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As A New Player: Long Questions for Vets by Newbs


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Big thanks to anyone willing to take the time to answer some of these, and I hope new players can add their questions that aren't as easily accessible on the forums without endless searching through “small questions” threads.

 

First of all, let me say that I've been purchasing GDS products since the first WMMA came out, so I'm not completely new to the system or methodology of Adam and his team. I stuck with the WMMA games simply because it is my passion as I participate in the sport. However, recently, I jumped over to TEW because I got to watching some live streams of 1980s and mid-90s events.

 

Rewatching those old shows got me remembering when I use to spend hours as a kid creating my own organization with literally hundreds of players, all with their own personalities, stables, alliances, etc.. etc... I mean, I had it to the point to where I was creating random hat-draws of Royal-Rumble like events and keeping in line title shots and contentions in over a handful of belts. In other words, I was a huge nerd who was not allowed to watch TV often :) Thus, I found my way to buying TEW 2013, to essentially virtually live the fantasies I conjured up as a young fella.

 

With all that said, I look onto this established series with a fresh pair of eyes, and I do have a few questions/comments that, while I am sure they have been asked before, are likely better simply bundled here.

 

I assume it will also help others who are joining in for the first time.

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Angles: First of all, these are quite daunting for someone that has not played this game before. Don't get me wrong, I am glad there are so many options, but it would be helpful if some sense was made of some. or us who cannot assume like veterans of the series.

 

(1) Same-Day Event/Future Event: When I set “X begs Authority for shot at Y, Authority accepts”, is it assumed that accepting is for THAT show? Is there a way to differentiate between an acceptance for that very show, or one for a later date?

 

(2) Chaining Angles: If I have a storyline set for X vs Y/Z for instance, and I have “X challenge Y” and “Y accepts challenge”, then have “Z abduct X” during the show... is that considered a useful chain or an unfinished and confusing chain via the game logic? In other words, can that incident carry over to later shows, or am is my storyline better served to have X still fight Y THAT event?

 

Storylines: Again, I love the fact they are here. The trouble is that it is almost the opposite of Angles... there's almost no information on how this functions for a newbie.

 

(1) Basics: I know I write stuff in to help myself. I know I set major/minor players, though I'm not sure what that means precisely, and I know roles can change. Other than that, I'm not sure how it plays into anything.

 

(2) How Many: I know this drastically changes depending on company and roster, but my question is more meta-level. Is it good to have many or few? Is there a downside (other than confusion) to having many?

 

Shows in General: Unlike MMA events, Wrestling shows can happen more often with the same fighter continually showing up (as long as he isnt asking for less or injured of course), but what is the basics of frequency.

 

(1) Clearly being a big-time company or regional company can change this. Again my question is more meta-level. Is there a level that simply is not condusive to growth for companies? Or is it simply the case that more is better across the board?

 

(2) Rematch frequency: I am assuming this is due to many different variables, but just to be thorough I figured I should ask. Is having two guys fight often, especially if your show is not on TV, a bad thing? In a company where there are only 16-25 fighters, rematching seems unavoidable. Is simply changing the style of the match up, or creating quality “cheap win” endings sufficient to avoid match ups becoming stale?

 

(3) Fans Not Buying it: This question has a very specific example. I have a league with 25 fighters, and most are lightweight-middleweight. So I went out and got myself a Big Heavyweight who is a 90 or so in all the appropriate categories for being a big-scary villain. So I have a show wherein first he demolishes a fighter in an opener (he's lowcard push). Throughout the show I then have him destroying people via running in the ring and destroying a tagteam, as well as backstage destruction and monster-rush at the finale to destroy two smaller maincarders. Problem is, the crowd seems generally uninterested. I'm wondering if its worth trying to do what I'm doing (creating a monster despite his low grade), or if I should scrap the idea because the game logic does not allow it. Honestly, I don't understand the game enough to know if I'm wasting my time on the idea (and yes he is set to all the proper gimmick etc..).

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As for angles and storylines, you're putting too much thought into how things work under the hood there. In fact, they just don't work how you seem to think they do at all. Angles and storylines don't keep track of what actually happens in the angles, just the ratings and the successes and defeats (if any) within the angles. In a Cena/Ryback storyline, I could have Booker T opening the show announcing a match between Cena and Ryback (which I don't book with the angle), and then have Cena squash Heath Slater and just Ryback in a random backstage segment not involving Cena and nothing else for the show, and it wouldn't matter. There wouldn't be any kind of penalty as far as those individual angles and the storyline goes.

 

I'm not sure there's a penalty to having too many storylines. I doubt there is. Storylines can help get workers over and help angle/match ratings I believe if they advance the storyline. Depending on your product then too few storylines, or too few good storylines, can hurt the overall grade of the show, quite significantly. Basically entertainment-based feds demand a minimum, while performance based feds generally don't require any. I don't think they hurt, though.

 

As for rematches, I believe it's no more than 3 matches within a 6-month time span, UNLESS they put on a better match than any of their last 3. Something like that. Point is a fourth match is going to take a hit unless it's the best one they've had.

 

As for the monster thing, if his popularity is low he's not going to score good ratings generally, especially not if he's in angles with guys of even lower popularity.

 

I might not be correct on all of this and I'm sure someone will correct me if I'm wrong on something, but I'm pretty sure I'm right on most of it. :p

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Appreciate the input CP. And I did have an inkling that angles worked in a less dynamic fashion, like you denoted. Wishful thinking that it was hyper-dynamic in that effect :)

 

Thanks again and hope there's some more info that'll come from others that may have specific experiences with these types of questions I'm posing.

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(1) Same-Day Event/Future Event: When I set “X begs Authority for shot at Y, Authority accepts”, is it assumed that accepting is for THAT show? Is there a way to differentiate between an acceptance for that very show, or one for a later date?

 

You can do both. There is a drop down menu to choose the event.

 

(2) Chaining Angles: If I have a storyline set for X vs Y/Z for instance, and I have “X challenge Y” and “Y accepts challenge”, then have “Z abduct X” during the show... is that considered a useful chain or an unfinished and confusing chain via the game logic? In other words, can that incident carry over to later shows, or am is my storyline better served to have X still fight Y THAT event?

 

As long as X, Y, Z are participant in a storyline you created, then it's all part of the chain. The game doesn't recognize if angle don't "make sense" or not.

 

Storylines: Again, I love the fact they are here. The trouble is that it is almost the opposite of Angles... there's almost no information on how this functions for a newbie.

 

It is a way for you to organize who is feuding with who in your angles. All angles that these men are involved in are listed under your storylines. Depending on how many "successes" a worker gains during any given storyline will provide a momentum boost once the storyline ends or once they leave the storyline.

 

(1) Basics: I know I write stuff in to help myself. I know I set major/minor players, though I'm not sure what that means precisely, and I know roles can change. Other than that, I'm not sure how it plays into anything.

 

A worker can only be a major participant in one storyline at a time. You can be a minor participant as many times as you'd like. This only effects the momentum rewards/penatlies.

 

All the writing stuff/descriptions is for your benefit only.

 

(2) How Many: I know this drastically changes depending on company and roster, but my question is more meta-level. Is it good to have many or few? Is there a downside (other than confusion) to having many?

 

Better to have a bit more then too little. If your roster is too small, you may lose prestige as it'll reflect on your company poorly. Too much though and you'll find it harder to put them all on your events.

 

Shows in General: Unlike MMA events, Wrestling shows can happen more often with the same fighter continually showing up (as long as he isnt asking for less or injured of course), but what is the basics of frequency.

 

Depends on overness. A main eventer can appear for much longer than say, an opener. You'll get a note at the end of a show that said worker was overexposed and there are penalties for that worker.

 

(1) Clearly being a big-time company or regional company can change this. Again my question is more meta-level. Is there a level that simply is not condusive to growth for companies? Or is it simply the case that more is better across the board?

 

I'm not sure I understand this question.

 

I suppose if you mean at what point is more not better? Maybe if your cult and you'd like to go national, but feel you're not ready and you don't have enough money in the bank, don't. That can be changed on your company page under promotions. Bills go up, fans expect more in terms of production and in worker overness. Better to be too ready than underprepared.

 

(2) Rematch frequency: I am assuming this is due to many different variables, but just to be thorough I figured I should ask. Is having two guys fight often, especially if your show is not on TV, a bad thing? In a company where there are only 16-25 fighters, rematching seems unavoidable. Is simply changing the style of the match up, or creating quality “cheap win” endings sufficient to avoid match ups becoming stale?

 

I've only used the WWE in this game, which is an entertainment based promotion. In it, you can only repeat matches three times in six months before seeing a penalty in match ratings. I'm sure it is different in puro promotions, but I'm not sure.

 

(3) Fans Not Buying it: This question has a very specific example. I have a league with 25 fighters, and most are lightweight-middleweight. So I went out and got myself a Big Heavyweight who is a 90 or so in all the appropriate categories for being a big-scary villain. So I have a show wherein first he demolishes a fighter in an opener (he's lowcard push). Throughout the show I then have him destroying people via running in the ring and destroying a tagteam, as well as backstage destruction and monster-rush at the finale to destroy two smaller maincarders. Problem is, the crowd seems generally uninterested. I'm wondering if its worth trying to do what I'm doing (creating a monster despite his low grade), or if I should scrap the idea because the game logic does not allow it. Honestly, I don't understand the game enough to know if I'm wasting my time on the idea (and yes he is set to all the proper gimmick etc..).

 

It depends highly on his overness, or what said ratings are in those angles. However, even if he were high in say, menace, if his overness sucks, the ratings will suck as the fans will not care. This wasn't like that before, but in this version is was fixed, as many were exploiting this.

 

 

Also, keep in mind that if you're running a company that's puro based, he will fail no matter what if he cannot wrestle.

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Big thanks Afroman. Just like with WMMA this game is a lot to take in for a first-timer. I figure I'll have to do a couple trial-runs before I really put full effort towards a long-term game, but it certainly helps to have the forums :)

 

Still trying to get use to all the verbage and jargon as well.

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Big thanks Afroman. Just like with WMMA this game is a lot to take in for a first-timer. I figure I'll have to do a couple trial-runs before I really put full effort towards a long-term game, but it certainly helps to have the forums :)

 

Still trying to get use to all the verbage and jargon as well.

 

Oh yeah, if you've never played before, I highly reccomend a practice run. I've been playing Rylands games since 2002-03 and there's a lot of overlap in each of them.

 

As for wrestling verbiage, there is a wiki page on it to help you out.

 

http://en.wikipedia.org/wiki/Wrestling_Slang

 

Welcome to the TEW community btw, I hope you enjoy the game!

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(1) Basics: I know I write stuff in to help myself. I know I set major/minor players, though I'm not sure what that means precisely, and I know roles can change. Other than that, I'm not sure how it plays into anything.

 

Workers can only be in a major role in ONE storyline in the company. They can be minor players in as many storylines as you wish. Also, people in major roles in storylines derive much greater benefits (or penalties) as a result of their participation in the storyline.

 

(2) How Many: I know this drastically changes depending on company and roster, but my question is more meta-level. Is it good to have many or few? Is there a downside (other than confusion) to having many?

 

Short answer: As many as you want. I use storylines to keep my feuds clear. Since I tend to play many games at once, when I load up a particular save, all I have to do is click on Storylines and it tells me what I was doing and where my focus was.

 

Shows in General: Unlike MMA events, Wrestling shows can happen more often with the same fighter continually showing up (as long as he isnt asking for less or injured of course), but what is the basics of frequency.

 

Main eventers expect to be used at least 50% of your shows (or, one in two). Upper midcarders are generally similar. Midcarders are 25% (1 in 4) and lower than that is, of course, lower. Now, personalities can act as a modifier to this (so you might have a main eventer who wants to be used on every show if they're egotistical) and people don't exist in a vacuum on your roster. If one of your upper midcarders is a main eventer in another promotion in your area and s/he is pushed heavily and picks up lots of overness, they will demand a higher push and more frequent usage.

 

(1) Clearly being a big-time company or regional company can change this. Again my question is more meta-level. Is there a level that simply is not condusive to growth for companies? Or is it simply the case that more is better across the board?

 

Personal preference. For me, I try to make sure that every worker I care about is in a major role in a storyline. Even my managers have their own storylines. For example, if my top face and top heel are feuding, their managers will be in a (separate) storyline since they're going to be appearing together a lot and the wrestlers' popularity will "fluff" the managers' storyline heat. This is easier to do for me since I only play women's promotions so my managers are often in-ring capable as well (Lacey and Traci Brooks, for example) so the momentum and overness they get from their storyline can be useful to me whereas a manager with high momentum who doesn't wrestle is next to useless in a meta sense.

 

(2) Rematch frequency: I am assuming this is due to many different variables, but just to be thorough I figured I should ask. Is having two guys fight often, especially if your show is not on TV, a bad thing? In a company where there are only 16-25 fighters, rematching seems unavoidable. Is simply changing the style of the match up, or creating quality “cheap win” endings sufficient to avoid match ups becoming stale?

 

No. You bring new people into the matchup (so run a 3/4/5/6-way match) to avoid the repetitive match penalty. Or, turn it off, since it doesn't seem to fit reality (where workers can fight each other 3 times in as many months, even at the highest promotion levels).

 

(3) Fans Not Buying it: This question has a very specific example. I have a league with 25 fighters, and most are lightweight-middleweight. So I went out and got myself a Big Heavyweight who is a 90 or so in all the appropriate categories for being a big-scary villain. So I have a show wherein first he demolishes a fighter in an opener (he's lowcard push). Throughout the show I then have him destroying people via running in the ring and destroying a tagteam, as well as backstage destruction and monster-rush at the finale to destroy two smaller maincarders. Problem is, the crowd seems generally uninterested. I'm wondering if its worth trying to do what I'm doing (creating a monster despite his low grade), or if I should scrap the idea because the game logic does not allow it. Honestly, I don't understand the game enough to know if I'm wasting my time on the idea (and yes he is set to all the proper gimmick etc..).

 

AfroMan hit the nail on the head but I just wanted to make a simple point.

 

The fans will buy whatever you sell as long as it involves someone they care about. Again, this matches real life very closely. No matter what people say or think about John Cena (for example), he's still making the company money hand over fist because, through it all, people CARE. If you run a video of your top worker taking a dump, the fans will like it more than your super entertaining midcarder cutting a scathing, CM Punk circa 2011 promo. It's a game, the results are often binary and straight forward. Over (popular) worker does something, fans like it (i.e. it rates out well). Now, there can be exceptions like the random things that occur in the game (like the dreaded '-Worker was penalized for chemistry (motivation)' on a non-wrestler) but generally speaking, your most popular people should be featured and onscreen as much as possible because they draw. As a corollary to that, the fans will buy other workers if they're associated with one of your most popular people. Few people know or care about Dutch Mantel but call him Zeb Coulter and people recognize it....because of his association with a worker that people (are supposed to) care about.

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As for rematches, I believe it's no more than 3 matches within a 6-month time span, UNLESS they put on a better match than any of their last 3. Something like that. Point is a fourth match is going to take a hit unless it's the best one they've had.

 

Better than average.

 

Match one, January 1st, scores a 75,

Match two, March 14th, scores a 76

Match three, May 28th, scores a 77

Match four, June 28th, must score a 77 or higher to avoid being penalised for not being an improvement on the average score of the preceding three matches.

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As many as you want. I use storylines to keep my feuds clear. Since I tend to play many games at once, when I load up a particular save, all I have to do is click on Storylines and it tells me what I was doing and where my focus was.

 

 

Ah, I thought the OP's question on this was about roster size, not storylines.

 

With this one it depends what KIND of promotion you're running. The International Sized entertainment promotion like the WWE expects me to have at least three storylines rated over C+ This will be different for say a puro (straight wrestling) type promotion, that doesn't really require any. It should tell you your minimum on the storyline screen.

 

I failed to do this once at the very beginning of my game as I had literally NO storylines running. And after my first sow which bombed, I got a note saying "The general feeling among fans is that there are not enough interesting storylines."

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