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Official WreSpi3 Demo Reaction Thread


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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="zaphenomenalone" data-cite="zaphenomenalone" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="37076" data-ipsquote-contentclass="forums_Topic"><div>Oh man. I didn't look at that yet. I'd probably have to drop my score down for the game from an 8/10 to a 6 or 7. I don't get why developers don't realize how important these small details are to people. Madden doesn't have to keep track of everyone's stats. But they do because people want to be immersed in the game. That's why they not only keep track of the stats but have in recent years started keeping track of even more stats (super bowl winners, hall of fame, etc.). I just assumed that it was in there because Adam's other games (WMMA and TEW) do such a great job at keeping track just just about every stat and the backlash of CBH not keeping up with anyone in the game world but you was harsh.</div></blockquote><p> </p><p> I didn't talk about the match engine either. It seems like every match is long and drawn out for some reason. I hit my trademark and finisher numerous times only for the computer to kick out. That's not really realistic. Every match shouldn't be a half hour plus. Then there are no TV shows or any type of PPV's which is another let down. I agree stuff like that is important and then the developers wonder why the game isn't selling like it should. You get of a game what you put into it.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="MisterBdon" data-cite="MisterBdon" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="37076" data-ipsquote-contentclass="forums_Topic"><div>I didn't talk about the match engine either. It seems like every match is long and drawn out for some reason. I hit my trademark and finisher numerous times only for the computer to kick out. That's not really realistic. Every match shouldn't be a half hour plus. Then there are no TV shows or any type of PPV's which is another let down. I agree stuff like that is important and then the developers wonder why the game isn't selling like it should. You get of a game what you put into it.</div></blockquote><p> </p><p> It's fully possible to win in under five minutes if you get lucky.</p>
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<p>My feedback. As I'm a huge WreSpi fan I was looking forward to this game.</p><p> </p><p>

To start with. The opening buttons are very hard to read. The skin...for me is a bit eye hurting.</p><p> </p><p>

My second issue is in match. The Moral, vitality, and other meters are good, but as they get lower they tend to blend in with the background.</p>

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<p>I'm really liking the addition of Attributes in the game, and it's clear to see how they're applied if you view the Calculation screen .. however .. it might be nice to see more flavour added to the match commentary by mentioning when an Attribute's modifier was the cause of an action hitting (or missing of course).</p><p> </p><p>

For example, Oleg Dorosklov has 'Takedown Machine (Lev 3)'</p><p> </p><p>

He attempts a Rolling Single Leg Lock ..</p><p>

<em>Base CoH: </em><em><strong>450</strong></em></p><p><em>

(+) Raised by 25% due to Takedown Machine</em></p><p><em>

Final chance of success: </em><em><strong>562</strong></em></p><p> </p><p>

If he were to roll between 1 and 450 he'd execute the move as normal ..</p><p> </p><p>

<em>"Oleg Dorosklov applied a Rolling Single Leg Lock."</em></p><p> </p><p>

If he were to roll between 451 and 562 he would execute the move because of his Attribute modifier, so it would nice (cosmetically) if it read something like ..</p><p> </p><p>

<em>"Oleg Dorosklov applied a Rolling Single Leg Lock .. he really is a takedown machine."</em></p><p> </p><p>

Not required at all, and I appreciate that there are numerous more modifiers applied to actions, but it would be nice to see those character-defining attributes coming to life through the commentary too. I think they'd be appreciated even more that way.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Socko" data-cite="Socko" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="37076" data-ipsquote-contentclass="forums_Topic"><div>I'm really liking the addition of Attributes in the game, and it's clear to see how they're applied if you view the Calculation screen .. however .. it might be nice to see more flavour added to the match commentary by mentioning when an Attribute's modifier was the cause of an action hitting (or missing of course).<p> </p><p> For example, Oleg Dorosklov has 'Takedown Machine (Lev 3)'</p><p> </p><p> He attempts a Rolling Single Leg Lock ..</p><p> <em>Base CoH: </em><em><strong>450</strong></em></p><p><em> (+) Raised by 25% due to Takedown Machine</em></p><p><em> Final chance of success: </em><em><strong>562</strong></em></p><p> </p><p> If he were to roll between 1 and 450 he'd execute the move as normal ..</p><p> </p><p> <em>"Oleg Dorosklov applied a Rolling Single Leg Lock."</em></p><p> </p><p> If he were to roll between 451 and 562 he would execute the move because of his Attribute modifier, so it would nice (cosmetically) if it read something like ..</p><p> </p><p> <em>"Oleg Dorosklov applied a Rolling Single Leg Lock .. he really is a takedown machine."</em></p><p> </p><p> Not required at all, and I appreciate that there are numerous more modifiers applied to actions, but it would be nice to see those character-defining attributes coming to life through the commentary too. I think they'd be appreciated even more that way.</p></div></blockquote><p> </p><p> It's a nice idea, although I think it might be tricky to implement in that form as there is very rarely just one modifier in use, so deciding whether the attribute (or even <em>which</em> attribute!) was the 'difference maker' would be hard. I think a slicker approach would be to (occasionally) look at the attributes after moves or actions and casually toss in a reference to one of them at the end of the text, irrespective of whether they had a direct impact on that particular moment.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Adam Ryland" data-cite="Adam Ryland" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="37076" data-ipsquote-contentclass="forums_Topic"><div>It's a nice idea, although I think it might be tricky to implement in that form as there is very rarely just one modifier in use, so deciding whether the attribute (or even <em>which</em> attribute!) was the 'difference maker' would be hard. I think a slicker approach would be to (occasionally) look at the attributes after moves or actions and casually toss in a reference to one of them at the end of the text, irrespective of whether they had a direct impact on that particular moment.</div></blockquote><p> That would certainly be a far easier way to implement it Adam, and I'd take that over no additional flavour comments any day, but it would be kinda nice if it displayed them when they were relevant. Could it not track additional modifiers too ..?</p><p> </p><p> He attempts a Rolling Single Leg Lock ..</p><p> Base CoH: <strong>450</strong></p><p> <em>(+) Raised by 25% due to Takedown Machine</em></p><p> Updated chance of success: <strong>562</strong> (An increase of 112)</p><p> <em>(-) Lowered by 10% as attacker is breathing hard.</em></p><p> Final chance of success: <strong>506</strong> (Takedown Machine impact = 112 - 10% = 101)</p><p> </p><p> A roll of 1 to 405 (506 - 101) gives the standard commentary, 406 to 506 adds the Attribute line too? Is that too fiddly? <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> Again, please note that I appreciate this is merely a cosmetic touch, so I do acknowledge that excessive coding for this would be totally ridiculous!</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="pdandy" data-cite="pdandy" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="37076" data-ipsquote-contentclass="forums_Topic"><div>Not sure if it is just Edd Stone or all high fliers (haven't played enough to lock down) but Edd Stone spams top turnbuckle moves.</div></blockquote><p> </p><p> In a lot of cases, that's his best route to do damage, at least early in a match; the AI will play to win.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="pdandy" data-cite="pdandy" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="37076" data-ipsquote-contentclass="forums_Topic"><div>Not sure if it is just Edd Stone or all high fliers (haven't played enough to lock down) but Edd Stone spams top turnbuckle moves.</div></blockquote><p> </p><p> I just teamed with Edd Stone and found out he has an ability that makes the AI much more likely to use top rope moves and damage modifiers to those moves as well.</p><p> </p><p> He's using the abilities stack as much as he can</p>
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The demo is rubbish. I won't be buying the game, after all. To those who enjoy it and will buy it, have fun! <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" />
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TravisL" data-cite="TravisL" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="37076" data-ipsquote-contentclass="forums_Topic"><div>The demo is rubbish. I won't be buying the game, after all. To those who enjoy it and will buy it, have fun! <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></div></blockquote><p> </p><p> Constructive criticism FTW.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TravisL" data-cite="TravisL" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="37076" data-ipsquote-contentclass="forums_Topic"><div>The demo is rubbish. I won't be buying the game, after all. To those who enjoy it and will buy it, have fun! <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></div></blockquote><p> </p><p> Thank you, I will. I appreciate your honesty <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
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I don't know, at first blush I wasn't really impressed. However, I took a 2nd play later in the day and now it's starting to grow on me. We'll see. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" />
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<p>As someone who played WS1 and WS2 religiously (along with all the EWRs and TEWs) I must say WS3 is absolutely AMAZING!!! GREAT JOB ADAM!!!!!</p><p> </p><p>

I have played the demo through a few times now and I love everything you have done to this installment of the franchise. Storylines have just made it so much more enjoyable. I can only how much more fun the game will become when it's the full version.</p><p> </p><p>

I will be sitting up at midnight on the 30th and refreshing constantly until I can purchase the game!!!</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TLCJR4LIFE" data-cite="TLCJR4LIFE" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="37076" data-ipsquote-contentclass="forums_Topic"><div>Seems like you can only work in one country this time around. :/</div></blockquote><p> </p><p> Its possible to be contracted to companies in different countries, I'm not sure what you mean?</p>
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Just battled Bruce The Giant as Nicky Champion in my first match of the Keeping Busy storyline (second match in the game overall). The battle swayed both ways for nearly 32 mins when the ref wound up DQ'ing Bruce due to blood loss. Probably a good thing he did, because that guy wouldn't stay down for anything and left me with a very limited move set. The game rated it 4*'s though, so I'm pretty happy about that.
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<p>First impressions:</p><p> </p><p>

1. Matches are quite fun, thankfully. It's especially satisfying making a huge comeback after being beat into the ground, then landing a low percentage finisher as soon as your opponent enters danger levels and pinning him. I shouted out loud when I stuck that Inverted Piledriver and spooked my dog. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p>

2. There should be a mechanic to increase the likelihood of landing a finisher the longer a match goes on. You could make it time based or based on the number of finishers attempted--Either would work to avoid long, drawn out brawls at the lower levels where such antics would (Realistically) be grounds for contract termination.</p><p> </p><p>

3. The DDT is ridiculously powerful in relation to it's hit chance and level, plus it only has two available counters AND can cause bleeding. Definitely take another look at the move database to make sure things are relatively balanced--If this is to be the "Thinking Man's Fighting Game", I'm going to need reasons to use my Belly-2-Belly Suplex or Sidewalk Slam over my DDT.</p><p> </p><p>

4. When selecting a move list, it'd be a much easier interface to have the move stats appear in the right-side box where Move Set Analysis currently is, then set MSA as a pop-up button. When I'm selecting moves for my wrestler from scratch, I'm spending much more time inquiring as to what the moves actually do instead of how many bleed-effects move I have currently selected. Having to right click every time is an absolute chore.</p>

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