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Small Questions Thread & "Living FAQ"


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<p>I've got two questions:</p><p> </p><p>

- I started a Dojo two or three years ago, but I still didn't get any alumnis. Is that a bug or do I just have to be patient?</p><p>

- Why is the risk level of my own broadcasting channel medium? Why am I not able to change it?</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Abgas" data-cite="Abgas" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div><p> - I started a Dojo two or three years ago, but I still didn't get any alumnis. Is that a bug or do I just have to be patient?</p><p> </p></div></blockquote><p> </p><p> It's not a bug. Your chances of getting an alumni is going to depend on what your new worker generation rate is set as and the settings of you dojo. I believe when a new worker is generated, they are generated and then matched to a dojo in their game area if one of appropriate settings exit. </p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>- Why is the risk level of my own broadcasting channel medium? Why am I not able to change it?</div></blockquote><p> </p><p> I'm not sure why this is set up this way. For my broadcaster I went into the editor after creating it and adjusted the risk levels to my liking so there is a work around.</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>words</div></blockquote><p> </p><p> As long as you properly build the turn (4 segments), the very least you'll get it a "Turn went pretty well." Failed turns are very rare. </p><p> </p><p> Negative chemistry cannot change or improve. What you're remembering reading is that tag team experience eventually cancels out negative chemistry at, I think C-, which could take like 1 or 2 years to even get if I do the math. However, this is a little misleading since the tag team still gets dinged for low chemistry, meaning that had they had no/good chemistry the segments would be even better.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="VBigB" data-cite="VBigB" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>I'm not sure why this is set up this way. For my broadcaster I went into the editor after creating it and adjusted the risk levels to my liking so there is a work around.</div></blockquote><p> </p><p> Thank you!</p><p> </p><p> Edit:</p><p> </p><p> Is there any possibility to stop people asking me for pay rises? Are they stopping to ask when I usually decline those requests?</p>
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<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>I never use post show matches. I can see a reason to use post show angles to do training style promos, but I mostly use the preshow for that. If you wanted to get excessive and use over an hour of those training promos though, post show is there for that.</div></blockquote><p> </p><p> Yeah, I feel the same way. I mean, in real life they're there to send the crowd home happy with some main-event level match taking place after the show. But there's no need to do that in TEW, so I've never used post-show segments.</p>
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<p>Training angles only, usually 1 or 2 10+ minute segments where 7 workers are shown how to work a promo by someone like Ric Flair, Rich Money or whoever.</p><p> </p><p>

Post-show matches get dinged heavily for lack of motivation, although I have a vague idea that you can put comedy matches on without them being penalised?</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Gungner" data-cite="Gungner" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Do anyone use post-show segments or matches?<p> I have never used them, as I just can't see any benefits... My main-eventers are on the show anyways, so no need to use them in post-show matches.</p></div></blockquote><p> </p><p> You can put midcarders in post show matches you know.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="BrokenCycle" data-cite="BrokenCycle" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>You can put midcarders in post show matches you know.</div></blockquote><p> </p><p> I know. But my midcarders are on my show, or in the pre-show matches.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="BrokenCycle" data-cite="BrokenCycle" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>As long as you properly build the turn (4 segments), the very least you'll get it a "Turn went pretty well." Failed turns are very rare. <p> </p><p> Negative chemistry cannot change or improve. What you're remembering reading is that tag team experience eventually cancels out negative chemistry at, I think C-, which could take like 1 or 2 years to even get if I do the math. However, this is a little misleading since the tag team still gets dinged for low chemistry, meaning that had they had no/good chemistry the segments would be even better.</p></div></blockquote><p> </p><p> Ahhh thank you for clearing both of those up for me! The second one is very discouraging especially because they don’t let you edit charisma once a save has started :/. </p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Gungner" data-cite="Gungner" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>I know. But my midcarders are on my show, or in the pre-show matches.</div></blockquote><p> </p><p> I never used them until recently. I have a pretty big roster, and while I have everyone involved in Storylines it’s impossible to use them all every show. I usually have a few Main Eventers and Upper Mids (different people each show) that get left off due to this, I’ve been using the post show match as a way to get them on the show. I have them face a mid card or lower and win everything (there will be no upsets in post shows for me) but it has the advantage of getting young lower carders some high level work. For example, Samoa Joe is a maineventer, he was on TV last week, but this week the storyline required other guys and he got left off so I put him in a post show match with Shane Strickland an “opener” who i’d like to eventually move up the card!</p><p> </p><p> Normally one might use Pre-show for this I know, but I actually use my Pre-show differently. I sort the roster by momentum and anyone with negative gets a win against enhancement talents. Once everyone with negative is done I move on to minor negative, neutral, minor positive, etc. doing this method I have made it so that not one person on my roster has even neutral momentum except Jobbers. Everyone else is at minor positive or higher! And luckily very few are at minor positive. Everyone on my roster Midcard up has positive or higher than positive momentum!</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Gungner" data-cite="Gungner" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Do anyone use post-show segments or matches?<p> I have never used them, as I just can't see any benefits... My main-eventers are on the show anyways, so no need to use them in post-show matches.</p></div></blockquote><p> </p><p> No. In TEW 13 (and prior) people would lock guys into 10 year contracts with non-compete then adjust them in editor to be 100's. This "feature" was installed to "combat cheaters", I believe - but the official reason given IIRC was to "increase the difficulty". Did I say I hate this feature? It's easily the worst part of TEW 2016. There is no way to turn it off or make it stop, either. We can turn off a lot of other content we either dislike or don't want, but we cannot turn this one off. Ugh.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Gungner" data-cite="Gungner" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Do anyone use post-show segments or matches?<p> I have never used them, as I just can't see any benefits... My main-eventers are on the show anyways, so no need to use them in post-show matches.</p></div></blockquote><p> </p><p> So far I just use angles. I have used a few matches but they get lower ratings so I try to avoid them. The angles I use heavily though as it seems to help increase skills.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Gungner" data-cite="Gungner" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Do anyone use post-show segments or matches?<p> I have never used them, as I just can't see any benefits... My main-eventers are on the show anyways, so no need to use them in post-show matches.</p></div></blockquote><p> </p><p> I keep spreadsheets on match grades and stuff, and I don't like the skewed feedback you get from post show segments, so I never use then,</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="atomzero" data-cite="atomzero" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>I keep spreadsheets on match grades and stuff, and I don't like the skewed feedback you get from post show segments, so I never use then,</div></blockquote><p> </p><p> <img alt="737119.jpg" data-src="https://frinkiac.com/img/S05E03/737119.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="James Casey" data-cite="James Casey" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Is there a standard % gain for a show (like 0.1% per show) or does it depend on how much better the show is than your popularity in a region? I'm trying to get WCW up from Cult to National in my game, and need to gain 2-3% in 3 regions. Will better shows get me there quicker, or is the grade irrelevant so long as it's good enough to trigger a popularity gain?</div></blockquote><p> </p><p> Just bumping this one, as I've also realised I'm about to lose my European TV coverage so am now running untelevised weekly shows there. Will a B in an E-rated region raise my popularity faster than a D would?</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Blackman" data-cite="Blackman" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Does anybody remember what kind of submission Jeremy Stone's "Stone Hold" was exactly?</div></blockquote><p> </p><p> I don't have any of the WreSpi games installed, but checking an old diary I have it as something like a Dragon Sleeper with the attacker sitting on mat, pinning the victim's legs with their own. I may have made that up wholly for the one time I used it, but I think I was using WS2 back then for the finisher descriptions.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="James Casey" data-cite="James Casey" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Just bumping this one, as I've also realised I'm about to lose my European TV coverage so am now running untelevised weekly shows there. Will a B in an E-rated region raise my popularity faster than a D would?</div></blockquote><p> </p><p> Good question</p>
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I'm trying to end a relationship with my child company. a message pops up telling me to end my broadcasting deals with them, which I do, TV shows, events, and tour highlights have all been ended by my broadcaster. I try to end the relationship again and the same message pops up to end the broadcasting deals. What am I missing, or is this a bug on my end?
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737119.jpg

 

Pretty much, haha. I've never been able to clearly determine who the best performers were simply by looking at the skill ratings. Keeping records of the performances, with some simple calculations helps me prioritize my workers. Moneyball wrestling or something. I guess it might seem soulless, but the narrative of my games are actually more entertaining to me if great performers emerge unexpectedly, and I don't just push everyone who I like at the beginning of the save.

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<p>What is the best way to incorporate "Storytelling" match aims into a card?</p><p> </p><p>

My concern it is is always penalized in the ratings because wrestlers are 'holding back'. </p><p>

However, my product requires a storytelling match per card. My product also prioritizes performance over popularity. Performances that is dinged by holding back for a storytelling aim.</p><p> </p><p>

So basically, the fans are demanding matches they won't like. <img alt=":confused:" data-src="//content.invisioncic.com/g322608/emoticons/confused.png.d4a8e6b6eab0c67698b911fb041c0ed1.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="CharlieRock" data-cite="CharlieRock" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>What is the best way to incorporate "Storytelling" match aims into a card?<p> </p><p> My concern it is is always penalized in the ratings because wrestlers are 'holding back'. </p><p> However, my product requires a storytelling match per card. My product also prioritizes performance over popularity. Performances that is dinged by holding back for a storytelling aim.</p><p> </p><p> So basically, the fans are demanding matches they won't like. <img alt=":confused:" data-src="//content.invisioncic.com/g322608/emoticons/confused.png.d4a8e6b6eab0c67698b911fb041c0ed1.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p></div></blockquote><p> </p><p> You're greatly overreacting to what Storytelling matches do. I'm running TCW in the Cornellverse and have no issues. Only one match on the card really matters, the main event, and the second best match sorta matters? You can do anything you want to in the undercard and it means almost nothing. </p><p> </p><p> I think the term "Storytelling" for a match aim is way off. I read some guy on here sum it up perfectly when he said it was like Billy Gunn vs Ken Shamrock at KOTR 99, but I think that's a little too hard to grasp in a game without context. </p><p> </p><p> Think of the match aim as like a mini calm the crowd. It pumps the brakes on the crowd, instead of slamming on the brakes. </p><p> </p><p> A lot of the times I use the match aim as my match after the opener. But I have also used it as Storytelling/Co-Main/Main and it hasn't burnt the crowd out. I think you're really overthinking it. It's not that damaging to match ratings, or performance, and you could get by without putting any effort into it at all.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="BrokenCycle" data-cite="BrokenCycle" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>You're greatly overreacting to what Storytelling matches do. I'm running TCW in the Cornellverse and have no issues. Only one match on the card really matters, the main event, and the second best match sorta matters? You can do anything you want to in the undercard and it means almost nothing. <p> </p><p> I think the term "Storytelling" for a match aim is way off. I read some guy on here sum it up perfectly when he said it was like Billy Gunn vs Ken Shamrock at KOTR 99, but I think that's a little too hard to grasp in a game without context. </p><p> </p><p> Think of the match aim as like a mini calm the crowd. It pumps the brakes on the crowd, instead of slamming on the brakes. </p><p> </p><p> A lot of the times I use the match aim as my match after the opener. But I have also used it as Storytelling/Co-Main/Main and it hasn't burnt the crowd out. I think you're really overthinking it. It's not that damaging to match ratings, or performance, and you could get by without putting any effort into it at all.</p></div></blockquote><p> </p><p> Another good example would be Triple H vs. the Big Show from 2005, when H broke Show's hand. It's a good storytelling match that doesn't tear the house down.</p>
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<p>Or any of the Styles/Owens matches lately where Shane's been involved. Think of them as a multi-man match where the story is one of the competitors, and has to be factored into the exchanges at certain points of the match.</p><p> </p><p>

Proof that a story doesn't need to hurt a match? Bret/Owen at WMX, Flair/Vader at Starrcade 93, Michaels/Flair at WM24 (I think?)... Even Shane/Owens at HIAC was a story-driven match.</p><p> </p><p>

Oh, and practically every face-in-peril tag match tells a story, which may or may not be part of a wider storyline, tells a story. My personal favourite is Dudleys/E&C at the 2001 Royal Rumble - the fans were insanely into that match. Of course, you could pick a Rock and Roll Express match at random and it's probably in there, too!</p><p> </p><p>

But burying one in the middle of the show won't significantly harm your ratings if your workers really do tank in them.</p>

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Has anybody tried running a company without a face/heel divide? I'm tempted to because I have some storylines coming up that could end up being heel vs. heel, and I don't want my ratings to get too effected for an awkward face/heel divide. I'm just not sure what eliminating the face/heel divide would do overall. Anybody?
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