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Small Questions Thread & "Living FAQ"


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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Jaysin" data-cite="Jaysin" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>1. No<p> </p><p> 2. Only tag chemistry is used in tag matches.</p></div></blockquote><p> </p><p> Well, darn. Thanks for the info.</p>
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Guys, do skills of 25-50 in areas like Referring, Announcing, Color Commentary, drive up a wrestlers salary demands? Any info on what drives up or lowers salaries would be appreciated, as im desperate to fix the inflated numbers as much as possible.
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="D16NJD16" data-cite="D16NJD16" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Guys, do skills of 25-50 in areas like Referring, Announcing, Color Commentary, drive up a wrestlers salary demands? Any info on what drives up or lowers salaries would be appreciated, as im desperate to fix the inflated numbers as much as possible.</div></blockquote><p> </p><p> There are no inflated numbers... not quite sure what you mean by that, but everything is designed to work within the world itself and if you are hiring people way above your popularity then they are obviously going to cost more than you can afford.</p><p> </p><p> The only things that influence an in-ring worker's price tag are their popularity, respect and whether you have them set as a figurehead. If a wrestler has been out of work for a while you can get them for lower, but at some point they are going to ask for a raise at some point. For non-wrestlers, talent plays something of an effect too, but it's pretty much the same requirements. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
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Quick question regarding achievements... There's one called Hold Ten A* matches, which I haven't received yet, despite having held more than that... Do you need to hold ten A* matches in the same save or what? Cause I have atleast 15 spread over 4 different saves.
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<p>I meant product quality in the merchandise section, and what is the best production system? also in cverse if you want coverage everywhere you have to go with reverie, which is subscription, so for PPV's should I use that or get more money by using PPV deals just only in America, Canada?</p><p> </p><p>

what angles do u use, as I only use post-match beatdowns, in-ring promos, and backstage interviews, and I need some more. also, how do you make a storyline last for like a year without having them face loads? finally, how do you make personality better, so they don't be negative influences? I've seen some people say something about a fatherly approach, what is that?</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>Quick question regarding achievements... There's one called Hold Ten A* matches, which I haven't received yet, despite having held more than that... Do you need to hold ten A* matches in the same save or what? Cause I have atleast 15 spread over 4 different saves.</div></blockquote><p> </p><p> It probably means true A* matches. In every area except match ratings A* starts at 95.1%, where it starts at 99.1% I think</p><p> </p><p> If you play with numbers instead of grades you always see the A* from 96 and higher though it only shows for 99.1% if you play with only grades.</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>Quick question regarding achievements... There's one called Hold Ten A* matches, which I haven't received yet, despite having held more than that... Do you need to hold ten A* matches in the same save or what? Cause I have atleast 15 spread over 4 different saves.</div></blockquote><p> </p><p> Have they all been 100 rated? They can be from a bunch of different saves, the achievements don't care which save you accomplish things in as long as you accomplish them at some point.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Hazemore" data-cite="Hazemore" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>I meant product quality in the merchandise section, and what is the best production system? also in cverse if you want coverage everywhere you have to go with reverie, which is subscription, so for PPV's should I use that or get more money by using PPV deals just only in America, Canada?<p> </p><p> what angles do u use, as I only use post-match beatdowns, in-ring promos, and backstage interviews, and I need some more. also, how do you make a storyline last for like a year without having them face loads? finally, how do you make personality better, so they don't be negative influences? I've seen some people say something about a fatherly approach, what is that?</p></div></blockquote><p> </p><p> 1. It varies and I doubt anyone has done the science to check. The better quality items cost more per item to make, but can be sold for more.... but when you are small, you aren't going to sell very much so you are generally better having low level things so that you sell more items for less profit per item. To be fair though, that side of the game is generally totally ignored and hasn't really been touched by Adam since at least TEW2010. If I'm a large company I set everything to the best quality I can and "Just In Time" settings... </p><p> </p><p> 2. PPV is where the big bucks are, if you are having big events I'd use that for as much as possible in order to make more money. You can also get pretty good coverage around the world with a variety of networks, but for some of them it's hard. You can also set up your own broadcaster too, giving yourself coverage potentially everywhere but that costs money. The best options depend on your size and personal goals... Free To Air gets the most viewers (quickest growth) but makes net to no money... PPV gets the least viewers and make the most money... the others are in the middle. Find what works for you.</p><p> </p><p> 3. I exclusively use freestyle angles... instead of trying to find what I want in a list, I just create my own and write something descriptive enough in the angle name so that I know what it is. Job done, no searching ever required, freedom to do whatever I want whenever I want it. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> 4. Stories last as long as they take to play out... sports entertainment tends to rush things or drag things out too long just because they have end dates in mind. With my BHOTWG save I'm running just now, I have ideas of where I want a character to go mixed with many tournaments to keep the matches being booked logically. This lets me tell stories over the long term... for example, my titles are defended about 8 times a year... challengers earn their way to matches with wins, all while trying to win tournaments (which also give title shots). Groups clash against each other, sometimes people get hurt and stories evolve organically from what is happening around them. One of my main arcs has seen Tadiyuki Kikkawa (my user character) falling from grace as the figurehead of the company. He started my game 4 years into Time Decline... he also led the Kikkawa Army. And his arc has seen him lose the title (to legendary rival Kinnojo Horri again), have to deal with Heihachiro Sakai becoming champion (as Sakai has faced and beaten every other heavyweight in the group in tournaments) leading to Sakai now in his second reign feeling he has surpassed the group and is the true leader. Kikkawa didn't even enter my version of the G1 (The Summit Challenge) this year and his team with Masaaki Okazaki (also hugely in time decline) has struggled horrible in hy heavyweight tag league. After almost a year of tension, Kikkawa will cost Sakai the title on the end of tour PPV, setting up a huge match at Night Of The Burning Hammer that will see Sakai win and give everyone an ultimatum... follow him or fight him. That will lead to a few more months of matches, and also the end of the Kikkawa Army as some veterans leave and some other talent are left to head to the indies again... that's 3 years of story there so far and Kikkawa vs Sakai hasn't even happened yet as I made sure to keep them apart in tournaments. I have a similar long term arc for Greg Gauge nd Matthew Keith, who have been on my roster for more than 2 years together but are in different groups. Gauge sided with my version of Bullet Club (The Tempest Society) while Matthew has stuck to a traditional Japanese focused group Rebellion-Gun, learning from The Rebellion before they left (time decline) and The Rebel Alliance (KAZ and Eien Miyamoto) become the new youngsters in the group as Matthew Keith and Tatsuya Toshitala become the veterans there. Next year, Keith vs Gauge might happen in singles... <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> 5. It's hard to improve a personality. As people get more successful, they tend to get more of an ego... youngsters are more prone to significant changes in personality, while a mentor taking on a protege can have an instant impact on a personality. The only real thing you can do is to not inflate a youngster's ego by pushing them too fast, too hard. Make them earn it. Keep some locker room leaders around to stop them getting into trouble backstage... and when they do get in trouble, discipline them appropriately. This will vary depending on the incident, your diplomacy skills and their personality. Finding the balance is hard but if you see good results from your handling of incidents, remember that and use it for next time. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>1. It varies and I doubt anyone has done the science to check. The better quality items cost more per item to make, but can be sold for more.... but when you are small, you aren't going to sell very much so you are generally better having low level things so that you sell more items for less profit per item. To be fair though, that side of the game is generally totally ignored and hasn't really been touched by Adam since at least TEW2010. If I'm a large company I set everything to the best quality I can and "Just In Time" settings... </div></blockquote><p> </p><p> I for one really like this feature. A better way to handle it is doing it Custom imo. You'll have to be interested in this part of managing the game however as you have to stay on top of it (like stopping production of past workers yourself).</p><p> </p><p> With custom I basically set it so I have a lot of product for babyface main eventers, a little less for midcard faces and main event heels, low for midcard heels and then basically none for bottom of the card folks and non-wrestlers.</p><p> </p><p> So it's a little more accurate thanthe Just in-time and more conservative than the Optimistic settings.</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>Have they all been 100 rated? They can be from a bunch of different saves, the achievements don't care which save you accomplish things in as long as you accomplish them at some point.</div></blockquote><p> </p><p> No, not all have been 100 rated, but more in the 96/97 region.</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>No, not all have been 100 rated, but more in the 96/97 region.</div></blockquote><p> </p><p> There you go. For matches it only counts as an A* when it's 100 rated. That's where your issue is and also how it's been since at least TEW13, and I think even TEW10.</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>There you go. For matches it only counts as an A* when it's 100 rated. That's where your issue is and also how it's been since at least TEW13, and I think even TEW10.</div></blockquote><p> </p><p> It's weird, 'cause I have the "achieve one *A match", but I can't for the life of me remember ever getting one 100 rated match... Hmmm...</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>There are no inflated numbers... not quite sure what you mean by that, but everything is designed to work within the world itself and if you are hiring people way above your popularity then they are obviously going to cost more than you can afford.<p> </p><p> The only things that influence an in-ring worker's price tag are their popularity, respect and whether you have them set as a figurehead. If a wrestler has been out of work for a while you can get them for lower, but at some point they are going to ask for a raise at some point. For non-wrestlers, talent plays something of an effect too, but it's pretty much the same requirements. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p></div></blockquote><p> </p><p> I dunno, I made a guy on my first save and he was like A on everything. Microphone, Colour, Referee. All the non-ring skills. I didn't know how hard it would be to find talent for that stuff in Australia (where I wanted to start my first game). Right off the bat he was costing me over 20k a month. <img alt=":o" data-src="//content.invisioncic.com/g322608/emoticons/redface.png.900245280682ef18c5d82399a93c5827.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="d12345" data-cite="d12345" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>I for one really like this feature. A better way to handle it is doing it Custom imo. You'll have to be interested in this part of managing the game however as you have to stay on top of it (like stopping production of past workers yourself).<p> </p><p> With custom I basically set it so I have a lot of product for babyface main eventers, a little less for midcard faces and main event heels, low for midcard heels and then basically none for bottom of the card folks and non-wrestlers.</p><p> </p><p> So it's a little more accurate thanthe Just in-time and more conservative than the Optimistic settings.</p></div></blockquote><p> I've always wanted to customise my merch. But I don't use faces/heels. <img alt=":(" data-src="//content.invisioncic.com/g322608/emoticons/frown.png.e6b571745a30fe6a6f2e918994141a47.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></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>What causes there not to be a penalty in face vs face matches (and I'd imagine heel vs heel)?<p> </p><p> I do face vs face matches quite often in my current save, and I've noticed that not every match gets dinged because of it.</p></div></blockquote><p> </p><p> I thought that penalty always applied. </p><p> Just guessing but possibly:</p><p> Lower card pushes. Maybe people don't care enough about either worker to fuss about it.</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>I've always wanted to customise my merch. But I don't use faces/heels. <img alt=":(" data-src="//content.invisioncic.com/g322608/emoticons/frown.png.e6b571745a30fe6a6f2e918994141a47.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></div></blockquote><p> </p><p> If you don't use Face/Heels then you just go by the Push of the worker. Bad Guys can make you more money in merch if you have a product like that.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="d12345" data-cite="d12345" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>If you don't use Face/Heels then you just go by the Push of the worker. Bad Guys can make you more money in merch if you have a product like that.</div></blockquote><p> </p><p> Is it best by push or by popularity?</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>Is it best by push or by popularity?</div></blockquote><p> </p><p> If you are Auto-Pushing or just having guys be pushed as they are supposed to then go by Push.</p><p> </p><p> Very High - Main Event Faces</p><p> High - Main Event Heels / Upper Midcard Faces (some high SQ Midcard Faces)</p><p> Medium - Midcard Faces / Midcard Heels with high SQ</p><p> Low - Midcard Heels / Lower Midcard Faces</p><p> Very Low - Lower Midcard Heels / Non-Wrestlers who you want to have merch for that probably won't sell</p><p> </p><p> That's just a starting point. Check in often to make sure that the workers who you think should sell are actually selling. Also if you lose a worker make sure to stop selling their merch. Also if someone gets injured and you make them not assigned remove their merch until they come back.</p>
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I've been experimenting with Tribute shows in the editor mostly for the purpose of creating a more dynamic lower level scene (where people employed to tiny companies work more than once a month). Did not realize you could do a tribute show for a living worker, which essentially would be the same as an active wrestler running a one off show. Think about Fortune Dream that Kobashi runs once or twice a year, could even classify "All In" as one of these as well.

 

Thought some people would appreciate this, since that area seems to be vastly under-explored. It would also seem essential to creating somewhat of a legitimate Lucha scene where there are tons of big matches that dont necessarily happen under the brand of a proper company.

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I've been experimenting with Tribute shows in the editor mostly for the purpose of creating a more dynamic lower level scene (where people employed to tiny companies work more than once a month). Did not realize you could do a tribute show for a living worker, which essentially would be the same as an active wrestler running a one off show. Think about Fortune Dream that Kobashi runs once or twice a year, could even classify "All In" as one of these as well.

 

Thought some people would appreciate this, since that area seems to be vastly under-explored. It would also seem essential to creating somewhat of a legitimate Lucha scene where there are tons of big matches that dont necessarily happen under the brand of a proper company.

 

Man this is a really awesome idea, I wish I could add tribute shows in the editor of a currently running game. I'm honestly half-tempted to hijack one of the tribute shows created by a worker who died for my own benefit...

 

Unfortunately it looks like you can't set a narrative up to create a tribute show either :( If you end up doing this it would all have to be done before creation of the game it looks like.

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Have they all been 100 rated? They can be from a bunch of different saves, the achievements don't care which save you accomplish things in as long as you accomplish them at some point.

 

 

 

1. It varies and I doubt anyone has done the science to check. The better quality items cost more per item to make, but can be sold for more.... but when you are small, you aren't going to sell very much so you are generally better having low level things so that you sell more items for less profit per item. To be fair though, that side of the game is generally totally ignored and hasn't really been touched by Adam since at least TEW2010. If I'm a large company I set everything to the best quality I can and "Just In Time" settings...

 

2. PPV is where the big bucks are, if you are having big events I'd use that for as much as possible in order to make more money. You can also get pretty good coverage around the world with a variety of networks, but for some of them it's hard. You can also set up your own broadcaster too, giving yourself coverage potentially everywhere but that costs money. The best options depend on your size and personal goals... Free To Air gets the most viewers (quickest growth) but makes net to no money... PPV gets the least viewers and make the most money... the others are in the middle. Find what works for you.

 

3. I exclusively use freestyle angles... instead of trying to find what I want in a list, I just create my own and write something descriptive enough in the angle name so that I know what it is. Job done, no searching ever required, freedom to do whatever I want whenever I want it. :)

 

4. Stories last as long as they take to play out... sports entertainment tends to rush things or drag things out too long just because they have end dates in mind. With my BHOTWG save I'm running just now, I have ideas of where I want a character to go mixed with many tournaments to keep the matches being booked logically. This lets me tell stories over the long term... for example, my titles are defended about 8 times a year... challengers earn their way to matches with wins, all while trying to win tournaments (which also give title shots). Groups clash against each other, sometimes people get hurt and stories evolve organically from what is happening around them. One of my main arcs has seen Tadiyuki Kikkawa (my user character) falling from grace as the figurehead of the company. He started my game 4 years into Time Decline... he also led the Kikkawa Army. And his arc has seen him lose the title (to legendary rival Kinnojo Horri again), have to deal with Heihachiro Sakai becoming champion (as Sakai has faced and beaten every other heavyweight in the group in tournaments) leading to Sakai now in his second reign feeling he has surpassed the group and is the true leader. Kikkawa didn't even enter my version of the G1 (The Summit Challenge) this year and his team with Masaaki Okazaki (also hugely in time decline) has struggled horrible in hy heavyweight tag league. After almost a year of tension, Kikkawa will cost Sakai the title on the end of tour PPV, setting up a huge match at Night Of The Burning Hammer that will see Sakai win and give everyone an ultimatum... follow him or fight him. That will lead to a few more months of matches, and also the end of the Kikkawa Army as some veterans leave and some other talent are left to head to the indies again... that's 3 years of story there so far and Kikkawa vs Sakai hasn't even happened yet as I made sure to keep them apart in tournaments. I have a similar long term arc for Greg Gauge nd Matthew Keith, who have been on my roster for more than 2 years together but are in different groups. Gauge sided with my version of Bullet Club (The Tempest Society) while Matthew has stuck to a traditional Japanese focused group Rebellion-Gun, learning from The Rebellion before they left (time decline) and The Rebel Alliance (KAZ and Eien Miyamoto) become the new youngsters in the group as Matthew Keith and Tatsuya Toshitala become the veterans there. Next year, Keith vs Gauge might happen in singles... :)

 

5. It's hard to improve a personality. As people get more successful, they tend to get more of an ego... youngsters are more prone to significant changes in personality, while a mentor taking on a protege can have an instant impact on a personality. The only real thing you can do is to not inflate a youngster's ego by pushing them too fast, too hard. Make them earn it. Keep some locker room leaders around to stop them getting into trouble backstage... and when they do get in trouble, discipline them appropriately. This will vary depending on the incident, your diplomacy skills and their personality. Finding the balance is hard but if you see good results from your handling of incidents, remember that and use it for next time. :)

 

 

3. i use them too, i meant was what did u use in those freestyle?

 

4. im TCW, and ive made it more sport ent, while still being more perf and 60% matches, what do you do at ppvs and things if they rnt facing eachother? and if ik takes an entire year, how do you advance the storyline if there are times when they dont fight etc?

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Hazemore" data-cite="Hazemore" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div><p> 4. im TCW, and ive made it more sport ent, while still being more perf and 60% matches, what do you do at ppvs and things if they rnt facing eachother? and if ik takes an entire year, how do you advance the storyline if there are times when they dont fight etc?</p></div></blockquote><p> </p><p> Lots of 6/8/10 man tags ala New Japan on the TV shows leading up to PPV. They still wrestle each other, but they should not be taking a pinfall loss. Save the 1vs1 matches for the big PPV's.</p><p> </p><p> Example (and cheap plug) of using this approach in TCW from a Multiplayer dynasty I have going with Uncrewed, willr0ck, and HRTVAndrew: <a href="http://www.greydogsoftware.com/forum/showthread.php?t=539694" rel="external nofollow">http://www.greydogsoftware.com/forum/showthread.php?t=539694</a></p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="southside_hitmen" data-cite="southside_hitmen" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Lots of 6/8/10 man tags ala New Japan on the TV shows leading up to PPV. They still wrestle each other, but they should not be taking a pinfall loss. Save the 1vs1 matches for the big PPV's.<p> </p><p> Example (and cheap plug) of using this approach in TCW from a Multiplayer dynasty I have going with Uncrewed, willr0ck, and HRTVAndrew: <a href="http://www.greydogsoftware.com/forum/showthread.php?t=539694" rel="external nofollow">http://www.greydogsoftware.com/forum/showthread.php?t=539694</a></p></div></blockquote><p> </p><p> then at the ppvs if they rnt big ones?</p>
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