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Small Questions Thread & "Living FAQ"


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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 know once a figurehead is established you can know how much better business is with them on a show.<p> </p><p> Question is during that year that they are being established are they helping business at all?</p></div></blockquote><p> </p><p> no, not until they are established</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="dextrovert" data-cite="dextrovert" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Has anyone experienced really long loading times between days? Like very long, still hasn't gone to the next day. It seems to be stuck on just one show; the show is my development company who just got a whole bunch of people sent down.</div></blockquote><p> </p><p> That would be an error. You should make sure you are using the latest patch and, if it still continues, use the Technical Support forum.</p>
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<p>Which Skills influence a match rating (and how are they weighted)?</p><p>

I know that the product determines the balance between pop and performance. Also I know that with different products, certain top row skills become less relevant. What I want to know is which skills influence the performance part of the match rating (regardless of the pop/perf ratio), in a standard 1 vs 1 regular match with time adjusted to the stamina of the workers.</p><p> </p><p>

Some seem obvious; basics, psychology, and the highest of the top row skills. Some probably don't; safety probably only influences injury odds, most entertainment skills don't seem helpful (except for the bonuses given as mentioned in the dirt sheet).</p><p>

I'm uncertain about; Charisma, the physical abilities, and the other performance skills (Consistency and Selling).</p><p> </p><p>

Furthermore, how are these skills weighted? Will a worker with 60 Basics and 80 Psychology have the same performance as someone with 80 Basics and 60 Psychology (all else being kept equal)?</p><p> </p><p>

Thanks in advance for your answers.</p>

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I'm playing ThunderVerse and have a company located in Japan. I have a TV Show with a Broadcaster that is Medium in all areas of Japan. My Popularity is mostly upper 40's at the moment and I am running shows rated in the 70's, but the message I keep getting is that I only increased popularity in 1 area. This makes me think there might be a problem and the game is acting as if I don't have a TV show. Any ideas?
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Mike7273" data-cite="Mike7273" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>I'm playing ThunderVerse and have a company located in Japan. I have a TV Show with a Broadcaster that is Medium in all areas of Japan. My Popularity is mostly upper 40's at the moment and I am running shows rated in the 70's, but the message I keep getting is that I only increased popularity in 1 area. This makes me think there might be a problem and the game is acting as if I don't have a TV show. Any ideas?</div></blockquote><p> </p><p> What's your Wrestling Industry at? I noticed the exact thing in my current DIASPORA/Thunderverse game, and my Wrestling Industry is very low at 12/F+ at the moment. I'm pretty sure that that's the culprit.</p>
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Which Skills influence a match rating (and how are they weighted)?

I know that the product determines the balance between pop and performance. Also I know that with different products, certain top row skills become less relevant. What I want to know is which skills influence the performance part of the match rating (regardless of the pop/perf ratio), in a standard 1 vs 1 regular match with time adjusted to the stamina of the workers.

 

Some seem obvious; basics, psychology, and the highest of the top row skills. Some probably don't; safety probably only influences injury odds, most entertainment skills don't seem helpful (except for the bonuses given as mentioned in the dirt sheet).

I'm uncertain about; Charisma, the physical abilities, and the other performance skills (Consistency and Selling).

 

Furthermore, how are these skills weighted? Will a worker with 60 Basics and 80 Psychology have the same performance as someone with 80 Basics and 60 Psychology (all else being kept equal)?

 

Thanks in advance for your answers.

 

Bumping this question. Moreover, how are physical skills like power and athletism taken into account?

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Which Skills influence a match rating (and how are they weighted)?

I know that the product determines the balance between pop and performance. Also I know that with different products, certain top row skills become less relevant. What I want to know is which skills influence the performance part of the match rating (regardless of the pop/perf ratio), in a standard 1 vs 1 regular match with time adjusted to the stamina of the workers.

 

Some seem obvious; basics, psychology, and the highest of the top row skills. Some probably don't; safety probably only influences injury odds, most entertainment skills don't seem helpful (except for the bonuses given as mentioned in the dirt sheet).

I'm uncertain about; Charisma, the physical abilities, and the other performance skills (Consistency and Selling).

 

Furthermore, how are these skills weighted? Will a worker with 60 Basics and 80 Psychology have the same performance as someone with 80 Basics and 60 Psychology (all else being kept equal)?

 

Thanks in advance for your answers.

 

It's been answered a bit but what makes a great performance is highly dependent on the product.

 

Charisma and Star Quality play into Mainstream and Cult products. Physical abilities like athleticism play into a worker's performance in daredevil, lucha libre, and modern products.

 

Selling plays into how well a worker is able to make their opponent look good. If a worker doesn't have the basics down it will effect their performance in all product types.

 

Consistency is as it states, how consistent their performances are. A worker with low consistency can vary wildly performance wise from night to night.

 

Basics and Psychology deal with different aspects of a worker's performance. Psychology is in relation to constructing a match and how well they are able to get across the story of the match (whether it be a wild brawl or a high spot fest). Basics deal with how well they are at basic grappling. Think lock-ups, hitting the ropes, dropkicks, suplexes, on balance forward/backward rolls.

 

Safety deals with just whether or not they are likely to break someone's neck when performing that Superplex or break their own neck when taking a superplex (tuck your chin! except on the Styles Clash).

 

Charisma and Star Quality don't really play into (if at all) certain performance based products like Pure, Hyper Realism, and Realism, but they play into the others.

 

As far as how important each skill is it depends on how much of the corresponding product (i.e. is it a key feature or very low) you have in your overall product.

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I'm trying to create an mdb file for a RW mod I'm playing - specifically The Mod Squad's Golden Age mod. A data check does not elicit any critical errors. When I try to create the mdb, it says "Unspecified error - Sorry, an error has taken place and the file could not be created". Anyone know a way around this? Alternatively, can anyone running the mod create the mdb and flip it over to me? I would greatly appreciate it. Thanks in advance.
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Is a child company less effective at developping workers if it has a different product than its parent company ? I noticed that match quality in NXT was much higher when I imported Dragon Gate's product, but I reverted it back to WWE's, in case they need to get used to the parent company's product to be better workers.
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Nossair" data-cite="Nossair" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Is a child company less effective at developping workers if it has a different product than its parent company ? I noticed that match quality in NXT was much higher when I imported Dragon Gate's product, but I reverted it back to WWE's, in case they need to get used to the parent company's product to be better workers.</div></blockquote><p> </p><p> Not necessarily "less effective".... but it may develop them in ways that isn't needed. A puro-style product probably develops their Toughness, which isn't really necessary in an SE product. If you don't set them to have promos, they won't develop entertainment skills as much. But it does make sense that a product more based on ring work would result in better matches with workers who are mostly solid in the ring and mostly lacking in popularity.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Nossair" data-cite="Nossair" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Is a child company less effective at developping workers if it has a different product than its parent company ? I noticed that match quality in NXT was much higher when I imported Dragon Gate's product, but I reverted it back to WWE's, in case they need to get used to the parent company's product to be better workers.</div></blockquote><p> </p><p> I don't think that's a feature in the game. If the worker is suited for that type of company, he'll develop. Or worded differently: he'll develop for that style. You have to pick between the two. Imo it comes down to long-term vs short-term vision.</p><p> </p><p> But match quality in general doesn't matter for your development company. "Dragon's Gate" NXT won't run angles, so your talent will end up in your company with somewhat less charisma, which will end up being troublesome in the long run.</p><p> </p><p> -------------</p><p> </p><p> A question: Was I really unlucky to get an "awful" gimmick change despite the worker having 95 proficiency in the gimmick type and 94 babyface skill? I had a buildup for 4 segments, which should be enough, or not? I reloaded because I thought it was atrocious. I was preparing for an "average" rating, but "awful"? That should be reserved for skill-less individuals who turn out of nowhere. I thought I might've made an error given I also had the gimmick change (maybe it changed first which makes skill levels change). After reloading I got "very good", and the only thing that changed was the "hinting" note appearing.</p><p> </p><p> So: do you have better chance of good gimmick changes when the "hinting change" note appears?</p>
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It's a pain to raise my "velvet glove" rating. <img alt=":(" data-src="//content.invisioncic.com/g322608/emoticons/frown.png.e6b571745a30fe6a6f2e918994141a47.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /> I also don't get why it's not called "blindfolds" as you basically have to ignore everything that happens. In the previous game you could give slaps on the wrist or paternal approaches.
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Mike7273" data-cite="Mike7273" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>I'm playing ThunderVerse and have a company located in Japan. I have a TV Show with a Broadcaster that is Medium in all areas of Japan. My Popularity is mostly upper 40's at the moment and I am running shows rated in the 70's, but the message I keep getting is that I only increased popularity in 1 area. This makes me think there might be a problem and the game is acting as if I don't have a TV show. Any ideas?</div></blockquote><p> </p><p> </p><p> This still seems odd to me. I'm doing shows that range from 76 to 84. Japan's wrestling industry is 22 and rising. My highest popularity in Japan is 56 in one region and 49 everywhere else. My Broadcaster is Medium in every region of Japan. Seems almost as if the show and the Broadcaster aren't linked, but it looks as if they are.</p><p> </p><p> Any ideas?</p>
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Random little question: on the Real Life mod I'm using, basically all the behaviour traits check out for ever wrestler, but it describes Batista as an absolute asshole. Is there any truth to this ? Was he a negative influence backstage ?

 

I heard that he is an A-Hole and I also heard good things for him, so it seems hard to tell.

 

Also, is there any way to disable the announcer experience penalty?

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Is there anyway to adjust how fast a worker's performance skills (basics, psychology, safety, consistency, and selling) will improve?

 

I noticed, for example, wrestlers who work in Japan for touring companies will work 100+ matches in a year and their performance skills will grow unrealistically fast, thus making them into the best workers in the world even when some of them realistically shouldn't be. It just seems unbalanced to me.

 

It seems like Potential doesn't affect Performance skills. I thought their Maturity age might be it, but even workers over 30 (close to 40) are skyrocketing in performance skills.

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Just putting them in matches with people great in those skills.

 

Note also that Adam improved the "?" function in the game. He calls it cosmetic changes in his log (or I must have missed the note) but it explains now how development territories work, including trainers and everything. And here I am searching this bloated "FAQ" like a madman. :p

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Is there anyway to adjust how fast a worker's performance skills (basics, psychology, safety, consistency, and selling) will improve?

 

I noticed, for example, wrestlers who work in Japan for touring companies will work 100+ matches in a year and their performance skills will grow unrealistically fast, thus making them into the best workers in the world even when some of them realistically shouldn't be. It just seems unbalanced to me.

 

It seems like Potential doesn't affect Performance skills. I thought their Maturity age might be it, but even workers over 30 (close to 40) are skyrocketing in performance skills.

 

I don't know. I thought that too but after watching a lot of NJPW, NOAH, and Dragon Gate this year it's not SO unrealistic.

 

I mean EVIL vs Shibata for example was much better than I would've thought Watanabe to be capable of when he was doing the random indies around New Jersey.

 

Working 200 some odd dates for New Japan in a year would make you much more improved than the worker working 24 dates for CHIKARA PWG and ROH in the same year.

 

If you notice all of the top skilled indy workers irl do tours with a Japanese promotion.

 

I heard that he is an A-Hole and I also heard good things for him, so it seems hard to tell.

 

Also, is there any way to disable the announcer experience penalty?

 

How big is your promotion? If you're not on TV you can just have no announcers.

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