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Glaring issues with profitability and finances?


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I've been coming across what seems like a glaring issue in several games. I run a one year test sim on a 1998 mod.

 

WCW started at 90 popularity, has a year where they drop from Global to International to National (Glad that issue was finally corrected :rolleyes: after 10 years)

 

Most of their cards are C to B+

 

By the end of the year, despite a massive roster, several manually edited big contracts, etc----they turned a 25,000 profit! They only released 7 relatively unknown workers during this time, which wouldn't have sliced their payroll much at all.

 

 

The other example is the WWF---they too dropped to National, in the middle of a boom period. C+ to B+ shows. They have a less expensive roster, but they dropped in prestige, popularity, they dropped in momentum, they dropped in every conceivable way----they turned a 40,000 profit.

 

 

 

How is this happening, and how do I stop it? I dont necessarily have a problem with a promotion having a bad year and dropping in popularity, but they should not be turning massive profits during it. Any help or speculation is appreciated!

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Redennis" data-cite="Redennis" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41942" data-ipsquote-contentclass="forums_Topic"><div>How is the economy and the Wrestling Industry doing?</div></blockquote><p> </p><p> Average and Rising for both</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41942" data-ipsquote-contentclass="forums_Topic"><div> Seems reasonable, i mean 25,000 and 40,000 are hardly massive profits for a national size company. Their barely breaking even. Also its not a year at national size, they have spent various months at global and international. </div></blockquote><p> </p><p> </p><p> I agree its not out of the realm of profit---for a company that is SUCCEEDING. But I'm not understanding the disconnect between profits---and everything else trending downward. Really seeking any kind of setting fix or tweak that can fix this issue. What has to happen for large a promotion to actually lose money? As WCW did, for several years.</p>
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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="41942" data-ipsquote-contentclass="forums_Topic"><div>What has to happen for large a promotion to actually lose money?</div></blockquote><p> Nothing short of a massive (and I mean truly massive) popularity drop, really. It's generally fairly easy to keep a company afloat once it hits National.</p><p> </p><p> To see somewhat more realistic finances in a mod you'd need to slash community sizes to half across the board, or even less, basically drastically cutting down attendances; however, this would have the knock on effect of creating even more trouble for smaller companies especially at levels where they already struggle with money at the default settings, so you may want to be careful with that.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="tambourin81" data-cite="tambourin81" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41942" data-ipsquote-contentclass="forums_Topic"><div>Nothing short of a massive (and I mean truly massive) popularity drop, really. It's generally fairly easy to keep a company afloat once it hits National.<p> </p><p> To see somewhat more realistic finances in a mod you'd need to slash community sizes to half across the board, or even less, basically drastically cutting down attendances; however, this would have the knock on effect of creating even more trouble for smaller companies especially at levels where they already struggle with money at the default settings, so you may want to be careful with that.</p></div></blockquote><p> </p><p> Interesting, thanks!</p>
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<p>At that size a 40k profit is bad. </p><p> </p><p>

Just because companies are doing worse than expected doesn't mean they aren't profitable.</p><p> </p><p>

A well run international company should be making money hand over fist. I doubt most people who play as wwe for Examlle even work about money. A big request has actually been something to spend he money on because when ton get that big you make money constantly. So with that said, a 49k profit is really bad.</p>

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<p>40k profit for the ENTIRE year? Or for 1 month?</p><p> </p><p>

A national company of any kind making only 40k in profit at the end of the year is not thriving at all. That's one bad signing away from being in the red for a fiscal year.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="tambourin81" data-cite="tambourin81" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41942" data-ipsquote-contentclass="forums_Topic"><div>Nothing short of a massive (and I mean truly massive) popularity drop, really. It's generally fairly easy to keep a company afloat once it hits National.<p> </p><p> To see somewhat more realistic finances in a mod you'd need to slash community sizes to half across the board, or even less, basically drastically cutting down attendances; however, this would have the knock on effect of creating even more trouble for smaller companies especially at levels where they already struggle with money at the default settings, so you may want to be careful with that.</p></div></blockquote><p> </p><p> My impression (given the attendances you get) is that the Cornellverse is a universe where wrestling is as popular as football in this universe. Perhaps not that much but close to. Perhaps the top stars (Champagne Lover etc) should look for even more money than the 100k they normally request. CL is worth millions to a company ( as figurehead and in national battles AND being able to carry someone else in a main event).</p>
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<p>From a similiar discussion in another thread</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TsuMirran" data-cite="TsuMirran" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41942" data-ipsquote-contentclass="forums_Topic"><div><p> </p><p> In the new world, where we are forced to look at everything Adamistically, the ratings don't get broken down so it really doesn't matter. Much like many other things that affect historical or even current RW mods, which I imagine various modders have developed various levels of annoyance over.</p><p> </p><p> There are numerous features that Adam has stated don't really work for RW mods. As a result, the term Adamistically has become relevant and is used to describe those aforementioned unworkables. Non split out of ratings and the removal...actual freaking removal...of TV tapings all combine to make things harder. That runs even more true when you consider that none of us are paid to analyse, work with or develop mods or the TEW Wrestling Adamulator.</p><p> </p><p> </p></div></blockquote>
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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="41942" data-ipsquote-contentclass="forums_Topic"><div>From a similiar discussion in another thread</div></blockquote><p> </p><p> This is my take on it. </p><p> </p><p> Let first look at the contracts. The maximum you can offer is 150k a month.</p><p> </p><p> The look at the broadcasters? How much would WWF and WCW be earning at that particular time from these? </p><p> </p><p> For me it is so hard for the mod makers to get it correct, because WWF in 98 might have had a broadcaster that was sort of a medium, rather than huge, this will make a big impact on the revenue, as in game they could be set to having. A huge broadcaster.</p>
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I'm kinda confused at what your point is here. You seem to have a problem with companies dropping in size in a boom period with pretty good shows, but also have a problem with them making too much money?

 

The way I understand it the issue here is the disconnect between the popularity and the financial side of things. In RL a company that was losing influence and audiences wouldn't be expected to stay afloat as easily as TEW companies generally do once they hit National or larger sizes.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="tambourin81" data-cite="tambourin81" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41942" data-ipsquote-contentclass="forums_Topic"><div> the issue here is the disconnect between the popularity and the financial side of things. In RL a company that was losing influence and audiences wouldn't be expected to stay afloat as easily as TEW companies generally do once they hit National or larger sizes.</div></blockquote><p> </p><p> This. </p><p> </p><p> </p><p> It seems the real disconnect these days is between TEW (Cornellverse), and Real World. There seems to be no or very little effort to bridge the gap between the two, or create a happy medium. As a series TEW seems to be straying further and further from simulating reality, be it present or historic. For me, and alot of other people who play real world data, that's been disappointing and frustrating.</p><p> </p><p> I remember several years ago, maybe 2008 or 2010, the knee jerk reaction was "blame the mods/mod makers", because they weren't tuning the data properly, or they weren't understanding how certain aspects of the game functioned when designing the database. But after years of some really really refined mods, everyone is just banging their heads at this point realizing there is no way to "properly' adjust most elements of the database to simulate reality. From what I've seen modders have reached a point of resignation, and is just trying to make the elements they can simulate as good as possible.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Narcizo" data-cite="Narcizo" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41942" data-ipsquote-contentclass="forums_Topic"><div>My impression (given the attendances you get) is that the Cornellverse is a universe where wrestling is as popular as football in this universe. Perhaps not that much but close to. Perhaps the top stars (Champagne Lover etc) should look for even more money than the 100k they normally request. CL is worth millions to a company ( as figurehead and in national battles AND being able to carry someone else in a main event).</div></blockquote><p> </p><p> I also think top wrestlers are underpaid in the game and it should be changed. Trent Shaffer is the most popular wrestler, with A* across the world. He is earning 1.1 million a year ($97340 per month) with USPW. But in reality, some WWE wrestlers are worth way more than that. If the top wrestlers were more aggressive during negotiation, you would probably see top promotions struggle when they fell to Cult.</p>
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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="41942" data-ipsquote-contentclass="forums_Topic"><div>WCW started at 90 popularity, has a year where they drop from Global to International to National (Glad that issue was finally corrected <img alt=":rolleyes:" data-src="//content.invisioncic.com/g322608/emoticons/rolleyes.png.4b097f4fbbe99ce5bcd5efbc1b773ed6.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /> after 10 years)</div></blockquote><p> </p><p> Sounds more like a problem with the mod than with the game.</p>
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