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No more fixed storylines?


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I hear you man. The removal of the fixed storylines has really effected my ability to play for the worse. I like to pre-plan and have stuff mapped out and then adjust when things end. So having my storylines locked in really helped. I could think in terms of "Okay Ted Brady and Animal Harker will be playing The Ex Games with Willow for the next six months. But Bob Casey's current world title story just ended. With the way Mark Smart's coming on, I could have him steal the belt and Bob would have time to time to fight to get it back before he and Brady renew their rivalry." Having those set end points really helped my process of figuring out how to promote guys.

 

The fluidity of storylines now is actually a detriment to my process. It's too open ended. I can't be as sure guys will be as ready to finish their storylines when I want them to as before. I can't visualize the flow of events as well. And to get back into the flow of a story when I've had to set the game aside is harder because I either have to go on memory or outsource my story outlines to a third party program and waste mental energy juggling back and forth. The in-game notepad isn't as useful to me as it was last time out. Lately, I've been finding myself going back to TEW10 so I can have the fixed storylines. They may have had their issues sometimes but they were still very much worth having.

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I tried that at first. But there was still the juggling issue and that taking away from the focus on the game at hand. I'm not saying it's a bad workaround to the issues I have playing unchained. It was actually my first inclination once I realized the lack of chained stories was going to be a problem for me. And it's probably the best one as workarounds go. I may even try it again down the road. It's just been a crazy year for me and mental energy's been at a real premium at times. So this hasn't been the best time for me to be having to go unchained cold turkey.
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I hear you man. The removal of the fixed storylines has really effected my ability to play for the worse. I like to pre-plan and have stuff mapped out and then adjust when things end. So having my storylines locked in really helped. I could think in terms of "Okay Ted Brady and Animal Harker will be playing The Ex Games with Willow for the next six months. But Bob Casey's current world title story just ended. With the way Mark Smart's coming on, I could have him steal the belt and Bob would have time to time to fight to get it back before he and Brady renew their rivalry." Having those set end points really helped my process of figuring out how to promote guys.

 

The fluidity of storylines now is actually a detriment to my process. It's too open ended. I can't be as sure guys will be as ready to finish their storylines when I want them to as before. I can't visualize the flow of events as well. And to get back into the flow of a story when I've had to set the game aside is harder because I either have to go on memory or outsource my story outlines to a third party program and waste mental energy juggling back and forth. The in-game notepad isn't as useful to me as it was last time out. Lately, I've been finding myself going back to TEW10 so I can have the fixed storylines. They may have had their issues sometimes but they were still very much worth having.

 

Couldn't agree with you any more. Hopefully they fix this in the next game, it was a lot easier having fixed storylines.

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I don't want to tell others how to play, but for me, I don't miss this feature <em>at all</em>. I don't want workers locked into stories, I don't want storylines to not progress because an angle mislabeled someone as "support" instead of "surprise," and I love that I can easily and fluidly evolve one storyline into another. Being "locked" into a storyline just wasn't fun for me.
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="lazorbeak" data-cite="lazorbeak" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36668" data-ipsquote-contentclass="forums_Topic"><div>I don't want to tell others how to play, but for me, I don't miss this feature <em>at all</em>. I don't want workers locked into stories, I don't want storylines to not progress because an angle mislabeled someone as "support" instead of "surprise," and I love that I can easily and fluidly evolve one storyline into another. Being "locked" into a storyline just wasn't fun for me.</div></blockquote><p> </p><p> I've been struggling to sum up my feelings on the matter but it seems I won't have to.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="lazorbeak" data-cite="lazorbeak" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36668" data-ipsquote-contentclass="forums_Topic"><div>I don't want to tell others how to play, but for me, I don't miss this feature <em>at all</em>. I don't want workers locked into stories, </div></blockquote><p> </p><p> And this is why they made both vanilla and chocolate. What's fun for you in this regard is a nightmare to me and vice versa it would seem.</p><p> </p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="lazorbeak" data-cite="lazorbeak" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36668" data-ipsquote-contentclass="forums_Topic"><div>I don't want storylines to not progress because an angle mislabeled someone as "support" instead of "surprise," </div></blockquote><p> </p><p> The answer to that problem needn't have been just throwing the baby out with the bathwater. That's always driven me up the wall too and it did stall games for me on occasion. But there were ways to correct that. Like I would have either have condensed the number of roles. "Surprise" in particular always felt unnecessary and just begged for trouble. Or set up a tool when you could filter for angles that would advance the story point. The game is set up to focus on the creativity and effectiveness of our booking after all. Not the mechanics of it. </p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="lazorbeak" data-cite="lazorbeak" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36668" data-ipsquote-contentclass="forums_Topic"><div>and I love that I can easily and fluidly evolve one storyline into another. Being "locked" into a storyline just wasn't fun for me. </div></blockquote><p> </p><p> And I don't see the real improvement here. We were able to evolve chained stories at any time after three points had been completed. That was plenty easy and fluid for any purpose I could conjure up. But like I said, different strokes for different folks. I'm just disappointed my style didn't get the same love yours did.</p>
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Couldn't agree with you any more. Hopefully they fix this in the next game, it was a lot easier having fixed storylines.

 

How can something be fixed that isn't broken?

 

It took me a little while to get used to it, but I now much prefer having open storylines to fixed ones. Lazorbeak made a very good point about you being penalised on TEW10 for simply having somebody 'tagged' wrong as subject/support or whatever.

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<p>I always went unchained, and I've still had to completely relearn my assumptions about storyline work. Given evolution of storylines in TEW10, it wasn't unusual for me to have a succession of them last two years or more, with the heat staying high all along. No evolution now; you end the storyline at a blowoff and a huge bonus happens.</p><p> </p><p>

And that's a totally different style of play from my old one; probably(?) I'm now closer to cappyboy's style than I was before, but that doesn't stop cappy having issues with it.</p><p> </p><p>

It might not be a bad idea to have the ability to add storyline 'waypoints' when setting up the story; you could mark these off as they go, giving a degree of the same pacing and structure.</p>

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I don't want to tell others how to play, but for me, I don't miss this feature at all. I don't want workers locked into stories, I don't want storylines to not progress because an angle mislabeled someone as "support" instead of "surprise," and I love that I can easily and fluidly evolve one storyline into another. Being "locked" into a storyline just wasn't fun for me.

 

The issue though is that you didn't have to be locked into storylines in other games. Unchained storylines have been around forever. The game has now removed an option that helped some players (me) organize their events and kinda forces everyone to play the same way, which sucks for me.

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I agree, i used unchained storylines a lot but i really loved the angle packs that let me follow a set formula for a feud mainly because following the template was so helpful in keeping things organized and if you wanted to change it at anytime you could just evolve it and go from there. I'd like this system and the old one back in the next edition. That's my vote.
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I never used unchained storylines in 2010 but I always hand wrote my own stories, mostly because with unchained I couldn't have monster winning streaks for guys over guys who weren't in the story. But I have to say I've gotten so used to the 2013 way stories work now I don't miss plotted stories at all. I mean I always plotted my stories in excel anyway )since I wrote my own) and I just do the same now. And with the need to get things just right so no one's success rating is tanking I think pre-written stories would just get in my way.
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Apupunchau@optonline" data-cite="Apupunchau@optonline" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36668" data-ipsquote-contentclass="forums_Topic"><div>I never used unchained storylines in 2010 but I always hand wrote my own stories, mostly because with unchained I couldn't have monster winning streaks for guys over guys who weren't in the story. But I have to say I've gotten so used to the 2013 way stories work now I don't miss plotted stories at all. I mean I always plotted my stories in excel anyway )since I wrote my own) and I just do the same now. And with the need to get things just right so no one's success rating is tanking I think pre-written stories would just get in my way.</div></blockquote><p> How do you handle the monster winning streaks now? I have the wrestler with the streak, and then the eventual main protaganist as 'Major' and then add everyone else as minor as they face the monster, then remove them after. Don't know if you handle it an easier way, maybe?</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="RayW" data-cite="RayW" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36668" data-ipsquote-contentclass="forums_Topic"><div>How do you handle the monster winning streaks now? I have the wrestler with the streak, and then the eventual main protaganist as 'Major' and then add everyone else as minor as they face the monster, then remove them after. Don't know if you handle it an easier way, maybe?</div></blockquote><p> </p><p> Pretty much the same. Although I've recently found out a major worker wrestling a supporting work doesn't add to the heat of the story so you need to have the people he's facing also as major. I'm not sure if this is a bug or working as intended though.</p>
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<p>I have mixed feelings about this. </p><p> </p><p>

I often found myself using both unchained storylines and fixed-- especially fixed for undercarders who I wanted to involve but not dedicate too much of my own focus or thought. </p><p> </p><p>

Carrying unchained storylines or those as they are in this game tends to be easier for your most over workers who are typically in many of your best segments and matches. But there are some gaps, especially with the ambiguity of who to include and who not to include, especially with your undercard storylines.</p><p> </p><p>

Here's my thought: with storylines having such an impact on the game (generating momentum, which ultimately impacts your show quality) something like this could work...</p><p> </p><p>

You know how we get the auto message about turns "this turn has been built up for 3 segments" or "it's far too soon to turn X worker"...</p><p> </p><p>

What about a feature in the storylines that says... "this storyline is reaching it's climax, a blowoff match/segment is appropriate now." or "it is far too soon to end this storyline and benefit the workers involved." or "this storyline has grown stale with fans and is losing heat."</p><p> </p><p>

Just my thought to potentially appease both sides.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="cappyboy" data-cite="cappyboy" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36668" data-ipsquote-contentclass="forums_Topic"><div>I hear you man. The removal of the fixed storylines has really effected my ability to play for the worse. I like to pre-plan and have stuff mapped out and then adjust when things end. So having my storylines locked in really helped. I could think in terms of "Okay Ted Brady and Animal Harker will be playing The Ex Games with Willow for the next six months. But Bob Casey's current world title story just ended. With the way Mark Smart's coming on, I could have him steal the belt and Bob would have time to time to fight to get it back before he and Brady renew their rivalry." Having those set end points really helped my process of figuring out how to promote guys.<p> </p><p> The fluidity of storylines now is actually a detriment to my process. It's too open ended. I can't be as sure guys will be as ready to finish their storylines when I want them to as before. I can't visualize the flow of events as well. And to get back into the flow of a story when I've had to set the game aside is harder because I either have to go on memory or outsource my story outlines to a third party program and waste mental energy juggling back and forth. The in-game notepad isn't as useful to me as it was last time out. Lately, I've been finding myself going back to TEW10 so I can have the fixed storylines. They may have had their issues sometimes but they were still very much worth having.</p></div></blockquote><p> </p><p> I never played TEW 10 but that feature seem like it would had helped me out a lot. Wish it was still an option. Im always at work writing down matches and story lines in my iPhone outlining things up to the next PPV lol <img alt=":D" data-src="//content.invisioncic.com/g322608/emoticons/biggrin.png.929299b4c121f473b0026f3d6e74d189.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
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