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I assume there will be attribute tags that will label workers good or bad at certain gimmick types?

 

 

Will we need to create a new gimmick for every new signed worker before debut or will some gimmicks carry over?

 

I imagine that most people will still come with a default gimmick when you sign them and that there will be still some way to distinguish whether workers would fit a particular gimmick or not.

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<p>What I would like to know is how long it is going to take to reassign 3000+ gimmicks in the editor for mod makers?</p><p> </p><p>

Are we talking TEW 2013 to 2016 level headaches in converting? It sounds like it is going to be a hell of a lot worse to convert and take even longer before you see any real world mods. </p><p> </p><p>

From a game playing point of view this does seem like a good feature, I'm just wondering how tedious and time consuming it will be when editing because right now it has me thinking of killing off my mods completely for 2020.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Fleisch" data-cite="Fleisch" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>What I would like to know is how long it is going to take to reassign 3000+ gimmicks in the editor for mod makers?</div></blockquote><p> </p><p> It would be done automatically by the converter. All the information necessary is already in TEW2016.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="SirMichaelJordan" data-cite="SirMichaelJordan" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Will we need to create a new gimmick for every new signed worker before debut or will some gimmicks carry over?</div></blockquote><p> </p><p> It will automatically create a gimmick change for when they debut using their default gimmick and basis and using a standard aim. You can go in and edit it before they debut if you want to use something different.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Adam Ryland" data-cite="Adam Ryland" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>It would be done automatically by the converter. All the information necessary is already in TEW2016.</div></blockquote><p> </p><p> Thanks for the response. That actually changes my mind from maybe not purchasing it to it being back on my list of things to buy. <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="Fleisch" data-cite="Fleisch" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Thanks for the response. That actually changes my mind from maybe not purchasing it to it being back on my list of things to buy. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></div></blockquote><p> </p><p> This response makes me the happies.</p>
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Love the sound of how gimmicks are done now, but especially the boost in star quality. As mentioned a good gimmick can make people seem like bigger stars, the Kane example already used is an obvious one. I am assuming there is the opposite where someone loses star quality, like if a 7 foot guy had to play a dentist for example...
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<p>Very interesting gimmick concept.</p><p> </p><p>

A few questions:</p><p> </p><p>

1. Will we be able to pre-define a gimmick with pros and cons for an active contract?</p><p> </p><p>

2. Will we be able to pre-define a gimmick with pros and cons as default gimmick for a worker?</p><p> </p><p>

3. Will we be able to pre-define a gimmick with pros and cons for an alter for a worker?</p>

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<p>One more to add to Hive's list <img alt=":D" data-src="//content.invisioncic.com/g322608/emoticons/biggrin.png.929299b4c121f473b0026f3d6e74d189.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p>

When you pick a worker's gimmick, are the pros/cons there for you to see on that screen, or are they generated once the worker debuts and the fans have a chance to see the gimmick and how they take to it?</p>

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<p>Just above my interpretation is that you won't know the Pros or Cons until after the debut of the gimmick. It would be cool to see like the "Potential" Pros and Cons list when designing your gimmick. At the same time the idea of finding out special things, like you got a "Legendary" occult figure by making it really unique, and creative. Then getting something amazing to make like your own Undertaker or Current Bray Wyatt would be amazing. </p><p> </p><p>

I really love that presets are still around as giving a term or basis for the initial gimmick is great. This has been one of if not the biggest update for me.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="HiPlus" data-cite="HiPlus" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Just above my interpretation is that you won't know the Pros or Cons until after the debut of the gimmick. It would be cool to see like the "Potential" Pros and Cons list when designing your gimmick. At the same time the idea of finding out special things, like you got a "Legendary" occult figure by making it really unique, and creative. Then getting something amazing to make like your own Undertaker or Current Bray Wyatt would be amazing. <p> </p><p> I really love that presets are still around as giving a term or basis for the initial gimmick is great. <strong>This has been one of if not the biggest update for me.</strong></p></div></blockquote><p> </p><p> </p><p> </p><p> Same, and it appears this was mostly done on a whim as this was supposed to be the "minor" part of the journal where the game was mostly just tuned or small features were added.</p><p> </p><p> This is one of the biggest changes to TEW in years and I don't believe I'm exaggerating.</p><p> </p><p> Especially if the gimmick attributes are even more thorough then whats already been sort of described. Like a gimmick which boosts a workers star quality for as long as he has only that gimmick is a huge, huge thing(reminds me of the Undertaker or maybe "Crow" Sting")</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="BuddyGarner" data-cite="BuddyGarner" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>My strategy will be to go safe for every worker with good stats and go risky with every single jobber just in case it catches on fire.</div></blockquote><p> </p><p> Here is to hoping you have a jobber that just has a great gimmick and becomes your top star!</p>
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When you pick a worker's gimmick, are the pros/cons there for you to see on that screen, or are they generated once the worker debuts and the fans have a chance to see the gimmick and how they take to it?

 

They are generated once it has debuted. (Otherwise you could just keep "re-rolling" the gimmick until you got what you wanted.)

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They are generated once it has debuted. (Otherwise you could just keep "re-rolling" the gimmick until you got what you wanted.)

 

 

Will we get an idea of potential pros and Cons. Or be just a feeling out process? Also will there be a complete list later on released regarding the Pros and cons at a later date. (Forgot if that was mentioned.)

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As one who was nervous about the radical nature of the gimmick overhaul, I am loving today's post. The way Adam has done things he's kept the best of the old system and crafted something new and so much better around it. When I've done my Cappy Packs in the past, I may have been comfortable creating new storylines and the custom angles to go with them but gimmicks were a whole other story. That put the fear of God in me because of trying to figure out how to figure out risk and subtlety.

 

For example, I used to run this e-fed character named Darby Sharpe who for complex backstory reasons spoke in WW2 slang but was otherwise your basic old school face. Using the old gimmick system I never did get a version of Darby's shtick I was comfortable with. My attempts always felt like "guy who just says Jackson a lot" and I could never decide just how subtle it was. Like was a A- subtle, straight A, A star. Now I give Darby the correct basis, mark him wildly creative and safe to reflect the fact he's an old school face with a unique quirk and he can live or be imitated in the C-Verse the way he should be.

 

The talk I've heard about being fiddly because of having a large gimmick file and all these gradations of the same gimmick never really felt relevant to me. One had the option before to search only for gimmicks that fit the character and to further parse the list out by gimmick category. So that overwhelm always felt hard to relate to. If that were the best thing coming out of this redesign, I'd probably be seeing it as the misguided destruction of chained storylines all over again. The fact you can now better create narrow gimmicks like Darby's is what makes this overhaul sing and really should make it one of the most popular parts of the new game.

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<p>I hope one can create the Undertaker type of gimmick effect. Gimmicks that while tweaked over the years, remain mostly unchanged for the majority of one's career. So tweaking to keep it fresh, making it work and not needing to do a new one. Obviously this shouldn't be valid for all gimmicks, but I really don't remember what is the duration from 16 gimmicks, what is the average and how it effects it with tweaks, so I really can't remember what it exactly is lasting as much as in TEW 16.</p><p> </p><p>

Other than that, this is really good stuff. This overhaul is great for the way we play the game, gives something of more significance for gimmicks and actually helps reduce all the unnecessary clicking. Can't wait for bigger things to come.</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>I hope one can create the Undertaker type of gimmick effect. Gimmicks that while tweaked over the years, remain mostly unchanged for the majority of one's career. So tweaking to keep it fresh, making it work and not needing to do a new one. Obviously this shouldn't be valid for all gimmicks, but I really don't remember what is the duration from 16 gimmicks, what is the average and how it effects it with tweaks, so I really can't remember what it exactly is lasting as much as in TEW 16.<p> </p><p> Other than that, this is really good stuff. This overhaul is great for the way we play the game, gives something of more significance for gimmicks and actually helps reduce all the unnecessary clicking. Can't wait for bigger things to come.</p></div></blockquote><p> </p><p> Undertaker went through a lot of gimmick variations that were arguably different gimmicks entirely. 1999 Taker is a lot different than 1993 Taker, which is a lot different than 2002 Taker.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Bigpapa42" data-cite="Bigpapa42" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Undertaker went through a lot of gimmick variations that were arguably different gimmicks entirely. 1999 Taker is a lot different than 1993 Taker, which is a lot different than 2002 Taker.</div></blockquote><p> </p><p> Not to mention bike Taker for a few years, but mostly Undertaker for the majority of the years. So basically tweaks and variations, either major or minor, but the concept was pretty much the same. Take was only an example though, there are others.</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>I really wasn't sure about the gimmick system being overhauled, but now Adam has posted all the details, I love it! I'm thinking of playing a game where every single gimmick has to be top-right! <img alt=":D" data-src="//content.invisioncic.com/g322608/emoticons/biggrin.png.929299b4c121f473b0026f3d6e74d189.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></div></blockquote><p> </p><p> </p><p> I would hope a company like ZEN has everyone set that way.</p>
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