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Hi. I'm over a month in playing the game and I love it so far. Playing Jack Avatar as a super rich young owner looking to make the best wrestling promotion there is. I'm at 2018 now and have stars like KC Glenn, Aaron Andrews, Jay Chord, Des Davids, Mighty Mo, Velocidad, and El Mitico leading the way. Anyway, what are advanced tips and tricks in the game that can help out in developing my talent and improving my promotion?

 

For example, I read somewhere recently that 6-man tags earn tag experience but not 10-man tags. This is more of a trick but I also read somewhere that you can load your pre-shows with promos so you can easily develop your worker's entertainment skills. I'm looking for tips like the former instead of the latter. Thanks in advance and looking forward to enjoy the game more.

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Not an advanced tip more of a cheat, which I try to avoid using myself as exploits the game a bit. But 2v2v2v2v2v2v2v2v2v2v2v2v2v2 well you get the idea, multiple random tag matches with random workers to find for any positive chemistry amongst teams. End the match with a draw/no contest. Although from a real world point of view I dont do it too often as feels a bit like cheating as you'd never see a pre show match with Fandango teaming with Seth Rollins against Bray Wyatt and Goldust etc etc.
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Dave E Mac" data-cite="Dave E Mac" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="45876" data-ipsquote-contentclass="forums_Topic"><div>Not an advanced tip more of a cheat, which I try to avoid using myself as exploits the game a bit. But 2v2v2v2v2v2v2v2v2v2v2v2v2v2 well you get the idea, multiple random tag matches with random workers to find for any positive chemistry amongst teams. End the match with a draw/no contest. Although from a real world point of view I dont do it too often as feels a bit like cheating as you'd never see a pre show match with Fandango teaming with Seth Rollins against Bray Wyatt and Goldust etc etc.</div></blockquote><p> </p><p> Thanks for the response. I too try to avoid using exploits. I honestly just use house show bookings to determine if there is chemistry or not. It's not as instant as your suggestion but it's the "legitimate" way of figuring it out.</p>
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Thanks for the response. I too try to avoid using exploits. I honestly just use house show bookings to determine if there is chemistry or not. It's not as instant as your suggestion but it's the "legitimate" way of figuring it out.

 

I’m the same. Exploiting the game seems pointless as you’re only cheating yourself. I especially use the house shows when I want to see if a face and heel would work as a team or if two heels have any chemistry facing each other.

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Not really advanced tips but what I like to do is sign a couple of unknown, but half decent wrestlers on short 3/6 contracts to be my jobbers. As basically can have them eat all the pins and won’t complain.

 

If I want to strap a rocket to someone then I use one night only deals of guys who’ll be pushed hirer than them to take the losses. It guards your own backstage moral as no one is being beaten by someone they see as below them. Yet you still get to give your guy a mega push.

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If you like using stables, then you can use 3v3 matches to get tag experience across the various teams. For instance, if the match is ABC vs DEF you can make the following teams and they will all gain experience:

 

A+B

B+C

A+C

 

D+E

E+F

D+F

 

This is helpful if A+B is your main team, but A wrestles in singles a good bit and B+C tag together.

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One of the tricks I like to use with the new rules around tags is to build momentum for a tag team Unit against a tag team of Individuals without costing the Individuals any momentum at all.

 

For instance, say you have a feud with a Unit (U1 and U2) versus Individual (I1 and I2)...

 

So a three match feud plays out like this:

 

Singles match: U1 vs. I1

U1 goes over. Overall effect: U1 & U2 each gain momentum (+1), I1 loses momentum (-1).

 

Singles match: U2 vs. I2

U2 goes over. Overall effect: U1 & U2 each gain momentum (+1), I2 loses momentum (-1).

 

Tag match: Team U vs. Team I

Team I wins the match. Overall effect: U1 & U2 lose momentum (-1), I1 & I2 gain momentum (+1).

 

So over the course of three matches, because wins and losses for Unit teams affect both partners, the Unit team has netted +1 momentum while Individual have net lost nothing (they each won a match and lost a match).

 

Now this isn't something I use all the time. It is a bit exploitative of the rules, and I don't like to do that too much. Also, it is a bit formulaic which makes for boring booking. But when I have two teams that I really like, and I don't want to damage one of the teams while still putting the other over, this works like a charm.

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A few tips.... don't know how advanced they are, but they help and are generally not that cheap....

 

-use angles that are suited to the people in the angle for best grades. This may mean creating new angles but that's pretty easy.

 

-if someone has a "hook", exploit it. A worker who can talk well will generate strong grades in Entertainment based angles. A Menacing worker will do well in Menace based angles. They are basically able to create momentum and popularity out of nothing. Pretty fundamental but sometimes overlooked. Using them well and then transferring that popularity and momentum to someone else on the roster is again fundamental, but pretty standard wrestling booking.

 

-if someone doesn't have a "hook" - they aren't good on the mic, aren't menacing or overly attractive... give them a mouthpiece.

 

-hiring locals as jobbers can be really effective. Have your worker go over strong. Its a pretty quick way to get someone's momentum out of the dumpster.

 

-the low-level popularity mechanic means someone with very low popularity will gain popularity very quickly just by appearing on your shows. That goes as far as what makes them a midcarder (or maybe lower mid) on your roster. Extremely helpful if you hire someone with no or very low popularity as it used to be a grind to get them up to even a decent amount

 

-given the above, a nice little "trick" if you are big enough to have a developmental company.... borrow prospects from development and use them on TV. Even if just to job or take the pin in a multi-man. This will still activate the low-pop mechanism and see them increase, which makes them more useful when they are ready for the main roster as well as helps your developmental / child company

 

-cheap : using workers in angles that are highly rated helps momentum, so you can sneak lower-popularity talent into angles as Not Rated. The easiest one is the default Face Off No Contact angle, which has the main two rated on Overness and then six more workers Not Rated trying to separate them. But if you run it frequently with top stars and put other talent in there, you can build up good momentum for almost everyone. Its pretty exploitive.

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One of the tricks I like to use with the new rules around tags is to build momentum for a tag team Unit against a tag team of Individuals without costing the Individuals any momentum at all.

 

For instance, say you have a feud with a Unit (U1 and U2) versus Individual (I1 and I2)...

 

So a three match feud plays out like this:

 

Singles match: U1 vs. I1

U1 goes over. Overall effect: U1 & U2 each gain momentum (+1), I1 loses momentum (-1).

 

Singles match: U2 vs. I2

U2 goes over. Overall effect: U1 & U2 each gain momentum (+1), I2 loses momentum (-1).

 

Tag match: Team U vs. Team I

Team I wins the match. Overall effect: U1 & U2 lose momentum (-1), I1 & I2 gain momentum (+1).

 

So over the course of three matches, because wins and losses for Unit teams affect both partners, the Unit team has netted +1 momentum while Individual have net lost nothing (they each won a match and lost a match).

 

Now this isn't something I use all the time. It is a bit exploitative of the rules, and I don't like to do that too much. Also, it is a bit formulaic which makes for boring booking. But when I have two teams that I really like, and I don't want to damage one of the teams while still putting the other over, this works like a charm.

 

WIth that sort of 50/50 booking you'll get a job as WWE head booker in no time!

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<p>I'd also add that popularity swings tend to be greater on PPVs vs TV. So using some of the above examples, you could have a talker/menace build their heat via TV and then give some of it up at the PPV via a loss. Think of someone like the Miz. He can talk and pin lower talents on TV then lose on PPV. The next month is more of the same. If you have a feud going on, you can do the same with his face counterpart. "Hook" angles and TV wins leading to a PPV loss to the Miz via cheating.</p><p> </p><p>

Simple but effective booking. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Luchador Canadiense" data-cite="Luchador Canadiense" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="45876" data-ipsquote-contentclass="forums_Topic"><div>One of the tricks I like to use with the new rules around tags is to build momentum for a tag team Unit against a tag team of Individuals without costing the Individuals any momentum at all.<p> </p><p> For instance, say you have a feud with a Unit (U1 and U2) versus Individual (I1 and I2)...</p><p> </p><p> So a three match feud plays out like this:</p><p> </p><p> <strong>Singles match: U1 vs. I1</strong></p><p> U1 goes over. Overall effect: U1 & U2 each gain momentum (+1), I1 loses momentum (-1).</p><p> </p><p> <strong>Singles match: U2 vs. I2</strong></p><p> U2 goes over. Overall effect: U1 & U2 each gain momentum (+1), I2 loses momentum (-1).</p><p> </p><p> <strong>Tag match: Team U vs. Team I</strong></p><p> Team I wins the match. Overall effect: U1 & U2 lose momentum (-1), I1 & I2 gain momentum (+1).</p><p> </p><p> So over the course of three matches, because wins and losses for Unit teams affect both partners, the Unit team has netted +1 momentum while Individual have net lost nothing (they each won a match and lost a match).</p><p> </p><p> Now this isn't something I use all the time. It is a bit exploitative of the rules, and I don't like to do that too much. Also, it is a bit formulaic which makes for boring booking. But when I have two teams that I really like, and I don't want to damage one of the teams while still putting the other over, this works like a charm.</p></div></blockquote><p> </p><p> I'm prett sure this is not how it works. A wrestler winning a singles match doesn't give his partner who isn't even in the match a momentum boost. The mechanic only applies for multi-men matches.</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="45876" data-ipsquote-contentclass="forums_Topic"><div>I'm prett sure this is not how it works. A wrestler winning a singles match doesn't give his partner who isn't even in the match a momentum boost. The mechanic only applies for multi-men matches.</div></blockquote><p> </p><p> I went back to the Developer's Journal to double-check, and you are indeed correct sir. I've been under this misunderstanding for some time, so I'm not even sure how I arrived at it. I guess I interpreted "multi-man" match to be any match that included more than 1 worker on each side.</p><p> </p><p> So disregard my advice, everyone! <img alt=":o" data-src="//content.invisioncic.com/g322608/emoticons/redface.png.900245280682ef18c5d82399a93c5827.png" src="<___base_url___>/applications/core/interface/js/spacer.png" />:D</p>
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