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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="codeydbw" data-cite="codeydbw" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Question, what's the functional difference between a dojo and a dev company in terms of the 'sharpen skills' mechanism?</div></blockquote><p> </p><p> I imagine the key thing would be that in a dev company people are actually having matches, which depending on who you have them working with can speed up the process of their skill increases significantly. But these would have to be more costly to run and require a lot more work and signings to set up, so that would be the pros and cons.</p>
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<p>I enjoyed the entry today, however I have never had success with my company owned dojo's when I have owner goals activated.</p><p> </p><p>

I've never been able to sign any of the graduates from my dojo without getting a message saying they don't meet my owner's goals in regards to skills and my dojo's are always top notch.</p><p> </p><p>

It would really be nice if we could just hire our dojo/performance centre graduates, no matter if they meet owner goals or not and then just put them into our developmental company to improve their skills.</p><p> </p><p>

Adam, is this possible with the new game?</p>

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<p>The changes to the event schedules was just what I hoping for and has got me really excited for the game and can't wait to see how all the different schedules works.</p><p> </p><p>

Today's update to the dojos was a feature I never knew I wanted until I saw it. I play a lot of games using smaller company's, usually with the new workers option set to high to make alot of random gen's so I have constant stream of low cost workers to use.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Zeel1" data-cite="Zeel1" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>I imagine the key thing would be that in a dev company people are actually having matches, which depending on who you have them working with can speed up the process of their skill increases significantly. But these would have to be more costly to run and require a lot more work and signings to set up, so that would be the pros and cons.</div></blockquote><p> Agreed, a performance center sounds like a hybrid of TEW16's dojos and child promotions. So instead of paying for both a dojo to generate new workers and then a child company to help them develop their skills, you invest in a performance center that can do both.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="stratusfaction" data-cite="stratusfaction" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>I enjoyed the entry today, however I have never had success with my company owned dojo's when I have owner goals activated.<p> </p><p> I've never been able to sign any of the graduates from my dojo without getting a message saying they don't meet my owner's goals in regards to skills and my dojo's are always top notch.</p><p> </p><p> It would really be nice if we could just hire our dojo/performance centre graduates, no matter if they meet owner goals or not and then just put them into our developmental company to improve their skills.</p><p> </p><p> Adam, is this possible with the new game?</p></div></blockquote><p> </p><p> Owner goals don't apply to 'first refusal' graduate offers in TEW2020.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="batsnumbereleven" data-cite="batsnumbereleven" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Will this completely replace regeneration as the means of populating the world with new workers? Or will workers still regenerate separately as free agents as well?</div></blockquote><p> </p><p> Regeneration is still a feature and regens can appear both through training facilities and independently as free agents.</p>
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Hi Adam,

 

I hope you will read this reply

 

You're now rethinking all the game and I'm really exited by this. Thinking about world area

----

The game world screen has also been totally redesigned so that's it's a single screen, no pop ups, and each area and region has a proper bio and stats screen giving you text descriptions of exactly what each region covers (i.e. what states are in each US region, what countries are in each Euro region, etc), the spillover, etc, so that should be much more intuitive and user friendly.

----

 

What about create an optional 3rd level?

 

I mean you have

1st level - Area (USA, Canada ext.)

2nd level - Region (Mid South ext.)

 

Is it possibile to add a deeper one?

 

3rd level - State

 

Starting a game you can choose to add this level.

In Cornellverse world this simply means a regional Company has by default the same level of pop in all the States (and you can choose not to use his level), but it could be very useful for real world mods, where we have a lot of feds who runs only in one State.

 

Thanks

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<p>First of all, I must say how excited I am for a new TEW game! I've been a rabid fan since TEW 07, and each entry continues to blow me away. One of my favorite aspects is the Cornellverse lore and I'm excited to see what direction everything moves in. (My personal hope is that RMW officially debuts/gets some attention.) I have a couple ideas that I thought I'd share:</p><p> </p><p>

1. Alliance committees</p><p>

The alliance system has really grown from '13 to '16, but one way to improve it is through committee voting for champions. That way no one is caught off guard when you've built towards a big matchup, only to have your champion drop the strap a week before the event. It also gives you a different experience when in an alliance, hence adding to replay value.</p><p> </p><p>

2. Playing as owner</p><p>

I feel that something could be done to add some excitement to owning a company. As it is now, it's basically playing on easy mode, which is hardly the case from a realism perspective. Of course, I don't have any actual suggestions for how to do that, and frankly the ideas I do have might just turn the game into a finance sim <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" />. But I think putting a little more differentiation between booker and owner will again change up player experience and add replay value.</p>

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One of the things that could be done to improve playing as owner (or even has head bookers) would be having an actual creative team, tell them the storylines and winners we want and this would not only reduce time taken to play bug companies, but also add drama. What if your staff messes up and you have to step in? What if they have an idea you never thought of that becomes a success and you have to rework your entire plans? This could be optional (and more polished, this is just a basic idea) and you could always choose to be hands on and book everything yourself. This would have to include major changes to the God sent auto-booker.
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Sammartino" data-cite="Sammartino" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Hi Adam,<p> </p><p> I hope you will read this reply</p><p> </p><p> You're now rethinking all the game and I'm really exited by this. Thinking about world area</p><p> ----</p><p> The game world screen has also been totally redesigned so that's it's a single screen, no pop ups, and each area and region has a proper bio and stats screen giving you text descriptions of exactly what each region covers (i.e. what states are in each US region, what countries are in each Euro region, etc), the spillover, etc, so that should be much more intuitive and user friendly.</p><p> ----</p><p> </p><p> What about create an optional 3rd level?</p><p> </p><p> I mean you have</p><p> 1st level - Area (USA, Canada ext.)</p><p> 2nd level - Region (Mid South ext.)</p><p> </p><p> Is it possibile to add a deeper one?</p><p> </p><p> 3rd level - State</p><p> </p><p> Starting a game you can choose to add this level.</p><p> In Cornellverse world this simply means a regional Company has by default the same level of pop in all the States (and you can choose not to use his level), but it could be very useful for real world mods, where we have a lot of feds who runs only in one State.</p><p> </p><p> Thanks</p></div></blockquote><p> </p><p> Post this in the suggestions thread.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="shawn michaels" data-cite="shawn michaels" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>One of the things that could be done to improve playing as owner (or even has head bookers) would be having an actual creative team, tell them the storylines and winners we want and this would not only reduce time taken to play bug companies, but also add drama. What if your staff messes up and you have to step in? What if they have an idea you never thought of that becomes a success and you have to rework your entire plans? This could be optional (and more polished, this is just a basic idea) and you could always choose to be hands on and book everything yourself. This would have to include major changes to the God sent auto-booker.</div></blockquote><p> </p><p> This!</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="LoganRodzen" data-cite="LoganRodzen" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Dojo revamp is huge!! Instead of just kind of "being there" - they actually have a meaningful purpose and a deeper user connection. I can't be the only one who felt like the dojo system was purely cosmetic.</div></blockquote><p> </p><p> 100% agree here, the only time you really knew that a dojo in fact existed is when you got an email for a first refusal graduate and after deciding to either sign them or not the system once again didn't matter. I'm pleased to see that it's being completely overhauled in 2020 and will actually mean something to the overall user experience.</p>
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I agree with both Taker and Logan, I would like it if there was more to them than setting them up how you like them when starting the game and then just getting rare emails from them.

 

You could definitely argue that it's only supposed to be a small feature and so shouldn't be overcomplicated, but I like the idea of events such as scandals. Say you have a real tough wrestler you send to be trainer because he's got great skills for it, but he's too much of a hard ass and news breaks out he's been hazing/beating students. Especially with performance centers being sort of half way towards a child company (if I'm understanding correctly), there's a lot possibilities for this stuff.

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Hmh. First feature announced that I don't really like. I was in favour of the 2016 way of doing things; in wrestling, stars are the draw. People pay to see the stars, rather than "match quality" or "show quality". However, having said that, if this was based on player feedback, it was probably the right call.

 

Not a deal breaker anyhow.

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I feel like there is potential to work it both ways.

 

Bigger stars should lead to better houses as you have ticket selling stars. Better shows should lead to more popularity as the people at the shows actually come away with a positive experience. That’s pretty much what happened in 1998, WWF didn’t exactly have more stars and in fact WCW still created Goldberg that year, but had finished hurt their shows and people stopped caring near the end of the year and into 99.

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I feel like there is potential to work it both ways.

 

Bigger stars should lead to better houses as you have ticket selling stars. Better shows should lead to more popularity as the people at the shows actually come away with a positive experience. That’s pretty much what happened in 1998, WWF didn’t exactly have more stars and in fact WCW still created Goldberg that year, but had finished hurt their shows and people stopped caring near the end of the year and into 99.

 

Pretty much. This is why I feel it should be a combo of star power and show ratings. With show ratings having a bigger percentage in the equation. Big names draw, but people need a good show to continue caring. TEW 2016's system was flawed though, emphasizing solely on star power, which to me was wrong, so if i had to choose between both, this way is better. But my player feedback would be a combination of both with a bigger stake depending on show quality.

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