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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="cps_1900" data-cite="cps_1900" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>I’m pretty sure Adam already said when asked after the “At ringside note” was announced that the limit had been removed.</div></blockquote><p> </p><p> Well thats neat. A very cool subtraction right there!</p>
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Out of curiosity, why do you want to use so many road agent notes? I can't think of any reason why you would need any unless you are literally trying to have 30+ interference notes, are doing something that could be accomplished far more easily with fewer notes OR are perhaps misunderstanding something else. If that's the case, there may be some help we can collectively give right now. :)

 

I think the other situation is how to make some worker's look strong in something like a Royal Rumble, but not have them make the final four. It would be great to be able to cherry pick who makes it to the final stretch, which people are eliminated by whom and have that effect their performance/impact on the match. I just think it gives more flexibility to the booking. There must be some way to add this to only the battle royal booking mechanism (similar to how worker selection process works for these matches)?

 

And with regular multi-man elimination matches, it's the same desire, I think. Booking something like an Elimination Chamber, but only being able to decide the winner is a bit too restrictive.

 

I hope we can see these changes - excited about everything so far!

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I know they are already kinda implementing this with the attributes section in Part#9 of the dev journal, but I was just thinking how cool it would be if wrestlers had skills. Kinda like WMMA has with people being trained in styles. But they also have personality traits & other stuff. I know we have those "wonderful" personality sliders. But I'm speaking more for how WMMA does their stuff. I'm also kinda thinking of NBA2K games as well. Like if a wrestler keeps doing hardcore matches. They would gain a skill/badge (whatever you wanna call it) for that match type. Also wrestlers could gain skill/badge for tag matches or winning a lot of their matches by submission. Even kinda joke ones like The Warlord with being a countout badge for winning so many matches by countout. Also I could see skill/badges for winning matches quickly or being an ironman. The skill/badges could obviously give a boost to the match rating because the wrestler has a talent for winning the match quickly or by submission. I'm sure negative ones could also be added as well. Like wrestlers who do poorly in main-events instead of it just being a random main screen interview note like it is in TEW2016. They could have a legit badge that says they struggle with being pushed higher up the card. Also wrestlers that do better or worse against people bigger or smaller than them. It could also coincide with the scouting feature. They may already have skill/badges that you see as only ? marks & as your scouting report increases. You get lintel on them. You may take a prospect with really high star quality & good stats but a few ? mark badges. As you build around him you may see he does poorly the more he is pushed up the card & is lazy. As well as having a poor looking prospect but his badges actually make him better in the main event & is a workhorse. It has a ton of variety to how it could be used. Plus the idea of a wrestler being able to work past the negative skill/badges could be something to consider. Like they struggle when they are young being pushed toward the top of the card. But as they get older & are continued to be given chances. They could lose that skill/badge. I'm sure it could have a ton more added to it. Like a badge for whenever they play a babyface they get an even higher bonus, or some very special ones could have the figurehead skill/badge to where they gain an additional bonus for being a figurehead. Wrestlers could also grow into the figurehead skill/badge after a long time of being in that position. Plus wrestlers who get used in the main event often gain the skill/badge for getting better output from being in the main event slot. I just keep adding to this because I keep thinking of stuff you can add to it.

I don't think it would be too hard to add to the game either, "but I'm not a game developer so what do I know." I just know the idea of wrestlers becoming tag team specialist or gaining benefits from consistent uses would be really fun.

 

Thinking about this really makes me want skill/badges now.

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Still hoping we get the ability to defend other companies belts on out companies shows. Similair to the njpw/roh shows where they had belts from both companies on the line

 

I mentioned that a couple pages ago. Working relationships where you can use the other companies actual titles. I'm sure it would require negotiations & you'd have to have a wrestler they want as champion "popularity & star quality being high for their main event titles" That would be a very massive addition for me.

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I was just thinking how cool it would be if wrestlers had skills. Kinda like WMMA has with people being trained in styles. But they also have personality traits & other stuff. I know we have those "wonderful" personality sliders. But I'm speaking more for how WMMA does their stuff. I'm also kinda thinking of NBA2K games as well. Like if a wrestler keeps doing hardcore matches. They would gain a skill/badge (whatever you wanna call it) for that match type. Also wrestlers could gain skill/badge for tag matches or winning a lot of their matches by submission. Even kinda joke ones like The Warlord with being a countout badge for winning so many matches by countout. Also I could see skill/badges for winning matches quickly or being an ironman. The skill/badges could obviously give a boost to the match rating because the wrestler has a talent for winning the match quickly or by submission. I'm sure negative ones could also be added as well. Like wrestlers who do poorly in main-events instead of it just being a random main screen interview note like it is in TEW2016. They could have a legit badge that says they struggle with being pushed higher up the card. Also wrestlers that do better or worse against people bigger or smaller than them. It could also coincide with the scouting feature. They may already have skill/badges that you see as only ? marks & as your scouting report increases. You get lintel on them. You may take a prospect with really high star quality & good stats but a few ? mark badges. As you build around him you may see he does poorly the more he is pushed up the card & is lazy. As well as having a poor looking prospect but his badges actually make him better in the main event & is a workhorse. It has a ton of variety to how it could be used. Plus the idea of a wrestler being able to work past the negative skill/badges could be something to consider. Like they struggle when they are young being pushed toward the top of the card. But as they get older & are continued to be given chances. They could lose that skill/badge. I'm sure it could have a ton more added to it. I don't think it would be too hard to add to the game either, "but I'm not a game developer so what do I know." I just know the idea of wrestlers becoming tag team specialist or gaining benefits from consistent uses would be really fun.

 

Thinking about this really makes me want skill/badges now.

Attributes were announced early on. I think they cover some of what you're suggesting. :)

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Attributes were announced early on. I think they cover some of what you're suggesting. :)

 

You're right. I glossed over 9# while making that post. Well I didn't read the last part about "I won't be giving a list of the Attributes at this point simply because we're nowhere near finished with them - at the moment only the basics and a few specific quirks have been added - and I expect there to be at least a hundred or so more added by the time we get to the testing phase."

 

That part I missed. But I hope they add the stuff that I mentioned because that would be HYPE!!!

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Still hoping we get the ability to defend other companies belts on out companies shows. Similair to the njpw/roh shows where they had belts from both companies on the line

 

 

I'm hoping this isn't too hard to do since the Alliance titles are kinda half way there. And on Alliances would be nice to have an Alliance Super Show where several territorial titles could be on the line along with alliance titles.

 

 

 

Also the ability to simulate a Crockett Cup tournament with several territories involved like the very first one.

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<p>Still no confirmation on a Booking Calendar? I really really hope it's implemented in some shape or form in the end. I hate booking a weekly only to have to book the next episode a week later, especially after I've had to book five different shows with five different rosters in that time. </p><p>

Pre-Booking just the next episode doesn't help all that much, unfortunately.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="EBEZA" data-cite="EBEZA" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Agree with all of this. <strong>I would prefer to have to submit a contract offer and wait a few days for an answer either way</strong>, but this button is certainly better than having to adjust the amount manually.<p> </p><p> As for the individual performance part, I'd never thought of spreadsheeting that. I do, however, spreadsheet chemistry, as the game documents good and bad chemistry, but doesn't keep track of what you have tested and has come back "average." That would be a helpful tracker for me, personally.</p></div></blockquote><p> </p><p> Please no. Instant answers are the best. If only he could hire someone on the spot, it would be even better, as many times it happens irl. But IIRC, even in the last system, we sill had to wait a few days for everything to be done.</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>Please no. Instant answers are the best. If only he could hire someone on the spot, it would be even better, as many times it happens irl. But IIRC, even in the last system, we sill had to wait a few days for everything to be done.</div></blockquote><p> </p><p> I think the amount of time until signing involves them waiting for other offers, them considering your offer, etc.</p><p> </p><p> This is why in the default database, it might take 3/5 days to hire them, but in the Effganic database, it might take only 2 days.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Dourvas" data-cite="Dourvas" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Still no confirmation on a Booking Calendar? I really really hope it's implemented in some shape or form in the end. I hate booking a weekly only to have to book the next episode a week later, especially after I've had to book five different shows with five different rosters in that time. <p> Pre-Booking just the next episode doesn't help all that much, unfortunately.</p></div></blockquote><p> </p><p> Right there with you, my brudda. There is no feature that could be announced that would get me any more excited than this would. Pre=booking gets really messy for me really quick in 13 and 16. A booking calendar would clear that up in a hurry.</p>
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Right there with you, my brudda. There is no feature that could be announced that would get me any more excited than this would. Pre=booking gets really messy for me really quick in 13 and 16. A booking calendar would clear that up in a hurry.

 

I've suggested this before, and asked Adam directly in this thread, but didn't get an answer. Still hoping it's announced soon, as I think it's the last thing on my wish list.

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Please no. Instant answers are the best. If only he could hire someone on the spot, it would be even better, as many times it happens irl. But IIRC, even in the last system, we sill had to wait a few days for everything to be done.

 

Instant joining prohibits bidding wars, though.

 

Agree here, instant joining would take away a fun feature of the game. I just think, as much as it's helpful in terms of gameplay, it's oddly inconsistent to get an instant no, but a delayed yes. Shouldn't both be the same? And seeing as an instant yes wouldn't work, the option left is a delayed no.

 

Also, not knowing someone's response would change the way I play, for the better. I can't be the only one who drags the pay down to the bottom, then slowly inches it up $10 at a time until it gets accepted? That's not really that realistic, as if I offered someone an amount they deem WAY too low, they might say no, but then I couldn't keep offering them $10 increments until they say yes, could I?

 

Finally, it also adds an extra element in that, if I wanted to sign someone pretty damn quickly (in time for the next show in a week, for example), it would drastically change my bidding style, as I simply wouldn't have time to keep waiting a few days for a "no" so I would offer a higher amount just to get a quick "yes" from them. This adds an extra strategic layer that I would definitely enjoy :)

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Agree here, instant joining would take away a fun feature of the game. I just think, as much as it's helpful in terms of gameplay, it's oddly inconsistent to get an instant no, but a delayed yes. Shouldn't both be the same? And seeing as an instant yes wouldn't work, the option left is a delayed no.

 

Also, not knowing someone's response would change the way I play, for the better. I can't be the only one who drags the pay down to the bottom, then slowly inches it up $10 at a time until it gets accepted? That's not really that realistic, as if I offered someone an amount they deem WAY too low, they might say no, but then I couldn't keep offering them $10 increments until they say yes, could I?

 

Finally, it also adds an extra element in that, if I wanted to sign someone pretty damn quickly (in time for the next show in a week, for example), it would drastically change my bidding style, as I simply wouldn't have time to keep waiting a few days for a "no" so I would offer a higher amount just to get a quick "yes" from them. This adds an extra strategic layer that I would definitely enjoy :)

 

Yea I never give them what they ask. I always negotiate.

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Agree here, instant joining would take away a fun feature of the game. I just think, as much as it's helpful in terms of gameplay, it's oddly inconsistent to get an instant no, but a delayed yes. Shouldn't both be the same? And seeing as an instant yes wouldn't work, the option left is a delayed no.

 

Also, not knowing someone's response would change the way I play, for the better. I can't be the only one who drags the pay down to the bottom, then slowly inches it up $10 at a time until it gets accepted? That's not really that realistic, as if I offered someone an amount they deem WAY too low, they might say no, but then I couldn't keep offering them $10 increments until they say yes, could I?

 

Finally, it also adds an extra element in that, if I wanted to sign someone pretty damn quickly (in time for the next show in a week, for example), it would drastically change my bidding style, as I simply wouldn't have time to keep waiting a few days for a "no" so I would offer a higher amount just to get a quick "yes" from them. This adds an extra strategic layer that I would definitely enjoy :)

 

I think there should be instant yes/no situations if the first offer is spectacularly good or bad. If someone asks Brock Lesnar about working for 500 a night he’ll instantly laugh them out of the building, there’s nothing to think about there. On the other hand if you approach a rookie with a 10,000 per month guarantee they might jump at that.

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I think there should be instant yes/no situations if the first offer is spectacularly good or bad. If someone asks Brock Lesnar about working for 500 a night he’ll instantly laugh them out of the building, there’s nothing to think about there. On the other hand if you approach a rookie with a 10,000 per month guarantee they might jump at that.

 

This is a very good point. Not sure how easy it would be to implement, though. I imagine such a system would take into account personality type, loyalty, etc, too...

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Yeah, I dunno. Contracts in this instance are still often multi-year commitments. Most of us will take a day or two to really ponder before making multi-year commitments. I know I would, even if I was right now offered 20k a month. And especially in wrestling; you need to think about if you need to relocate, what's the travel schedule of the company offering the contract, etc... A number of things.

 

In my IMO.

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Yeah, I dunno. Contracts in this instance are still often multi-year commitments. Most of us will take a day or two to really ponder before making multi-year commitments. I know I would, even if I was right now offered 20k a month. And especially in wrestling; you need to think about if you need to relocate, what's the travel schedule of the company offering the contract, etc... A number of things.

 

In my IMO.

 

Also true! This is where personality types could come into play, with some being cautious no matter what you throw at them, but others having more hasty tendencies...

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<p>I play Motorsport Manager as well, and it has a system that could work for negotiations like this. Each worker has a Patience rating on negotiations. You make your offer, and then after some days (I think this is too long in MM, maybe too long in TEW) you get a response that says "I think this value is too low." Then, depending on how *many* options you were off on (bonuses, wages, duration, etc.), patience gets deducted by a few points. Their patience runs out, they cut off negotiations.</p><p> </p><p>

What I'd like to see, though, is a smaller wait time, particularly in PPA/Handshake contracts. If accepting the deal isn't going to affect other jobs, the duration shouldn't take other bids into account. If it might (written or exclusive), then you should get a quicker response that says something like "I like your offer, and I'm considering it. I'm also considering other offers, however." Basically a "Yes, but" response.</p>

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<p>I wasn't that bothered by the apparent "loss" of Fog of War, because its something I rarely use. but the changes to it.... like it. A lot. Might actually be something I turn on now and then for saves. </p><p> </p><p>

These changes are all solid additions. Loving it</p>

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This is a very good point. Not sure how easy it would be to implement, though. I imagine such a system would take into account personality type, loyalty, etc, too...

 

Football manager has the same system for years.

 

If you lowball a player he will refuse further negotiations for a wholeX, however if you give him an outrageous offer he will accept it on the spot forgoing a bidding war.

 

I use this strategy often on those 23-24 year old fresh off Barcelonas reserve team studs who have never played real 1st team football and thus are laughably cheap on the transfer market all the time.

 

 

I have a attacking midfielder 77k per week when he was looking for 52, this way my 15 million transfer immediately went through and no one can put I’d me.

 

It’s a total laugher too because in 2 seasons after this he command 160k per week and 35 million on the market.

 

Similarly for TEW you could overpay prospects to get them cheap in the long run.

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I play Motorsport Manager as well, and it has a system that could work for negotiations like this. Each worker has a Patience rating on negotiations. You make your offer, and then after some days (I think this is too long in MM, maybe too long in TEW) you get a response that says "I think this value is too low." Then, depending on how *many* options you were off on (bonuses, wages, duration, etc.), patience gets deducted by a few points. Their patience runs out, they cut off negotiations.

 

What I'd like to see, though, is a smaller wait time, particularly in PPA/Handshake contracts. If accepting the deal isn't going to affect other jobs, the duration shouldn't take other bids into account. If it might (written or exclusive), then you should get a quicker response that says something like "I like your offer, and I'm considering it. I'm also considering other offers, however." Basically a "Yes, but" response.

 

Football manager has the same system for years.

 

If you lowball a player he will refuse further negotiations for a wholeX, however if you give him an outrageous offer he will accept it on the spot forgoing a bidding war.

 

I use this strategy often on those 23-24 year old fresh off Barcelonas reserve team studs who have never played real 1st team football and thus are laughably cheap on the transfer market all the time.

 

 

I have a attacking midfielder 77k per week when he was looking for 52, this way my 15 million transfer immediately went through and no one can put I’d me.

 

It’s a total laugher too because in 2 seasons after this he command 160k per week and 35 million on the market.

 

Similarly for TEW you could overpay prospects to get them cheap in the long run.

 

These both sound great! Some combination of the two, please! :D

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