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How to kill randomness?


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I started my own company on a new save and after 4-5 months started having some good chemistry among wrestlers and 90+ matches. Everything was good but I deleted the save by mistake. I already have the Start Variances set off.

 

Now I have the same mod, same wrestlers, same setup, announcers, road agents etc and everything but it's been almost a year and the best match I have had so far is 87 rating. On top of that, in that save Kota Ibushi guaranteed a 90+ rating match as a maineventer, but now, he can't even do midcard matches any good. His recommended push is an opener. I don't know what to do..?

 

I have read about the destiny value thingy but some wrestlers you just know are going to be great, even in the real world, the likes of Ibushi, Omega, Ricochet, Adam Cole but even they are pretty random.

 

Now, how do I have a completely non-random setup?

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<p>All that depends on your product. If you're based on popularity at all, then Kota Ibushi may not have very high popularity in America. (Assuming you're playing in America) so he's getting bad match ratings until you raise his pop.</p><p> </p><p>

My created company is based equally on pop and performance, and if I hire the best of the best from Japan, he's still going to come in with weak performances because he's practically unknown in the country the company is based.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Romans_Brass_Shovel" data-cite="Romans_Brass_Shovel" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42636" data-ipsquote-contentclass="forums_Topic"><div>All that depends on your product. If you're based on popularity at all, then Kota Ibushi may not have very high popularity in America. (Assuming you're playing in America) so he's getting bad match ratings until you raise his pop.<p> </p><p> My created company is based equally on pop and performance, and if I hire the best of the best from Japan, he's still going to come in with weak performances because he's practically unknown in the country the company is based.</p></div></blockquote><p> </p><p> I guess I was not clear enough, EVERY other factor was the same. My product is basically an import of NJPW and then allowing for Face/Heel divide and a Women's division (TheWho87's Real World Mod). It's based more on performance than on popularity. It was the same then, its the same now. Yet different results.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="vbase" data-cite="vbase" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42636" data-ipsquote-contentclass="forums_Topic"><div>I started my own company on a new save and after 4-5 months started having some good chemistry among wrestlers and 90+ matches. Everything was good but I deleted the save by mistake. I already have the Start Variances set off.<p> </p><p> Now I have the same mod, same wrestlers, same setup, announcers, road agents etc and everything but it's been almost a year and the best match I have had so far is 87 rating. On top of that, in that save Kota Ibushi guaranteed a 90+ rating match as a maineventer, but now, he can't even do midcard matches any good. His recommended push is an opener. I don't know what to do..?</p><p> </p><p> I have read about the destiny value thingy but some wrestlers you just know are going to be great, even in the real world, the likes of Ibushi, Omega, Ricochet, Adam Cole but even they are pretty random.</p><p> </p><p> Now, how do I have a completely non-random setup?</p></div></blockquote><p> </p><p> </p><p> You can go into the editor before starting a new game & change worker's potentials individually if there are some you want to make sure become good, or some who you want to make sure don't become good <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
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<p>With variance off here's a list of things that still are random.</p><p> </p><p>

1. Any wrestler's destiny roll that isn't pre-set (good or bad). That means that some of those wrestlers won't improve their skills as fast or at all, which as a perf>pop fed can make a ton of difference. That's likely your issue.</p><p> </p><p>

2. Any non-pre-set chemistry. You said you were getting a lot of good chemistries in your original game. If you aren't getting a lot in the new game, which again is 100% random, then you'll see a significant drop in your match ratings as chemistry adds a lot to that score.</p><p> </p><p>

3. If you're still using Crowd Management (what used to be called Perfect Show Theory and is on by default) and getting lower ratings, that can have a domino effect down your card harming your main event a little (things like having a cold crowd or if your opening matches are now great and burning out your crowd).</p><p> </p><p>

And just as an additional note, if you had announcer chemistry and now don't, that's worth several points right there to every single match. Why Ibushi would go from amazing to mediocre in a perf fed though I don't know. You didn't happen to update the mod between games did you? Unless he had a bunch of positive chemistries which vanished in the new game, he should have the ratings to be really good, though I stopped using that mod when I saw he had Ivelisse at 40 sex appeal (seriously half of LU had horrible ratings). Forlan's data has him with amazing skills.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="smartman" data-cite="smartman" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42636" data-ipsquote-contentclass="forums_Topic"><div>With variance off here's a list of things that still are random.<p> </p><p> 1. Any wrestler's destiny roll that isn't pre-set (good or bad). That means that some of those wrestlers won't improve their skills as fast or at all, which as a perf>pop fed can make a ton of difference. That's likely your issue.</p><p> </p><p> 2. Any non-pre-set chemistry. You said you were getting a lot of good chemistries in your original game. If you aren't getting a lot in the new game, which again is 100% random, then you'll see a significant drop in your match ratings as chemistry adds a lot to that score.</p><p> </p><p> 3. If you're still using Crowd Management (what used to be called Perfect Show Theory and is on by default) and getting lower ratings, that can have a domino effect down your card harming your main event a little (things like having a cold crowd or if your opening matches are now great and burning out your crowd).</p><p> </p><p> And just as an additional note, if you had announcer chemistry and now don't, that's worth several points right there to every single match. Why Ibushi would go from amazing to mediocre in a perf fed though I don't know. You didn't happen to update the mod between games did you? Unless he had a bunch of positive chemistries which vanished in the new game, he should have the ratings to be really good, though I stopped using that mod when I saw he had Ivelisse at 40 sex appeal (seriously half of LU had horrible ratings). Forlan's data has him with amazing skills.</p></div></blockquote><p> </p><p> Additionally, there are the "Chemistry (Motivation)" notes, like pre-match nerves, likes/dislikes working with people bigger/smaller than them, etc. Some of these could be hurting Ibushi's performances as well.</p>
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<p>a lot of things I don't like about the game these days, but this is actually one aspect I like to see.</p><p> </p><p>

to me, it appears the fans are rejecting the push you so desparately want to give to Ibushi. It's much like how the WWE fans rejected the Roman Reigns push recently. Going back a few years, the fans rejected the mega push for a young Rocky Maivia. He reinvented himself and now no one could imagine a time when The Rock was not a star.</p><p> </p><p>

Maybe you should try the same thing. Take what the game is giving you - let Kota job his way up from opener. Maybe turn him heel and get some different experiences until he becomes more accepted. It doesn't matter that the IWC Smarks fawn all over him, sometimes the mainstream fans do not agree (and in this case, the game engine didn't agree).</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="olympia" data-cite="olympia" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42636" data-ipsquote-contentclass="forums_Topic"><div>a lot of things I don't like about the game these days, but this is actually one aspect I like to see.<p> </p><p> to me, it appears the fans are rejecting the push you so desparately want to give to Ibushi. It's much like how the WWE fans rejected the Roman Reigns push recently. Going back a few years, the fans rejected the mega push for a young Rocky Maivia. He reinvented himself and now no one could imagine a time when The Rock was not a star.</p><p> </p><p> Maybe you should try the same thing. Take what the game is giving you - let Kota job his way up from opener. Maybe turn him heel and get some different experiences until he becomes more accepted. It doesn't matter that the IWC Smarks fawn all over him, sometimes the mainstream fans do not agree (and in this case, the game engine didn't agree).</p></div></blockquote><p> </p><p> What I think is that this game was not developed keeping in mind the real world mods. In the real world, fans would never reject Ibushi, Omega, Richochet specially in a company where Performance is more important than Popularity. There should be an option to adjust that. For now, I edited their potentials yet they still don't have anything special. I guess I will have to go with what you said and build them from scratch.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="vbase" data-cite="vbase" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42636" data-ipsquote-contentclass="forums_Topic"><div><strong>What I think is that this game was not developed keeping in mind the real world mods.</strong> In the real world, fans would never reject Ibushi, Omega, Richochet specially in a company where Performance is more important than Popularity. There should be an option to adjust that. For now, I edited their potentials yet they still don't have anything special. I guess I will have to go with what you said and build them from scratch.</div></blockquote><p> </p><p> Well yeah, the game is built to work with Adam's own database and all the other mods have to adapt to it. Be dumb if the game was built to work with a real world mod that Adam & GDS couldn't sell. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png"></p><p> </p><p> As for people not being rejected, it happens. Sometimes fans just don't care for the hot new thing that's pushed down their throats and so they reject it. The beauty of TEW is finding a diamond in the rough and running with them rather than always running with the top stars. (That's before we even get into the debate about if Ibushi & Co are statted "correctly" because it varies from mod to mod).</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="MHero" data-cite="MHero" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42636" data-ipsquote-contentclass="forums_Topic"><div>Well yeah, the game is built to work with Adam's own database and all the other mods have to adapt to it. Be dumb if the game was built to work with a real world mod that Adam & GDS couldn't sell. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></div></blockquote><p> </p><p> Considering how the team welcomes these real world mods (separate section and all), it at least should offer the flexibility for these mods to work properly. I know the copyright issues with selling real world "mods" but if you're welcoming it, it should allow for these mods. I am not criticizing the game or the team in any matter but that's how I think they developed it. That's all I was trying to say.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="vbase" data-cite="vbase" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42636" data-ipsquote-contentclass="forums_Topic"><div>Considering how the team welcomes these real world mods (separate section and all), it at least should offer the flexibility for these mods to work properly. I know the copyright issues with selling real world "mods" but if you're welcoming it, it should allow for these mods. I am not criticizing the game or the team in any matter but that's how I think they developed it. That's all I was trying to say.</div></blockquote><p> </p><p> But it does offer flexibility for the mods to work, the teams making the mods - not just real world, fictional too - have to put in the work to get the mods working to 2016. A lot of time with the Thunderverse was built getting it to run nicely with 2016 whilst taking advantage of all the new features. It's a small hurdle to overcome in order to get everything working to the best potential in TEW.</p>
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