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The features you wanted that didn't make the cut


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I was really hoping for something along the lines of I can delegate the actual booking. Essentially take on more of an owner role. I simply tell creative who to push and they do it. Or try to. Maybe they submit storylines or something. I guess more of a business manager for wrestling than anything; although I realize that is not what this game is about.
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I really wanted more Dojo control. I haven't played with new development as the company I'm playing is still to small but I would have liked more control over training up new rookies from the ground up. I wanted things like expected graduation dates and progress reports. Becoming a worker factory has always been interesting to me.
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I was hoping for better History cards, in particular with regards to the Finish of matches and more detail with Angles.

 

Saying that though, it's never stopped me enjoying this game in the past and it's not going to moving forwards either!!

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I start with the disclaimer that I think 2016 is pretty brilliant. The only reason I've not bought it yet is because I'm waiting for a top-class Real World Mod to be released which properly utilizes the game's many new features. Well done Mr Ryland, I look forward to you taking my money lol

 

The first thing that comes to mind is the ability to set a maximum number of companies a wrestler can work for. Too many feds share the same main eventers. Too many wrestlers end up working for 12 or so companies, leaving so many other workers unemployed. If you could choose the maximum number, it would clear up the big problem of 500 or so terminally unemployed workers that games always seem to end up with.

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I start with the disclaimer that I think 2016 is pretty brilliant. The only reason I've not bought it yet is because I'm waiting for a top-class Real World Mod to be released which properly utilizes the game's many new features. Well done Mr Ryland, I look forward to you taking my money lol

 

The first thing that comes to mind is the ability to set a maximum number of companies a wrestler can work for. Too many feds share the same main eventers. Too many wrestlers end up working for 12 or so companies, leaving so many other workers unemployed. If you could choose the maximum number, it would clear up the big problem of 500 or so terminally unemployed workers that games always seem to end up with.

 

It does not fix all the problems but it makes it alot better. If you put all companies to only hire unemployed people under the hiring rules. I every now and then go through and busted up contracts. I hate seeing people working for 12 companies then get hurt because of it. I have not bought the game yet either. I'm not up for editing stuff since I know I will have to go through and check wrestler on every retired wrestler. Just so I have the option. Which is why I wanted mass edit the roles in the first place. I can't stand all the blue default backgrounds since I'm waiting on a good mod. Lastly I always wait until the patches slow down. Everyday is good and bad. It is good adam is fixing it. It is bad I know I will find bugs. So when a good mod comes out I will buy it of course. I have bought every copy in the past.

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Really, the only feature that got pulled that I feel decreases the game is the lack of TV tapings. I would love to have had multiple tapings, but I'd be happy to settle for the style we had to return.
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Export to Excel. I will miss it forever.

 

The export database allows you the same thing.

 

I have an excel file which imports the contracts and workers database into it, and then I have a sheet which merges everything with my FedID attached. I then have it generate a list of all my workers Dan details, then have a final sheet which sorts the useful info from ones I don't need - so I have a file that tells me everything I want to know outside the game.

 

In addition, so long as I rename any new export databases, I can refresh my data and get it automatically updated.

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I read the post for the RNG debuts.. I think its a good idea too and if it were included in the future, it'd be great as long as the current method is also retained and we're given the option whether or whether not to have the game progress that way. For reality sticklers, it won't be something they like tampered with.... For example, say you have a game where you create your own wrestler, (a fully licensed game well say) and after going through what he looks like, his skills, moves, etc. you have to decide when in wrestling history he debuts. You'd get a timeline, when the NBA: NWAssociation and NWAlliance belts are unified? When Verne Gagne splits from the Alliance? When Vince Sr. splits from the Alliance? Maybe WrestleMania I, III, VI, different Starrcades or Clash of the Champions... picking any spot to debut in... but if the set history is switched to the RNG then the game world gets shaken up as well, for some its probably a good thing... For others not so much. Like with me, I know in previous TEW games when certain workers I really liked debuted I was counting on it, I personally wouldn't want to switch that feature on but I can easily see why many would.
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The export database allows you the same thing.

 

I have an excel file which imports the contracts and workers database into it, and then I have a sheet which merges everything with my FedID attached. I then have it generate a list of all my workers Dan details, then have a final sheet which sorts the useful info from ones I don't need - so I have a file that tells me everything I want to know outside the game.

 

In addition, so long as I rename any new export databases, I can refresh my data and get it automatically updated.

 

And.. how did you achieve this? I request knowledge of your dark magic.

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And.. how did you achieve this? I request knowledge of your dark magic.

 

http://i66.tinypic.com/2ltre4l.jpg

 

Well, in Excel, Data you can import a table from a database. I find Workers and Contracts enough for all the data I want.

 

All you have to do is find your FedID by manually looking though the table for your user character.

 

From there, create some code to search all the contracts that are linked to your FedID, and then bring all those rows into a table, and link those with all the rows which have the corresponding WorkerID.

 

Then adjust the outcome to remove errors, etc and you're left with whats in the above pic.

 

It's an hour or two of coding but I only have to do it once. (there is sometimes a small copy error in one of my code sections. I dont know why but sometimes on refresh of data - it mis-copies it. However, grabbing the above row in the right place and copying it down corrects it). The only downside is it gives you actual data, not scouting level data - if you like to have that bit of mystery. I also have some of my own formulas for some comparative numbers.

 

I say it takes an hour or two, I spent about 20 hours doing the same for TEW13, as I had to use the main database save file and collect about 5 different tables to collate, instead of two, so I was well versed in this when TEW16 had Database exports.

 

If you want me to upload the excel file and a tutorial on how to use it, I can but you'll probably have to wait till Monday as I work all weekend.

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The first thing that comes to mind is the ability to set a maximum number of companies a wrestler can work for. Too many feds share the same main eventers. Too many wrestlers end up working for 12 or so companies, leaving so many other workers unemployed. If you could choose the maximum number, it would clear up the big problem of 500 or so terminally unemployed workers that games always seem to end up with.

 

WHAT? Realism being panned? BLASPHEMY! :p

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<p>Well that's my Excel file put to shame. <img alt=":D" data-src="//content.invisioncic.com/g322608/emoticons/biggrin.png.929299b4c121f473b0026f3d6e74d189.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p>

I'm going to have to export the database looking at that!</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TheFlamingred" data-cite="TheFlamingred" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41470" data-ipsquote-contentclass="forums_Topic"><div><span>http://i66.tinypic.com/2ltre4l.jpg</span><p> </p><p> Well, in Excel, Data you can import a table from a database. I find Workers and Contracts enough for all the data I want. </p><p> </p><p> All you have to do is find your FedID by manually looking though the table for your user character. </p><p> </p><p> From there, create some code to search all the contracts that are linked to your FedID, and then bring all those rows into a table, and link those with all the rows which have the corresponding WorkerID.</p><p> </p><p> Then adjust the outcome to remove errors, etc and you're left with whats in the above pic.</p><p> </p><p> It's an hour or two of coding but I only have to do it once. (there is sometimes a small copy error in one of my code sections. I dont know why but sometimes on refresh of data - it mis-copies it. However, grabbing the above row in the right place and copying it down corrects it). The only downside is it gives you actual data, not scouting level data - if you like to have that bit of mystery. I also have some of my own formulas for some comparative numbers. </p><p> </p><p> I say it takes an hour or two, I spent about 20 hours doing the same for TEW13, as I had to use the main database save file and collect about 5 different tables to collate, instead of two, so I was well versed in this when TEW16 had Database exports.</p><p> </p><p> If you want me to upload the excel file and a tutorial on how to use it, I can but you'll probably have to wait till Monday as I work all weekend.</p></div></blockquote><p> </p><p> That is amazing and I for one would love the file and tutorial - as I'm sure others would. No rush on my part though, am actually on holiday and only reading the threads because I can't get a fix of the actual game on my phone haha.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="soxfan93" data-cite="soxfan93" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41470" data-ipsquote-contentclass="forums_Topic"><div>Tag team squash matches, and telling developmental who to push and adjust their alignments and gimmicks.</div></blockquote><p> </p><p> Sorry, missed the one I wanted most: brand-specific products. God, I wanted that so much.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="marsupial311" data-cite="marsupial311" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41470" data-ipsquote-contentclass="forums_Topic"><div>Export to Excel. I will miss it forever.</div></blockquote><p> </p><p> In your game you can export the data to a mdb file. Then, you can download Libre Office, open the database with the Base app and drag the information into Calc (Libre Office's version of excel.) or if you have the Microsoft office suite with Microsoft Access it should work natively</p>
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<p>I wish the game had a better way of patching itself. It's a little silly in 2016 we still have to go into a forum, download, extract, copy, and paste. I know it's not like I have to dig ditches or anything but it's just a hassle. Plus it's embarrassing. I was showing my friends the game and they were appalled that I had paid $35 for a text based simulator that I manually patch several times a week lol.</p><p> </p><p>

If they only knew how much time i'll put into this...</p>

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Of all the new features this year, 5 of them were mine, so I'm extremely happy with that. One thing I do miss (and suggested) was in regard to home regions. When a worker appears at a show in his or her home region, they should gain a small popularity boost (which only be in effect on the show itself), thus rating their match a little higher.
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