, 2011 <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="31307" data-ipsquote-contentclass="forums_Topic"><div><a href="http://www.greydogsoftware.com/forum/showthread.php?t=281849" rel="external nofollow">http://www.greydogsoftware.com/forum/showthread.php?t=281849</a><p> </p><p> While balancing things exactly as they are in the Cornellverse would be limiting, the thread does give a good idea on how to implement some stats so as to achieve a good gameworld balance overall. Any mod where the stats were too high so that everyone could pull A rated matches all the time or too harsh so that it's impossible to maintain National status would be poorly balanced... this is extremely helpful for providing a basis for a mod, but as is said many times through the thread, not absolute gospel and no substitute for extensive testing and a good understanding of the game by modmakers. <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> Thank you very much!</p> Link to comment Share on other sites More sharing options...
lazorbeak Posted May 25, 2011 Share Posted May 25, 2011 <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="31307" data-ipsquote-contentclass="forums_Topic"><div><a href="http://www.greydogsoftware.com/forum/showthread.php?t=281849" rel="external nofollow">http://www.greydogsoftware.com/forum/showthread.php?t=281849</a><p> </p><p> While balancing things exactly as they are in the Cornellverse would be limiting, the thread does give a good idea on how to implement some stats so as to achieve a good gameworld balance overall. Any mod where the stats were too high so that everyone could pull A rated matches all the time or too harsh so that it's impossible to maintain National status would be poorly balanced... this is extremely helpful for providing a basis for a mod, but as is said many times through the thread, not absolute gospel and no substitute for extensive testing and a good understanding of the game by modmakers. <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> </p><p> Thanks for the plug/kind words! This is a good summary of what I was trying to show with the thread: a measurable way of comparing game balance. I think some of the comments in the thread showed that my results were eye-opening, especially the numbers involving top national level talent. And yes, I had to say like six separate times that I was never saying games have to conform to the C-Verse.</p><p> </p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="MrCanada" data-cite="MrCanada" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="31307" data-ipsquote-contentclass="forums_Topic"><div>I recall one being done in relation to the cornelleverse. But I never understood the point to such things. I doubt (maybe Adam can prove me wrong) that when he creates/expands the cornelleverse he really factors in averages and such as too who has what stats. Obviously he know if he wants this worker to be this way the best way to do it, but that has nothing to reflect to the real world.<p> </p><p> I'm sure if you just do a search it should come up no? "Cornelleverse Averages" or something maybe.</p></div></blockquote><p> </p><p> </p><p> I explain it in the thread but I'll explain it again here. The point is to see what a fun, balanced stat distribution looks like as a reference point. It also lets you measure if you're making things really hard or too easy. And while the C-Verse is not a 1:1 reflection of the wrestling industry, it does clearly show what the stats of an elite worker, or a mediocre worker, or any kind of worker, are designed to look like in-game. </p><p> </p><p> I'm thinking about starting a new thread where instead of doing large scale breakdowns I do stat by stat analysis in terms of what the game thinks a number like "52" in a brawling stat actually means, based on the information given in-game. But I also work too much to devote a ton of time to showing how the game was built.</p> Link to comment Share on other sites More sharing options...
juggaloninjalee Posted May 25, 2011 Author Share Posted May 25, 2011 <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="lazorbeak" data-cite="lazorbeak" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="31307" data-ipsquote-contentclass="forums_Topic"><div>Thanks for the plug/kind words! This is a good summary of what I was trying to show with the thread: a measurable way of comparing game balance. I think some of the comments in the thread showed that my results were eye-opening, especially the numbers involving top national level talent. And yes, I had to say like six separate times that I was never saying games have to conform to the C-Verse.<p> </p><p> </p><p> </p><p> </p><p> </p><p> I explain it in the thread but I'll explain it again here. The point is to see what a fun, balanced stat distribution looks like as a reference point. It also lets you measure if you're making things really hard or too easy. And while the C-Verse is not a 1:1 reflection of the wrestling industry, it does clearly show what the stats of an elite worker, or a mediocre worker, or any kind of worker, are designed to look like in-game. </p><p> </p><p> I'm thinking about starting a new thread where instead of doing large scale breakdowns I do stat by stat analysis in terms of what the game thinks a number like "52" in a brawling stat actually means, based on the information given in-game. But I also work too much to devote a ton of time to showing how the game was built.</p></div></blockquote><p> </p><p> I love the breakdown of the stats. You did an amazing job of explaining all of your points. It seems like a good starting point for any mod maker really to understand the breakdown of stats.</p><p> </p><p> A long time ago I began a mod using my old wrestling game characters and promotions I made up. Never finished it because once I got so far I felt it was far too easy. I was a bit biased making my personal favorites too skilled basically. This was also about 6 years ago I think.</p><p> </p><p> Considering trying to restart that mod though and was curious on how the stats broke down like this.</p> Link to comment Share on other sites More sharing options...
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