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Small Questions Thread & "Living FAQ"


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<p>So I have a weird issue. I've been putting in decent angles and matches in a 0/0/0/0 game. But for some reason I can't for the life of me elevate any of my workers past 18 popularity.</p><p> </p><p>

Nearly my entire roster is 17s, three 18s and I had a 19 for a hot second.</p><p> </p><p>

My champ has lost only three matches in two years of weekly and semi weekly shows. He's dominated a few times. But instead of gaining popularity he stays at 18, and my jobbers elevate until they're 18s too, and everyone stays there.</p><p> </p><p>

Help!</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Linsolv" data-cite="Linsolv" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>So I have a weird issue. I've been putting in decent angles and matches in a 0/0/0/0 game. But for some reason I can't for the life of me elevate any of my workers past 18 popularity.<p> </p><p> Nearly my entire roster is 17s, three 18s and I had a 19 for a hot second.</p><p> </p><p> My champ has lost only three matches in two years of weekly and semi weekly shows. He's dominated a few times. But instead of gaining popularity he stays at 18, and my jobbers elevate until they're 18s too, and everyone stays there.</p><p> </p><p> Help!</p></div></blockquote><p> </p><p> I have been playing my 0/0/0/0 for 11 years now and I log all pop gains from workers month to month, and I experienced some very similar stuff. that "E-" range of 17-19 seems to be the cap for "I just exist" popularity. Even losing pretty much any worker will hit that ceiling just by being exposed to a crowd. To break that, looking back at my past shows, it looks like it took matches that were at least double their pop at the time. I don't have an EXACT answer for you but I can go through a couple of specifics so you can get kind of an idea.</p><p> </p><p> The first time I see workers breaking through that "18" pop ceiling at local level is when the matches they are in hit that low D range (40+). I have a few cases where workers are going to 19 but it's due to beating another guy who is at 18, so it's not sustainable. I have nothing concrete other than that, I also see more pronounced growth after I hit Small size but I don't know if the size is related as my match ratings go up with the increase in size. Best advice I can give you is just keep grinding, as long as you aren't taking anyone's momentum your workers should be steadily be getting better in ring and putting on better matches until they are good enough that the matches pull their popularity up and they can pull up the other workers around them.</p>
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<p>Having pop stagnate is normal, it simulates that your company's exposure is too small and thus your workers won't become more famous than they already are.</p><p> </p><p>

Basically think of it that you have a small devout fanbase that shows up to your small/local shows, and they know exactly who on your roster is popular and who isn't. But other than very random word of mouth, it's not like these local guys become better known by other people that don't follow your company.</p><p> </p><p>

So the pop goes in a holding pattern of sorts, they can become more famous, just not in the environment they're in. Your company is too small, has too little reach to do anything to make them better known to the world. If your company becomes bigger, your reach does, and the pop of your guys will most likely grow with it.</p><p> </p><p>

As a result it's extremely hard to surpass those size based soft caps. The only way is to put on utterly stellar matches, so that word gets around that this one wrestler-guy fighting in someone's backyard is utterly awesome!</p><p> </p><p>

Or bringing in more popular guys and using them to put the rest over. See it as a Kurt Angle or Christian Cage effect back in the TNA days, where they come in with huge hype and fanfare, they pull in fans TNA wouldn't normally have gotten, and by extent gives more exposure to the company and people they face.</p><p> </p><p>

Of course, unless you protect the everloving crap out of those popular outsiders, their pop will also slowly roll down to that E-/19 level, as long as your company stays on the level it's at. Eventually people forget about those talents, they lapse, and all they will have left is the fans of your own company.</p><p> </p><p>

A useful tip is to find a low-level and cheap worker that's on a PPA with a bigger company active in your region. Because the company is bigger, their talent has a higher pop-cap, and by extent even a midcarder can become more popular through working for that company than being an unstoppable main eventer in yours. If you snap them up early, they'll be cheap for a long time and you can either use them to feed to your other guys or to hold them up as pseudo-figureheads (without actually making them figureheads). Again, this simulates real life where more people know about The Ascension in WWE than the ROH tag champs, even though the latter are much better pushed.</p><p> </p><p>

Those bigger companies won't affect you because you're too small, but just having their talent will give you a significant rub because their higher popularity will pull in higher show ratings and speed up your growth.</p><p> </p><p>

tl;dr </p><p>

1: Your workers maximum pop directly correlates to your companies pop and size. - As you grow your company's popularity/size, so will your workers grow along with it.</p><p>

2: You can break through that ceiling by signing higher pop guys to pull in higher ratings. - Eventually those higher pop guys will regress back to your maximum pop, even if they're heavily protected. You only affect how quickly they drop back.</p><p>

3: You can also break through the ceiling by putting on high match ratings, which is easy/easier in perf > pop - This still requires consistent high ratings, which is hard to sustain.</p><p>

4: Signing cheap (midcard) talent active in bigger companies can deliver you more popular workers who won't regress in pop due to getting exposure on a bigger stage than yours.</p>

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<p>Storylines - </p><p> </p><p> </p><p>

1. Can you run storylines effectively without TV (so just running one show a month)?</p><p> </p><p>

2. Are there a minimum and maximum number of shows to run a storyline over and for it to work?</p><p> </p><p>

3. How do you know when to end a storyline properly?</p><p> </p><p>

4. Anything else I'm missing?</p><p> </p><p> </p><p>

Many thanks.</p>

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Storylines -

 

 

1. Can you run storylines effectively without TV (so just running one show a month)?

 

Yep, as long as the x amount of storylines are advanced, the game is OK with it.

 

2. Are there a minimum and maximum number of shows to run a storyline over and for it to work?

 

Not really, you can run a storyline for one show if you wanted to, but the most important thing is to have the x amount of storylines hitting their minimum required rating.

 

3. How do you know when to end a storyline properly?

 

That's all your own choice, you can have it go on forever if you wanted to. You can see someone's success in a storyline. If you feel things have run their course you can end the storyline then and there. Most people aim for the blow-off match and then end the storyline the day after the show, but you can end then whenever you want.

 

4. Anything else I'm missing?

 

Storyline heat can affect your match/angle ratings, so a hot storyline will draw in better ratings out of workers than they would normally be able to. So it's always useful to try and hold onto a hot storyline if you're having a hard time hitting the minimum heat requirements.

 

You can also make as many storylines as you want, Major roles can only be part of one storyline at a time, but minor roles can be part of as many as you'd want them to be. The bonuses that high heat gives you can help bump up match ratings lower on the card, if they can attain high heat ratings.

 

Many thanks.

 

Answered in the quotes

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Also if you have a character you want to push despite their auto-push being enhancement talent/opener.

 

Crowds will crap on ET's winning matches, so putting those performers at Lower Midcarder will allow them to actually show up on shows, win a match, and not have a riot break out in the crowd.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="de knegt" data-cite="de knegt" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Crowds will crap on ET's winning matches, so putting those performers at Lower Midcarder will allow them to actually show up on shows, win a match, and not have a riot break out in the crowd.</div></blockquote><p> </p><p> That's actually not true. </p><p> </p><p> What you mean is that crowds will be bored of ET/Opener vs ET/Opener matches, and the grade will suffer. Has really nothing to do with them winning. </p><p> </p><p> (Unless I've missed something in this game that I've never noticed before, but I think that's unlikely because I have ETs beat midcarders all the damn time.)</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Tterrag" data-cite="Tterrag" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>The crowd seems to hate ETs/Openers being in the show full stop, given you get the "you used X far too much" note almost any time they're in a match.</div></blockquote><p> </p><p> </p><p> Yeah I do a lot of trios and 8 man's and I ****ing hate this note...</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Tterrag" data-cite="Tterrag" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>The crowd seems to hate ETs/Openers being in the show full stop, given you get the "you used X far too much" note almost any time they're in a match.</div></blockquote><p> </p><p> I <em>think</em> ET's and Openers are limited to 10 and 15 minutes respectively of total "on-screen" (Match & On-screen angle) time per show regardless of promotion to not get that note.</p>
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<p>In my diary game I added a protege to my user character to see what happened.</p><p> </p><p> </p><p>

So far, nothing.</p><p> </p><p> </p><p>

Is that because user characters aren't meant to take proteges so there's no mechanic for helping them improve, or is it just because my character isn't an especially nice person, so doesn't get involved with his protege backstage?</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>In my diary game I added a protege to my user character to see what happened.<p> </p><p> </p><p> So far, nothing.</p><p> </p><p> </p><p> Is that because user characters aren't meant to take proteges so there's no mechanic for helping them improve, or is it just because my character isn't an especially nice person, so doesn't get involved with his protege backstage?</p></div></blockquote><p> </p><p> Probably the later. In my TCW game I am Cornell and my protege is Wolf Hawkins. Almost every show I pass along tips</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Tterrag" data-cite="Tterrag" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>The crowd seems to hate ETs/Openers being in the show full stop, given you get the "you used X far too much" note almost any time they're in a match.</div></blockquote><p> </p><p> Nah... You just have to make sure they're not on screen for more than 10 minutes total for the show, and that their match includes someone with a lower midcard push or higher.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="sabataged" data-cite="sabataged" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Probably the later. In my TCW game I am Cornell and my protege is Wolf Hawkins. Almost every show I pass along tips</div></blockquote><p> </p><p> </p><p> Literally the next show, I get a popup saying I was passing along tips <img alt=":rolleyes:" data-src="//content.invisioncic.com/g322608/emoticons/rolleyes.png.4b097f4fbbe99ce5bcd5efbc1b773ed6.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="gazwefc83" data-cite="gazwefc83" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>What personality setting make somebody accept crazy bumps?</div></blockquote><p> </p><p> High liberal (and maybe boldness?)</p><p> </p><p> Liberalism goes down as a worker gets older, to simulate him looking more after his own health and well-being. Maybe other things also affect it, like being more popular, and making more money. (Since I assume they wouldn't want to risk their careers if they're already established).</p><p> </p><p> Workers accepting crazy bumps also depends on your companies size, whether they're competing on a TV Show or a (major) event. A worker might accept doing a crazy bump on Wrestlemania, but tell you to buzz off if you ask them to do one on Superstars.</p><p> </p><p> Either way, High liberalism = bigger tendency to do crazy stuff. It's not a political barometer. <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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<p>Do workers’ entertainment skills improve quicker if they’re in angles with superior workers?</p><p> </p><p>

I run training segments in the post show time where I use a worker with great entertainment skills to lead workers without them through a long promo. It works great – workers jumping 5 or 6 points a month from the practise.</p><p> </p><p>

However, is the talented worker necessary in such a case? I’ve had Brian Pillman and Dustin Rhodes hit A* across the board for promo skills, which is higher than Ric Flair and Paul E. Dangerously, who’ve been my trainers. Would I be better off (or as well off) just having the workers practise on their own? That would also free up a slot in each segment for an additional trainee...</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>Do workers’ entertainment skills improve quicker if they’re in angles with superior workers?<p> </p><p> I run training segments in the post show time where I use a worker with great entertainment skills to lead workers without them through a long promo. It works great – workers jumping 5 or 6 points a month from the practise.</p><p> </p><p> However, is the talented worker necessary in such a case? I’ve had Brian Pillman and Dustin Rhodes hit A* across the board for promo skills, which is higher than Ric Flair and Paul E. Dangerously, who’ve been my trainers. Would I be better off (or as well off) just having the workers practise on their own? That would also free up a slot in each segment for an additional trainee...</p></div></blockquote><p> </p><p> Yes, workers will improve a lot by being together in angles with a better worker. They learn performance/in-ring skills by being in matches with them (either facing them, or tagging with them, both work). They learn entertainment skills by being in angles together that employs those skills.</p><p> </p><p> So a mic-skills based promo, they'll pick up on the mic skills of the other guy.</p><p> </p><p> In fact, it's arguably overpowered in that you can easily and quickly use a good talker to turn bad talkers into great talkers. If the trained worker is young, then their own improvements will add up to the learned improvements and they'll hit their cap really quickly.</p><p> </p><p> Depending on how you like to play your games, use it sparingly, because it can make a whole roster of super-workers really quick if you powergame it.</p>
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High liberal (and maybe boldness?)

 

Either way, High liberalism = bigger tendency to do crazy stuff. It's not a political barometer. :D

Seconding everything except this part. In my experience, liberalism is more about whether a wrestler will agree to work a match/angle with a high content risk. Of course, crazy hardcore workers are usually both liberal and bold, which tends to blur the line.

 

Also, workers who have a low physical condition due to wear and tear may refuse because of that, as they won't risk further injury.

 

ETA: Pretty sure naive workers are about accepting worse contract terms, but I can't shake the feeling it also factors to a certain extent into whether they'll agree to bumps

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