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Small Questions Thread & "Living FAQ"


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Perfect show theory drives me nuts cos I don't get it really, but I generally do fine just by killing the crowd with a crap match before the two main events, I even do a crappy backstage segment in between the two main events too, just to be sure. Vince believes crowds only have so many pops in them. Which is why guys who get over and get pops who aren't supposed to ineditably get buried.
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What qualities make good developmental teachers?

 

What qualities make a good developmental teacher? I assumed it was high respect, psychology, and basics but I've had worked fit that description say they don't have the qualities to be good teachers when I send them to developmental.

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How would you go about taking a company from say Hawaii with no spillover pop and making them into a cult/national company without breaking your bank, having no way of getting TV outside your home region and not wanting to ruin the heat/correlation of your storylines by continuing them on unseen events?
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="SWF Fan" data-cite="SWF Fan" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>How would you go about taking a company from say Hawaii with no spillover pop and making them into a cult/national company without breaking your bank, having no way of getting TV outside your home region and not wanting to ruin the heat/correlation of your storylines by continuing them on unseen events?</div></blockquote><p> </p><p> You can't have it all. You will eventually have to start doing events in other places and you don't need to do the blow off matches outside your home region, but it wouldn't hurt you to add to the feuds, like tag team matches or multi-man matches. Just like if it was a house show. To rise in size you're going to have to take some risks along the way and work for it.</p>
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So im about 8-10 months into a game and just jumped from regional to cult. My financials aren't doing to bad (making ~350,000 a month) until month two after cult. I noticed I'm losing money for the first time in this game. Now I bought a developmental company that wasn't cheap and added some spendy written contracts so I'm not shocked. <strong>But upon further inspection of my Financials I realized that my "Marketing" jumped from 5,000 a month to 150,000 over the last two months.</strong> Can someone explain to me why such a massive jump? What is causing my marketing because when I went to Merch it said it was costing me 25k a month, so how do i control this? or is it a fixed price? and Why does it jump from so little to so much from regional to cult? that seems excessive!
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<p>It is indeed a fixed cost, related directly to size. The huge spike in price is what can keep a company at regional if they don't want those headaches, but if your goal is to be Cult/National then by definition you need to spend a lot more in order to reach more than just your home region.</p><p> </p><p>

You could do a number of things to mitigate the loss though, such as going back down to regional and turtling until you feel like the monthly losses won't hurt. You could also run more shows which would net you money but could burn out yourself creatively, tire your workers, etc</p><p> </p><p>

You can trim your roster of course, or dont stack every single show. I assume you're running weekly or maybe even have TV at this point. You can try for PPV carriers which is a big chunk of change every month.</p><p> </p><p>

In the end though it's really rough when you first hit cult, but once you get over the initial costs, you will be reaping the rewards tenfold. Better access to TV, PPV, better workers, etc.</p>

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<p>If my Product has "Hardcore" set at "Low" and then I proceed to create a Brand split with Hardcore as the focus, how does it affect that brand's shows? </p><p> </p><p>

Does Hardcore become the Key Feature for that brand's show? Does it get upgraded by one level (e.g. Low to Medium), or is the effect something else that I completely misunderstood?</p>

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<p>Will a title's prestige actually have any impact on a match rating? </p><p>

Say I have two midcard tag teams fight over the tag titles, which has a prestige of 96... Will the match rating then get a small boost do to the tag titles prestige, or is prestige just purely cosmetic and doesn't mean a thing?</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="firelord33907" data-cite="firelord33907" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Is it possible in this version to have lifetime contracts for wrestlers? I'm looking todo a game by running shows for my friends who create wrestlers..I don't want them being taken by other companiesl.</div></blockquote><p> </p><p> The longest contract is 10 years, but if you give them loyalty to your company and they stayed employed by you, they won't leave your company. They can accept other contracts (PPA only) if you have them signed to a PPA deal. If you sign them to an exclusive PPA they will won't be able to sign any other type of contract.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Danny_H22" data-cite="Danny_H22" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Is it possible to create a new wrestler and add them to an existing game?</div></blockquote><p> </p><p> As far as I know, the only way to do that is to leave the game back to the main menu, open the database editor, create a worker in the currently selected database, load your game, and then import them into yours in the options menu. Make sure to set their debut to the current month/year at the latest or else they won't show up right away.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Killa Cam 4 TEW 2005" data-cite="Killa Cam 4 TEW 2005" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div><strong>How do i get rid of a 3rd brand?</strong><p> </p><p> i have 3 but want to downgrade to just 2</p></div></blockquote><p> </p><p> The Brand Split button on the main promotion screen.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="DoubleA012" data-cite="DoubleA012" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div><strong>But upon further inspection of my Financials I realized that my "Marketing" jumped from 5,000 a month to 150,000 over the last two months.</strong> Can someone explain to me why such a massive jump? What is causing my marketing because when I went to Merch it said it was costing me 25k a month, so how do i control this? or is it a fixed price? and Why does it jump from so little to so much from regional to cult? that seems excessive!</div></blockquote><p> </p><p> You went from being a podunk company in some smallish area (Regional) to now trying to compete on a national level. Of course your costs are going to skyrocket. Just like any other business that tried to "go national" and was beaten back by the cost involved to do so. Look at it like this: previously, you were doing all your marketing inhouse (commercials you filmed yourself, flyers you designed on your own laptop, etc). Now, you have to hire a firm to handle your marketing (including hiring an advertising agency and buying spots on TV stations you don't know anyone at) and that's going to make your costs EXPLODE.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Teh_Showtime" data-cite="Teh_Showtime" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>It is indeed a fixed cost, related directly to size. The huge spike in price is what can keep a company at regional if they don't want those headaches, but if your goal is to be Cult/National then by definition you need to spend a lot more in order to reach more than just your home region.<p> </p><p> You could do a number of things to mitigate the loss though, such as going back down to regional and turtling until you feel like the monthly losses won't hurt. You could also run more shows which would net you money but could burn out yourself creatively, tire your workers, etc</p><p> </p><p> You can trim your roster of course, or dont stack every single show. I assume you're running weekly or maybe even have TV at this point. You can try for PPV carriers which is a big chunk of change every month.</p><p> </p><p> In the end though it's really rough when you first hit cult, but once you get over the initial costs, you will be reaping the rewards tenfold. Better access to TV, PPV, better workers, etc.</p></div></blockquote><p> </p><p> This is why the advice since TEW07 has been to stay at Regional and build up a war chest. Get your promotion's popularity to high levels in multiple regions (so you don't have to deal with the financial tradeoff of holding shows in areas you're unpopular in just to maintain or build popularity). Create a bunch of stars so if one leaves, you're not left scrambling trying to recover. Then, when you're ready (or think you are), go up to Cult.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="moafnsteel" data-cite="moafnsteel" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>If you sign them to an exclusive PPA they will won't be able to sign any other type of contract.</div></blockquote><p> </p><p> I think this is false? XPPA is the worst kind of contract to sign a worker to, unless you're global. Any promotion that approaches that worker and offers a contract that the worker accepts will lead to you losing that worker. Does loyalty create a loophole like that? I thought the changes to worker loyalty (in TEW13, I think) were designed to prevent loyalty from being a defacto exclusivity mechanic.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Danny_H22" data-cite="Danny_H22" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Is it possible to create a new wrestler and add them to an existing game?</div></blockquote><p> </p><p> Yeah, import them from a database (whether it's the one your save is based on or another one). For example, I have a converted version of my old mod and inject workers from it into my C-Verse games every so often (Callisto, Tayla Martin, Gina Heaton & Keisha Murrell, Lexi Hawks, etc). If the workers exist in any database in your current TEW directory, they can be imported into an existing game. I'd recommend creating them in a new database and importing from there. That's mainly because that's how I've kept all my custom content (angles, matches, workers, broadcasters, narratives) organized for easy retrieval.</p>
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<p>Forgot to ask my question!</p><p> </p><p>

What are the requirements for someone to qualify to be an owner or booker for a child promotion? Is age a huge factor? I have workers whose skills would allow them to be an owner but they don't appear in the list of candidates. A workaround used to be to send them down to development and then they'd appear but that loophole appears to have closed.</p><p> </p><p>

The candidates I'm seeing all seem to have age in common (they're all over 30 and the person I want for the position is 26) but that's the only real difference I see.</p>

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<p>I'm a bit rusty, since I've been expecting the toxicity feature to be resolved to resume long term saves, so I have a beginners question. I'm running present day WWE and I want to change the day that Main Event is held. How do I do that? Tried both Schedule and TV screens, but no option was found by me.</p><p> </p><p>

Edit: NVM, found it. Like I said, a bit rusty. <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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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Ufnal" data-cite="Ufnal" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Do managers gain overness when they do not get manually put in any angles? Just from being managers of people who get put in promos/matches?</div></blockquote><p> I've read on here several times that in order to gain overness (or lose overness for that matter) a manager must be put in the angle. Just being assigned a worker's manager is not enough.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Remianen" data-cite="Remianen" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>I think this is false? XPPA is the worst kind of contract to sign a worker to, unless you're global. Any promotion that approaches that worker and offers a contract that the worker accepts will lead to you losing that worker. Does loyalty create a loophole like that? I thought the changes to worker loyalty (in TEW13, I think) were designed to prevent loyalty from being a defacto exclusivity mechanic.</div></blockquote><p> </p><p> If a worker is loyal to a company, they'll never accept any contract offer from another promotion that forces them to leave the company they are loyal to.</p><p> So, if the player has a worker who is loyal to them on an exclusive ppa deal, they can't get stolen.</p><p> Why is this a loophole? It's the definition of loyalty.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Kingster" data-cite="Kingster" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>If a worker is loyal to a company, they'll never accept any contract offer from another promotion that forces them to leave the company they are loyal to.<p> So, if the player has a worker who is loyal to them on an exclusive ppa deal, they can't get stolen.</p><p> Why is this a loophole? It's the definition of loyalty.</p></div></blockquote><p> </p><p> It hasn't worked that way since TEW13, where loyalty was overpowering to the point of being super exploitable. Workers will still try to be loyal to any company they are set as being loyal to, but if a National sized company comes in for a worker in a Small sized company on an exclusive deal then that worker is almost certainly going to make the jump. Just as in real life, there are limits on how far a worker can willingly sabotage their own career for the sake of whoever gave them their start.... and it's about 2 or 3 company sizes. <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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<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="41194" data-ipsquote-contentclass="forums_Topic"><div>It hasn't worked that way since TEW13, where loyalty was overpowering to the point of being super exploitable. Workers will still try to be loyal to any company they are set as being loyal to, but if a National sized company comes in for a worker in a Small sized company on an exclusive deal then that worker is almost certainly going to make the jump. Just as in real life, there are limits on how far a worker can willingly sabotage their own career for the sake of whoever gave them their start.... and it's about 2 or 3 company sizes. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></div></blockquote><p> </p><p> Oh, I didn't know that, very good to know. I tried to sign a loyal worker away from his company the other day, but he immediately refused because he didn't want to leave the promotion. But I guess that's only because they were national and I'm national, too.</p><p> Thanks for pointing that out.</p><p> </p><p> Edit: I just tried signing away several loyal workers from a small company and they flat out refused. Weird.</p>
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<p>How do you get a legacy worker to debut? Im playing an organic game and out of the 6 workers a few have died and i made sure their Respect was high enough to get a legacy but still nothing.</p><p> </p><p>

What all do I need to ensure a legacy debuts? I know its like B- respect which is easily done. Its set to them having one. Is there something else I need to do?</p>

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<p>Whats the deciding factor for KI handled promotions to keep their pre set tag teams?</p><p>

I have set up countless historical relevant tag teams and even made them fitting picture sets, but as soon as i skip the first day most of them are gone from the promotions "Teams" section. Some promotions have 6 tag teams pre set and after the first day 0... I mean i know they will not keep them forever but atleast some time woulld be nice, so is there any way to fix this?</p>

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