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Small Questions Thread & "Living FAQ"


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<p>Yes, but it's not going to magically result in high match ratings - think how Braun Strowman (or Nia Jax, as WWE did them at the same time) initially got great crowd reactions for squashing enhancement talents, and then as the novelty wore off they needed to move on to beating 'name' talent.</p><p> </p><p>

As an initial way of building overness, and especially momentum, squashing someone works great, but the returns are relative to their overness, and after a few squash victories over James Ellsworth and his ilk, your monster needs to move on to Zack Ryder and Mojo Rawley, then Sami Zayn and Dolph Ziggler and so on.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="kesselll" data-cite="kesselll" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>I've noticed, that my developing workers tend to develop skills quicker when in batle royals than in single matches. did anyone noticed that as well?</div></blockquote><p> Yes, in multi-man matches in general. I have to assume it's because they have a lot of different people skilled in a lot of different things so they have a lot of things to pick up from the experience.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="hassnain123" data-cite="hassnain123" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Also how does the Domination note work?<p> Does it give pop to wrestlers with high Star Quality and Charisma even if they dominate Jobbers</p></div></blockquote><p> Adding to what James Casey said above, I've noticed there are a few more factors that play into Domination squashes. It helps when the dominating worker is pretty high on the size and push ladder and at the same time the jobber is on the low end of both. Also, when those dominating have a good menace stat to go with their charisma, as well as having a Brute-based gimmick.</p>
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Something I forgot to ask above, does assigned push or the actual spot of their match on the card affect workers who have said in interviews that they get nervous the more they're pushed? In essence, would one of those guys be getting greater penalties when working an opening match as a main eventer or when working the main event as a midcarder?
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="DarK_RaideR" data-cite="DarK_RaideR" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Something I forgot to ask above, does assigned push or the actual spot of their match on the card affect workers who have said in interviews that they get nervous the more they're pushed? In essence, would one of those guys be getting greater penalties when working an opening match as a main eventer or when working the main event as a midcarder?</div></blockquote><p> </p><p> I believe it has to do with the match's position, so a Midcarder doing Main Events would be affected.</p>
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Why does the jump to "Cult" size hurt so much, financially.

 

I was playing a regional fed in a RW mod and turning a profit of almost 100,000 a month. Once I made it to Cult size, i LOST over $200,000.

 

Let's assume that you do indeed have to take on a larger advertising budget. Ok, I get that. But how can expenses go up Exponentially if you are using the same TV nertwork(s) and the same talent?

 

I recently started a new game with a small regional fed in Canada. I grew my Ontario and BC region high enough to hit cult and just like you, am paying for it.

 

I have found a cure however, let me explain...

 

At regional I had a deal to broadcast my events on a subscription network. For the first year I only ran two events per month and was making anywhere from 30-100k in profit. More as I added two to three non televised "house shows" to the calander, upping my workload to 4 to 6 per month. During this time all of my workers were on PPA's with downsides or EPPA's.

 

Everything was going really well, for several months before hitting cult I am making great money for my size, about 190k a month.

 

My shows are great as I've built up my own talent really well and have stars, so I hit cult without realizing I was that close. Had I of known I'd probably have capped my growth to regional for 5 or 6 months to prepare even further.

 

So the first three months at cult level I'm in the hole, first 54k, then after changing most of my verbal contracts to written I bring it down to -7k for the second month at cult. Thinking I've got it under control and time will smooth it out I click to the first fay of the third month at cult and see that I'm back down -75k. Time to do something.

 

So I start balancing my schedule to compensate for my new expenses. First I get a weekly TV show. One hour, smaller coverage than my event broadcaster but still it's an extra source of income (albeit small). Now I'm still going to broadcast my two subscription events per month (for the time being), while adding "touring shows" to my calendar to rake in more profit after paying all my bills for the month. So that basically I have one or two events that are all flush income for the company.

 

 

On the event scheduler screen I added a "special" I call it something like "Ring Warriors Tour 1992" run it on a particular night, then the next night go back activate the event "Ring Warriors Tour 1992" do the event again, and again. Adding income at a much higher level than the house show option allows for in this version of the game.

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I've been having a few problems recently with my main event ratings being lower that I would expect. For example, I'm told it was an exceptional match and the workers are rated like 93 and 95, yet the segment rating comes in at 77. The only penalties getting dinged are for commentary, the match goes over 20 minutes and the guys' pop is late 80's/early 90's. Fed is equal performance and pop. I can't figure out what I'm doing wrong and have tried running the same card over and over but it never rates above 80. I have lower midcarders with pop in the 50's doing 8 minute matches that rate 82, yet my top guys aren't even pulling this, despite apparently having 'exceptional' matches.

 

Any help with this would be greatly appreciated.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TheChef" data-cite="TheChef" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>I've been having a few problems recently with my main event ratings being lower that I would expect. For example, I'm told it was an exceptional match and the workers are rated like 93 and 95, yet the segment rating comes in at 77. The only penalties getting dinged are for commentary, the match goes over 20 minutes and the guys' pop is late 80's/early 90's. Fed is equal performance and pop. I can't figure out what I'm doing wrong and have tried running the same card over and over but it never rates above 80. I have lower midcarders with pop in the 50's doing 8 minute matches that rate 82, yet my top guys aren't even pulling this, despite apparently having 'exceptional' matches.<p> </p><p> Any help with this would be greatly appreciated.</p></div></blockquote><p> </p><p> Are us using match aims? If so are you using them properly? </p><p> </p><p> Most likely that the workers aren't involved in a hot story line.</p>
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<p>What's your semi-final match? If that's scoring highly, then the main event can be dragged down by being worse, even if only fractionally so before the penalty is applied.</p><p> </p><p>

Also, if you're using Epic/Spectacle for your main event, consider setting it to Regular - I learned this painfully slowly.</p><p> </p><p>

Consider as well the placing and pacing of matches. A hot midcard will burn out the crowd; They need a cool down match (Calm The Crowd or Story Telling note) to avoid running too hot for too long.</p><p> </p><p>

Assuming you have a 4 match card like I do for your weekly show, consider the following:</p><p> </p><p>

Lift the Crowd -> High Spots/Steal the Show/Wild Brawl/Car Crash to suit your workers -> Story Telling -> Regular</p><p> </p><p>

If you have a 7 show card, the following may work better:</p><p> </p><p>

Lift the Crowd -> Regular -> High Spots etc. -> Calm the Crowd -> Regular -> Story Telling > Regular</p><p> </p><p>

Also, consider where your main event workers are strongest. If you're playing a late 90s WCW mod, for example, Spectacle may be a good note in the main event - Workers with high overness and psychology can play on the crowd's emotions without having to actually do much, which would suit Hogan and company down to the ground.</p><p> </p><p>

Oh, and as a rule, never put a Technical Masterclass on last. No-one wants their evening of wrestling entertainment to be spoiled by a pure wrestling match in the main event. That's what the Olympics are for <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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Thanks for the replies. It would seem that I'm not using my match aims properly. Match placement could probably be better too. I'll try these suggestions. One thing I don't get though is that random midcard matches with no aims or hot storyline with less talented and less over workers can outscore the main event. Is this simply due to the placement of the match on the card? Also, how do angles play into lifting or calming the crowd? Should I run deliberately weak angles to try to calm the crowd?
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TheChef" data-cite="TheChef" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Should I run deliberately weak angles to try to calm the crowd?</div></blockquote><p> </p><p> That should indeed be an option. I'm always against the notion of deliberately crapping on your card, but using your lesser talented workers sometimes just isn't enough to get the calm note. It really has to suck for that to happen.</p><p> </p><p> But calming the crowd isn't necessary imo as long as your card isn't 15 big segments high. I'm far from an expert at crowd management though.</p>
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If someone is complaining about not being able to learn anything more in development, if you switch the focus to "work down there" does that buy you a couple of months at least?

 

You can do that and they most likely won't complain. However, from what I've heard, they won't be getting the more rapid pace of skill increases that being in actual development gives you.

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I know this has been asked before, but how in the world can you advance a storyline without losing heat? No matter what I do or who I include in my storylines, they always seem to lose heat. I've had one go down from the high 70's to the low 60's in just 6 shows, and I'm using people like Ric Flair and Sting in it.

 

Also, there are times when I book an angle, and it doesn't advance the storyline. Something like announcing a match between two participants, or something like that.

 

I'm still trying to get a handle on this game because I really want to take my WCW 1991 dynasty as far as I can take it, but I feel like I'm already bringing the company down. I might have to turn some of the other options on, like Match Aims and Crowd Management, just to see if I can increase show and match ratings that way, although I'll probably fail miserably.

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If I have a child company do workers complain about working down there based on the size of the company? For example, if I have a B+ popularity worker, will he complain about being sent to work at a Cult level development company? Would he complain about working at a regional company?

 

Thanks.

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I know this has been asked before, but how in the world can you advance a storyline without losing heat? No matter what I do or who I include in my storylines, they always seem to lose heat. I've had one go down from the high 70's to the low 60's in just 6 shows, and I'm using people like Ric Flair and Sting in it.

 

Also, there are times when I book an angle, and it doesn't advance the storyline. Something like announcing a match between two participants, or something like that.

 

I'm still trying to get a handle on this game because I really want to take my WCW 1991 dynasty as far as I can take it, but I feel like I'm already bringing the company down. I might have to turn some of the other options on, like Match Aims and Crowd Management, just to see if I can increase show and match ratings that way, although I'll probably fail miserably.

 

Probably lost heat because the storyline didn’t advance.

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Also, there are times when I book an angle, and it doesn't advance the storyline. Something like announcing a match between two participants, or something like that.

 

I believe to advance a storyline, there need to be at least two participants who have major roles "on screen", so match announcements with both people off screen don't count as storyline segments. Also, I believe that there the segments have to be a certain degree above the current heat level to raise it. And I think if the heat doesn't change at all for a certain number of shows it will start decaying.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="CPBHBK" data-cite="CPBHBK" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>How is the power 500 decided?</div></blockquote><p> </p><p> Mostly based on match rating for the year. I think there's a small amount of randomness applied as well. It's possible that stuff like company prestige, overness and other things apply but for the most part it seems to be that the average match rating throughout the year is the key factor.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="justtxyank" data-cite="justtxyank" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>What is the cool down period when you drop from Global to International?</div></blockquote><p> </p><p> Pretty sure it's 6 months.</p><p> </p><p> *</p><p> </p><p> If a team is set as an Inactive Unit, will the bonuses of victories/penalties of defeats still be shared equally if they're put in a match together? Or does making them Inactive mean that the decisive partner will get the greater share of the spoils?</p><p> </p><p> Also, I know a company can be penalised for having lower production settings than their competitors. Is the opposite true? If I have one or more of my production settings higher than my competitors, would I get bonuses for my show as a result?</p>
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