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How to Book a Main Event Match?


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Guest skinsfan55
If I have two guys who are 90 in popularity... why can't I seem to get an A rated match? I really struggle to have great main events and I run a fed with pop>perf. How do I get the most out of my main events?
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  • 4 weeks later...
I made the mistake of using 'Slow Build' and 'Steal the Show' together in a 25+ minute PPV Main Event...it didn't lead to the greatest of scores as the two conflicted with one another, as 'Steal the Show" adds 'All Out Match' to the Road Agents Notes <img alt=":(" data-src="//content.invisioncic.com/g322608/emoticons/frown.png.e6b571745a30fe6a6f2e918994141a47.png" src="<___base_url___>/applications/core/interface/js/spacer.png" />
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My main-event is always the shows longest match... 20 minutes +, with "Slow build" if one worker has good psych, or below 20 minutes with the "All-out" note (if they have good stamina). Otherwise, I just book my main event as the longest match with only winner, pinfall/submission finish and open match.
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My main-event is always the shows longest match... 20 minutes +, with "Slow build" if one worker has good psych, or below 20 minutes with the "All-out" note (if they have good stamina). Otherwise, I just book my main event as the longest match with only winner, pinfall/submission finish and open match.

 

This is pretty much me spot on. I think Gungner may be my twin. I seem to agree with most of the things you post :)

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Poputt" data-cite="Poputt" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="43580" data-ipsquote-contentclass="forums_Topic"><div>Why are you guys always picking "Open Match" for Main Events? You're just limiting pop gains.</div></blockquote><p> </p><p> Yeah based on the description of "open match" I don't know why you'd use it in the main event. Open match is for like midcarder vs. main eventer where you want the midcarder to look like he can hang with the main eventer.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Gungner" data-cite="Gungner" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="43580" data-ipsquote-contentclass="forums_Topic"><div>I'm using open match in my main-events, 'cause my main-events are always guys with roughly the same amount of popularity... My main-event is always main-eventer vs main-eventer, and so the open match note seems good.</div></blockquote><p> </p><p> No, in that case, the open match note seems unnecessary as they are already on the same level. </p><p> I know that common wisdom on here is that an open match increases the match rating, but I wonder whether it's just a myth or if there's some actual truth behind this. And if so, is limiting the overness gains and losses worth the slightly better match rating? Me personally, I can't remember noticing a difference in match ratings between an open match and a match without that note.</p><p> </p><p> I tend to use open matches when I want to push the less popular worker in the match and/or want to depush the more popular worker even though he may be winning because the discrepancy in popularity is too big.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Gungner" data-cite="Gungner" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="43580" data-ipsquote-contentclass="forums_Topic"><div>I'm not using the "open match" to get a better grade, I'm using it 'cause I want my two main-eventers to seem evenly matched.</div></blockquote><p> </p><p> Yeah, that's my point. If you've got two main eventers facing each other, wouldn't the open match note be unnecessary (except for the potential minimal boost to the match rating) because they are already at the same level?</p><p> I'm not saying it is unnecessary, I'm genuinely curious.</p>
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<p>To be honest, I don't really know... I just use the note, and it seems to work <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p>

But one main-eventer may be in the high 80's of pop, while the other may be in the low 70's...</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Kingster" data-cite="Kingster" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="43580" data-ipsquote-contentclass="forums_Topic"><div>Yeah, that's my point. If you've got two main eventers facing each other, wouldn't the open match note be unnecessary (except for the potential minimal boost to the match rating) because they are already at the same level?<p> I'm not saying it is unnecessary, I'm genuinely curious.</p></div></blockquote><p> </p><p> Well, I think of it this way - between two main eventers, the match should naturally be relatively even. But not completely and fully equal. You see it quite often in main event level matches - one worker controls more of it than the other. And in some cases, there may be reasons to have one worker be more dominant and get more offense, whether they win or not. So with this note, you are telling them to make it more closely to equal than they otherwise might. Both workers get to look a bit better than if one had more offense, and the more competitive match makes for a better spectacle.</p>
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<p>If you want two workers to "seem evenly matched" in terms of their performance, you should be using the "Protect" note for the worse one. The Open Match note is referring to their push levels, not their in-ring score. And the idea that some of you guys are trying to force every main event match to be 50/50 until the fall makes me think there should be a stiff penalty to the Performance of the workers. <img alt=":(" data-src="//content.invisioncic.com/g322608/emoticons/frown.png.e6b571745a30fe6a6f2e918994141a47.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /> Just because you personally think that matches with that structure are better doesn't mean the game or the simulated crowd would also think so.</p><p> </p><p>

Open Match is just "make the kid look good before you go over," because it has no effect on a worker's willingness to take a loss, and other notes and worker skills have a better opportunity to shoot up a winner's pop while the loser loses hardly any.</p>

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<p>I've always used the Open Match note dating back to the initial TEW, and for singles matches, it's never made any noticeable difference to pop gains vs what everyone else gets. You do get a dirt sheet note with a + by it so it is helping the match rating a little bit, how much only Adam knows.</p><p> </p><p>

However, the open match note seems to decimate tag team pop gains/losses as I've always struggled with having my dedicated tag teams tend to lag in pop gains vs singles wrestlers. But honestly with how 2016 works, I don't care much about any of it because unless you're on a Big or higher network/PPV broadcaster no one gains much of anything no matter what they do (excluding the "have the not very over guy beat the really over guy"). Which is largely why I never play anything but Cult+ because I could literally book Lucha Underground and keep every wrestler there in the same spots for half a decade (and still be at Regional too btw).</p>

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<p>The thing is... it's negligible. </p><p> </p><p>

Even if the "Open Match" note increases match rating at the drawback of popularity, at most it's 1-2 pop and probably equal in grade.</p><p> </p><p>

This isn't some secret trick that makes you get 100s in every match by using open note, and it's not "get everyone to 100 pop" by not using it.</p><p> </p><p>

I basically use open match when the match is between people I want to look even, despite push, no matter what. If I see John Cena vs. AJ Styles... even if AJ is main event as well I don't want him to decimate Cena, weakens my scene as a whole.</p><p> </p><p>

Either way, it's ultimately how you want to play.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Poputt" data-cite="Poputt" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="43580" data-ipsquote-contentclass="forums_Topic"><div>If you want two workers to "seem evenly matched" in terms of their performance, you should be using the "Protect" note for the worse one. The Open Match note is referring to their push levels, not their in-ring score. And the idea that some of you guys are trying to force every main event match to be 50/50 until the fall makes me think there should be a stiff penalty to the Performance of the workers. <img alt=":(" data-src="//content.invisioncic.com/g322608/emoticons/frown.png.e6b571745a30fe6a6f2e918994141a47.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /> Just because you personally think that matches with that structure are better doesn't mean the game or the simulated crowd would also think so.<p> </p><p> Open Match is just "make the kid look good before you go over," because it has no effect on a worker's willingness to take a loss, and other notes and worker skills have a better opportunity to shoot up a winner's pop while the loser loses hardly any.</p></div></blockquote><p> </p><p> Thing is, it's my game and my crowd. I've used Open Match in just about every ME I've ever booked and have never experienced any kind of negative. I can make a monster of whomever I want, while still using that note.</p>
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Open matches I never use when both workers are at the same push as in theory they should be having a somewhat even bout anyway.

 

If Imy having my Main Eventer facing my new super rookie I'll toss in an open match to make the kid look good

 

 

Or if I'm having a 4 v 4 filler match of spare upper card guys v lower card young guys I'd use the open match thing on their to bring up the other guys a little.

 

I use Slow build on 99 percent of my Main events. As unless my booking a giant their then the match will be 20+ mins. It appears to help

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  • 2 years later...

<p>Main Events vs. Mid card matches</p><p> </p><p>

I guess my question would be, the main event seems to be rated lower. I had Orton vs. Punk in the 3rd to last match and it got an 80 something. Then when they’re in the main event, they get a 68 and ruin the show. I am fairly new, so if I’m missing something that would help</p>

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I guess my question would be, the main event seems to be rated lower. I had Orton vs. Punk in the 3rd to last match and it got an 80 something. Then when they’re in the main event, they get a 68 and ruin the show. I am fairly new, so if I’m missing something that would help

 

That sounds like you're running with storylines on and not having them being in a storyline which is a severe knock to the main event. Either both of them have to be in the same storyline, or you need a major storyline participant to distract/interfere/on commentary (I think that one works but I rarely use it) during the match in the road agent notes. That'll trigger the storyline to continue which doesn't ding the match.

 

That only applies to the main event and if you're running strict storylines on (and have a fed that requires them but all of them do once you get to Small size as Mainstream has to be at Medium).

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It may not suit the product of GCG, but I’ve had a lot of success with Steal The Show for Main Events. Usually have it go 20 minutes or slightly less, always trying to pack in as much star power as possible and hopefully be tied to a storyline. I’ve had a few A* matches with a National fed and recently even an A in a regional fed, which I was obviously very pleased with
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For TV/weekly shows, you don't have to have an epic main event - a good, shortish match between two over talents is fine. ME vs. UMC, for example, will get a good rating provided both are decent talents. If they're involved in different storylines then have something happen during the match that advances one/both of those.

 

From memory (this came up some time ago, so I may be misremembering) there's a soft cap on match ratings when they're below 16 minutes - it's breakable with the right booking, but otherwise a short match will top out at a B rating unless you put the right circumstances together.

 

For bigger events I tend to look for a long main event - 20-30 minutes, slow build, called in ring if at least one of the competitors has a high B+ for Psychology or better.

 

I rarely use match aims for main events. Spectacle and Epic *should* be main event notes, but even after all these years there doesn't seem to a clear consensus on how to use them properly!

 

I might use Open Match in the main event, but usually I don't unless there's a significant difference in push between the two sides. Having a midcarder show they can hang before losing to a main event guy makes sense, but otherwise I figure the two sides will be fairly even anyway - don't forget that if you don't use a specific category of road agent note, your agent will use their own judgement on what's best for the match.

 

Storyline heat (if counted) and worker momentum, popularity, talent, charisma, consistency, physical condition, lifestyle issues (drink and drugs, primarily) and star quality, I believe, all factor into a match's overall rating, as well as chemistry between the two sides or two teammates. There's a lot going on in the game!

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For TV/weekly shows, you don't have to have an epic main event - a good, shortish match between two over talents is fine. ME vs. UMC, for example, will get a good rating provided both are decent talents. If they're involved in different storylines then have something happen during the match that advances one/both of those.

 

From memory (this came up some time ago, so I may be misremembering) there's a soft cap on match ratings when they're below 16 minutes - it's breakable with the right booking, but otherwise a short match will top out at a B rating unless you put the right circumstances together.

 

For bigger events I tend to look for a long main event - 20-30 minutes, slow build, called in ring if at least one of the competitors has a high B+ for Psychology or better.

 

I rarely use match aims for main events. Spectacle and Epic *should* be main event notes, but even after all these years there doesn't seem to a clear consensus on how to use them properly!

 

I might use Open Match in the main event, but usually I don't unless there's a significant difference in push between the two sides. Having a midcarder show they can hang before losing to a main event guy makes sense, but otherwise I figure the two sides will be fairly even anyway - don't forget that if you don't use a specific category of road agent note, your agent will use their own judgement on what's best for the match.

 

Storyline heat (if counted) and worker momentum, popularity, talent, charisma, consistency, physical condition, lifestyle issues (drink and drugs, primarily) and star quality, I believe, all factor into a match's overall rating, as well as chemistry between the two sides or two teammates. There's a lot going on in the game!

 

The problem with epic/spectacle is they're redundant to me, as decent workers will get higher ratings with a general match aim and require no set up to do so.

 

I assume they're more relevant for crap workers with good psychology who are massively over - or something like that? I don't know. In my games I'm usually pushing good workers and have found no use for it - aside from RP value and challenge, which I do more often than not anyway tbh.

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