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Do you guys use freestyle angles?


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If you want to get right down to it. A person calling freestyle angles cheating is like calling you cheating on your taxes compare to trump. Tew is fully customizable in everyway. You could make one worker maxed out and copy him a insane amount of times. You could setup the gameworld to be perfect. You could put all other companies in massive debt then buy them out. You could give you max money. You can literary do anything to your game world. Besides even in multiplayers games. If both players know how to game the system. Just because one person says I'm not going to do it. It does not mean the other person is now nerfed. Most times these are friendly games. So you are not trying to conquer each other. If so dirty tactics needs a major overhaul before a good great tew war can happen in tew.
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<p>I love freestyle angles, they're very useful. I used to download many Angle Packs, but that became a clutter and hard to shift through to find the PERFECT angle. </p><p> </p><p>

Now I simply use the freestyle angle and give it a good enough description to have an idea what I was going for.</p><p> </p><p>

Only thing I wish was that Angle Writer was more of a use. I'm a writer and love the idea of writing out a whole scene. But it feels so wasted when you do all of that work, but you can't go back into history to read them all over again.</p><p> </p><p>

So for now, freestyle angles satisfy my needs <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /> I don't see it as cheating because I rate it based on what the situation calls for. If a person has mediocre selling, but they are selling in the angle? Too bad, they're getting rated on selling lol</p>

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Seeing how there's no way to see the description of an angle post show, Freestyle angles are superior in almost every way, bar setting risk. You know what your scene is, you pick your guys, pick your success rates, and give it a title that matches the scene, and you're golden. In all honesty I can probably bang out the angle quicker than it would take me to find the angle in a overly bloated angle list.

 

As long as you aren't dishonest and intentionally making a scene make no logical sense by rating people sole on what they're good at (Ie, worker beaten up backstage rated on Microphone, because he couldn't sell a bottle of ketchup at a hotdog convention, let along a beating, or everyone gets massive success) rather than what the scene actually is, there's nothing to lose. It also helps you feel like you really are writing your product to tailor your workers.

 

And let's be honest, if you're that type of person, you'd have done it with the angle writer anyway.

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Cheating in a free style angle would be just... putting everyone, even those aren't in the intended angle, setting to major positive, and being done with it.

 

 

Which even then, it's gamey, not really "cheating."

 

That being said, I never use anything but freestyle angles, it's easier and quicker, and as you grow in size, running 2-3 shows a week can get hefty.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="chessarmy" data-cite="chessarmy" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42802" data-ipsquote-contentclass="forums_Topic"><div>One potential loop hole with freestyle, and this is part of what I meant when I referred to cheating, is that you could set both participants to "major success" in every angle regardless of what it is. So both guys would be given major bonuses even if the description is "Cena attacks AJ"<p> </p><p> Then again you could use that same loop hole when cloning/creating angles.</p></div></blockquote><p> </p><p> Well you can also do that when creating your own non freestyle angles as well...</p>
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<p>I almost never use the default angles anymore. With Freestyle Angles and the more-detailed Angle Writer, I can craft the angle that makes sense to me. </p><p> </p><p>

As for "Playing to max stats even when not applicable and major success for all", That falls on where your personal code lies. Most of my angles are treated as minor succeses for the one who comes out on top, unless they really stick it to someone. I never use Major defeat, because that feels almost like a burial, and I ain't in that business. </p><p> </p><p>

For stats, I just follow "What makes sense to me" angle, since I try to write things down a bit, even if I don't save them. Helps me picture the scene better so I can figure out things out. If Big Show is out speaking in generalities for 5 minutes, he isn't getting Menacing from me, even if it is his best stat, unless I can justify and write out a promo outline that warrants it. </p><p> </p><p>

By that extension, I use Microphone almost exclusively for interviewers, as they're not there to be the star of the segment. They're there to get the questions and facts laid out quickly and easily while the wrestler or manager uses their charm and words and Entertainment.</p>

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<p>I really like Freestyle Angles, in fact I now use them more than half the time. My only gripe with them is that the Tab key should make it go down the boxes, and not Left to Right.</p><p> </p><p>

If that were the case I could book Freestyle Angles so much quicker and probably would never even use default ones.</p>

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<p>Due to how tedious it is to create a regular angle I only use freestyle angles. </p><p> </p><p>

However like mentioned before, not being able to set the risk level for freestlye angles is kind of annoying. However I made a post about this in the suggestion thread a while ago and Adams response was that there would be no reason to use any risk in angles anyway since the game doesnt calculate any positive effects from risk no matter the product, only negatives to your advertiser revenue. This doesnt really make sense to me. I believe a risky product should get bonuses to the segments if fans like risky segments. This whole system needs to be reworked in my opinion.</p>

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