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Biggest example of you exploiting the game?


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Running shows every single day to get around the popularity cap and spamming everyone in as many angles as possible(with respect to overuse) to get their skills.

 

I pretty much got everyone to A* popularity and A* entertainment skills in the demo that's why I didn't buy the game...

 

I can't even imagine how long it took you to do this, but you are a gigantic dweeb.

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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="45230" data-ipsquote-contentclass="forums_Topic"><div>I have been known in the past to save the game before a show, running it, and then quitting and running it again if I received an injury to a major star, or my main event sucked, so I could make some tweaks...</div></blockquote><p> </p><p> I've done this mainly when switching gimmick etc if it totally bombs!</p>
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<p>I'll restart a show if I foul up in some way - forget to trigger a turn or have a title on the line, for example. That wouldn't happen in real life, and I'd have an assistant on hand to remind me in any case, so I don't feel fussed about that.</p><p> </p><p>

I use post-show 'training' angles to improve entertainment skills, and a lot of my angles during the show are freestyle ones where a surprising number of the participants gain momentum... but then, I don't see the point in routinely booking angles where a worker loses momentum; To me, that only happens when you have someone take a decisive beating/cheing out in such a way that they're not meant to have a comeback afterwards. And why would you make a habit of that?</p><p> </p><p>

I appreciate that may be contrary to the way the game is programmed, however.</p>

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<p>probably editing some contract lengths for freelance guys.</p><p> </p><p>

I justify it to myself by bumping up the wrestlers pay per appearance if I need an extension.</p><p> </p><p>

The penalty for freelance guys refusing to comeback is too unrealistic. Like I signed Shinya Hashimoto to a 3-month deal cause that's all he wanted, but now 5 or 6-months have passed since it expired and he still won't come back cause not enough time has passed. dumb.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Blake Trask" data-cite="Blake Trask" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="45230" data-ipsquote-contentclass="forums_Topic"><div>Yeah on that note I book preshow draws an awful lot.<p> </p><p> But that's because I don't like how momentum = recent fortunes and I don't feel like you should lose out on it by losing in a dark match.</p></div></blockquote><p> </p><p> Why haven’t I done this more!? I tend to book tag matches to find good chemistry but always have the issue of coming up with odd pairings I can be difficult with picking a winner. This would get around this!</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="45230" data-ipsquote-contentclass="forums_Topic"><div>I have been known in the past to save the game before a show, running it, and then quitting and running it again if I received an injury to a major star, or my main event sucked, so I could make some tweaks...</div></blockquote><p> </p><p> I've done this a couple times. Never to avoid an injury, but I had a cash in at one of my WrestleManias, which brought the grade down horribly. I had 6 or 7 A grade matches, but my cash in got a C-, so I got a B- overall. I made the cash in match longer than what is reasonable and what I wanted, but that doesn't bug me too much. </p><p> </p><p> I usually do this to experiment with crowd control though. Much of my roster consistently puts on B or better matches, so I usually slip a regular aim match in there to break up steal the shows. I haven't quite learned where to throw spectacle matches. </p><p> </p><p> I also usually forget to make a match for a title frequently, especially battle royal based matches like the Rumble and the Andre the Giant battle royal.</p>
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  • 4 weeks later...

<p>Just saw this. Most of the stuff I do is either to eliminate annoying things from happening or to "fix" what I think is less than ideal. Some things are for convenience sake though. For example:</p><p> </p><p>

Every contract I sign is 10 years in length. Without exception. Doesn't matter with PPA deals (guaranteed money trumps PPA every time). But on written deals, it basically allows me to work long programs with workers I favor. Doesn't really matter now since workers ask for raises if warranted so it's probably not an exploit.</p><p> </p><p>

Before starting a game with a new dataset, I give 10 points in sex appeal and 15 points in star quality to every female worker in the database (via mass edit). Since I've long since bored of spending 2-3 hours going through DBs changing everyone's SQ/SA individually, nowadays I just give an across the board boost.</p><p> </p><p>

Also before starting a game with a new dataset, I change all female talent's potential to 'Excellent'. This is to ensure everyone gets a fair shake. It doesn't guarantee anything. It just makes it less likely that workers will cap out at extremely low levels. </p><p> </p><p>

I still do the 'break popularity cap' thing from, what, TEW08? (i.e. go into the editor, change a workers popularity to 100 in all areas, save changes then save the game, go back into the editor and bring the worker's popularity back down to its former levels. Save changes, save game.) I just hate hitting popularity caps that seem arbitrary (or even capricious, though that's obviously not the case). </p><p> </p><p>

My user character is never an in-ring worker but always has maxed out entertainment skills. I typically use him or her as a backstage interviewer, color commentator, and occasionally a road agent (preshow) or manager (for those workers who seem to have bad chemistry with EVERY other manager). Upside is, he gains overness really quickly, holding the microphone on every promo segment so before long, he becomes the most popular member of the roster (which helps him "fluff" angle ratings a bit and, more importantly, teach entertainment skills to my roster).</p><p> </p><p>

At the first opportunity, I declare war on any women's promotion that declines to join my alliance. Then I raid their roster of any decent talent they might have. This might be a bit unfair since some mods have promotions in alliances at the start and I have no idea if promotions can leave an alliance to join a better one but *shrug*. Don't really care.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Remianen" data-cite="Remianen" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="45230" data-ipsquote-contentclass="forums_Topic"><div>Every contract I sign is 10 years in length. Without exception. Doesn't matter with PPA deals (guaranteed money trumps PPA every time). But on written deals, it basically allows me to work long programs with workers I favor. Doesn't really matter now since workers ask for raises if warranted so it's probably not an exploit.</div></blockquote><p> </p><p> I kinda feel like you're kicking yourself on this one. In previous versions when they didn't ask for a raise I did this as well, but now that they ask for it I tend to set anywhere from 2-6 year contracts. That way if/ when they lose popularity you're not overpaying them. As I will sometimes hire someone just to job them out and drain their popularity.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="JamHead" data-cite="JamHead" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="45230" data-ipsquote-contentclass="forums_Topic"><div>I kinda feel like you're kicking yourself on this one. In previous versions when they didn't ask for a raise I did this as well, but now that they ask for it I tend to set anywhere from 2-6 year contracts. That way if/ when they lose popularity you're not overpaying them. As I will sometimes hire someone just to job them out and drain their popularity.</div></blockquote><p> </p><p> I never do that (hire someone to job them out). First off, in most datasets, women don't have much popularity to even bother doing that. The most over woman in many real world databases (for example) is typically at 40 or so popularity. That's not nearly enough to bother with. I can get 40 popularity purely off angles within six months and transferring popularity doesn't happen quickly either so why bother? Plus, I use stables so much that very few people on the roster actually lose popularity for extended periods. Workers tend to fall behind out of lack of use moreso than losing matches.</p><p> </p><p> BUT! I was just reminded of something I do that is a bonafide exploit. When I'm a smaller promotion (below National) and a superstar women's division worker's contract comes up (say an Alicia Strong or Charlotte Flair), I don't make an offer at all. Why? Because for these workers, the AI typically only extends them for 2 or 3 years, never more than that unless someone bids. In C-Verse games, the only company that would bid for a worker like Alicia Strong or Melody is NOTBPW and if they haven't lost any women from their division, they won't bid. In real world games, no one but my company would even have the least bit of interest so if I don't bid, the AI WWE will only extend that worker for 2 years (3, tops). I'll hit the negotiate button just to see exactly what the offer is, so I can set the new contract expiration period on my calendar/user diary.</p>
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It really only cheating myself cos I tried a brand split and quickly realized after a week of doing shows with it that it wasn’t gonna work so I just cancelled it and went on as Normal without referring to it in a storyline sense. Well it doesn’t really effect anything it just cheats my own brain creatively. If that makes sense? Kinda like I want to invest in this little universe I’m in charge of and when I gotta think about stuff like that it takes me out of it a bit.
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For me I always have a distraction in my matches that feature a storyline. Because its not fair to constantly take a penalty in every match that doesnt feature both workers

 

I sometimes just whack someone who is part of a storyline in as a announcer or commentator just to get the storyline in there.

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If there's a tag team I know I'm going to try and hire I'll check their contracts in the editor and make them the same length. Which is always which ever one is shorter. I just think that teams like The New Wave would have been hired at the same time and have similar deals.
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If there's a tag team I know I'm going to try and hire I'll check their contracts in the editor and make them the same length. Which is always which ever one is shorter. I just think that teams like The New Wave would have been hired at the same time and have similar deals.

 

I cannot believe I never thought of this before...

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="smmccallum" data-cite="smmccallum" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="45230" data-ipsquote-contentclass="forums_Topic"><div>If there's a tag team I know I'm going to try and hire I'll check their contracts in the editor and make them the same length. Which is always which ever one is shorter. I just think that teams like The New Wave would have been hired at the same time and have similar deals.</div></blockquote><p> </p><p> I do the same, just makes sense in my head lol</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="smmccallum" data-cite="smmccallum" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="45230" data-ipsquote-contentclass="forums_Topic"><div>If there's a tag team I know I'm going to try and hire I'll check their contracts in the editor and make them the same length. Which is always which ever one is shorter. I just think that teams like The New Wave would have been hired at the same time and have similar deals.</div></blockquote><p> </p><p> Ohh this one is dirty. So Scout and Guide never get the chance to try out a singles run. 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>
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  • 4 weeks later...

Find a guy with 100 for Menace. Create an Angle with the maximum number of participants, with everybody judged purely on the one guys Menace. Get 100% for Angle upon angle and boost storylines by including competing wrestlers in the same angle.

 

That is about as cheaty as you can get...

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="James The Animator" data-cite="James The Animator" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="45230" data-ipsquote-contentclass="forums_Topic"><div>So, I did this in a game I'm starting with SWF, and I averaged the length of Guide and Scout's contracts. The average turned out to be 365 days. I thought that was cool.</div></blockquote><p> </p><p> </p><p> To bad the game uses a 336 day year.</p>
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