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Handshake deals could reasonably be accepted immediately, but written deals should take a few days to, if nothing else, simulate the attorneys getting the paperwork together to be signed.

 

Maybe in the future we could see the option of not paying out on a handshake deal. Say if you're a very small company and just skating by, you skip paying someone. Of course that leads to negative relationships and maybe some kind of reputation hit.

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Maybe in the future we could see the option of not paying out on a handshake deal. Say if you're a very small company and just skating by, you skip paying someone. Of course that leads to negative relationships and maybe some kind of reputation hit.

 

That would certainly be realistic, especially for some Indie companies. There are stories about promoters who will just run out and not pay their talent.

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So was the plan all along to rebrand Fog of War into scouting....? If that's the case I'm a bit tired of getting worked into shoots on here....

 

It sounds like Scouting is exactly what I myself and others have been clamoring for on here.

 

As far as the misstatement about Technical it makes even less sense to combine them after that....

 

Edit: After a minute or two of reflection it has dawned on me that you didn't even have to lump in the announcement that you were getting rid of FOW until you were ready to announce Scouting....

:cool:

Handshake deals could reasonably be accepted immediately, but written deals should take a few days to, if nothing else, simulate the attorneys getting the paperwork together to be signed.

 

Maybe in the future we could see the option of not paying out on a handshake deal. Say if you're a very small company and just skating by, you skip paying someone. Of course that leads to negative relationships and maybe some kind of reputation hit.

 

That would certainly be realistic, especially for some Indie companies. There are stories about promoters who will just run out and not pay their talent.

You should be able to do it multiple times. There should be a "gullible" slider for workers, so you can fool them over and over again, until they catch on. Like a meter... At 5 gullible you can be fooled 5 times, so if you pay them the fourth time, you can still get them two more times, lol.

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You should be able to do it multiple times. There should be a "gullible" slider for workers, so you can fool them over and over again, until they catch on. Like a meter... At 5 gullible you can be fooled 5 times, so if you pay them the fourth time, you can still get them two more times, lol.

 

Fool me once, shame on you.

 

Fool me twice, shame on me.

 

Fool me three times, and I'll kill you. Lol.

 

Also, I wonder who the most gullible worker in the Cornellverse would be. Would be hilarious if it's Aldous Blackfriar. He is considered naive in TEW 2016. Also, I think it shouldn't be a bar. It should just depend on their naive/manipulator bar.

 

Really like the company-specific young lion system. Allows for a more direct recreation of puroresu.

 

Imagine if the Modern Japan Movement takes things one step further, by no longer using the young lion system. Would they push to far and lose the support of their fans?

 

Though if anyone would do this I imagine that it would be WLW.

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Fool me once, shame on you.

 

Fool me twice, shame on me.

 

Fool me three times, and I'll kill you. Lol.

 

Also, I wonder who the most gullible worker in the Cornellverse would be. Would be hilarious if it's Aldous Blackfriar. He is considered naive in TEW 2016. Also, I think it shouldn't be a bar. It should just depend on their naive/manipulator bar.

 

Personality sliders aren't going to be a thing anymore, remember?

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Aww yea, nice! I love all of the updates today. But especially edit chemistry via options. Yea, I get that it's cheating, but I will defend myself. As someone who mainly plays his own real world mods, chemistry has been something I've never messed with, I've just had it turned off. Not because it's not a fine feature - in fact, I've been a little bummed about having to turn it off - but because of personal OCD and other reasons, unrealistic chemistry has always been a major immersion breaker for me. Having it be editable via options now opens up the option of turning chemistry on for me, and it really makes me very happy. :)

 

And it's also great that crowds can now get burned out. It was a pretty cheap way to include everyone on the card by just doing huge marathon shows. So now that's blocked, and in a realistic way.

 

Also nice to see the overness cap being made more dynamic. Huge updates today IMO!

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I wonder just how dynamic the overness cap is if it’s based on who someone is working for as well. Surely a tiny promotion will never be able to get someone to 100 overness before or after the change, but would a cap go up or down for a lateral move in employment? Jumping ship between two national companies comes to mind. It would make sense to tie it to having a particularly successful gimmick or something (Brock Lesnar didn’t need this he was an elite blue chipper with great destiny, on the other hand Edge and John Cena absolutely did), but I’m curious as to what the company actually influences.
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Aww yea, nice! I love all of the updates today. But especially edit chemistry via options. Yea, I get that it's cheating, but I will defend myself. As someone who mainly plays his own real world mods, chemistry has been something I've never messed with, I've just had it turned off. Not because it's not a fine feature - in fact, I've been a little bummed about having to turn it off - but because of personal OCD and other reasons, unrealistic chemistry has always been a major immersion breaker for me. Having it be editable via options now opens up the option of turning chemistry on for me, and it really makes me very happy. :)

 

Nothing is worse than getting half a decade deep into a 1995 mod, only to realize that The Hardyz have no chemistry whatsoever while teaming together. Or Paul Heyman not working as Brock Lesnars manager, since there is no way to overcome bad manager chemistry.

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Maybe in the future we could see the option of not paying out on a handshake deal. Say if you're a very small company and just skating by, you skip paying someone. Of course that leads to negative relationships and maybe some kind of reputation hit.

 

That would certainly be realistic, especially for some Indie companies. There are stories about promoters who will just run out and not pay their talent.

 

You should be able to do it multiple times. There should be a "gullible" slider for workers, so you can fool them over and over again, until they catch on. Like a meter... At 5 gullible you can be fooled 5 times, so if you pay them the fourth time, you can still get them two more times, lol.

 

Two words: Mark Carnie. I would definitely do an SNP run (assuming they're still open and he's still there in 2020) with this feature!

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Nothing is worse than getting half a decade deep into a 1995 mod, only to realize that The Hardyz have no chemistry whatsoever while teaming together. Or Paul Heyman not working as Brock Lesnars manager, since there is no way to overcome bad manager chemistry.

Yeah. This is why I had the feature turned off. Like I said, it's a fun feature. Especially for a fantasy mod, but for a real world mod, it was always one of those things that slaps you in the face to remind you that you're playing a fake mod, instead of a database that the game was designed to run. And it took me out of the game. Again, stoked that I can now play with chemistry turned on, and enjoy all the random good/bad chemistries that don't break immersion, and have control over those that would.

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<p>Question about crowd burnout: does it take into account a possible pre-PPV TV tapings, as well as dark matches, etc?</p><p> </p><p>

As in, for example:</p><p> </p><p>

-Sunday Night Heat</p><p>

-PPV Dark Matches</p><p>

-PPV itself</p><p> </p><p>

Do all of these count towards crowd burnout?</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div><strong>#68: Close company</strong><p> The user now has the option of voluntarily closing down their company if they're the owner.</p></div></blockquote><p> </p><p> Ah, I was hoping this was going to let us finally preset company closing on a set date. Also whether it's set for A.I. only or A.I and User.</p>
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<p>No! My 10 hour Mania cards! <img alt=":rolleyes:" data-src="//content.invisioncic.com/g322608/emoticons/rolleyes.png.4b097f4fbbe99ce5bcd5efbc1b773ed6.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p>

@Teemu: I assume so, yes. TV crowds don't matter as they don't contribute to the event. Also, they can just quit and watch on later.</p><p>

@Zero: I assume you can turn this off in the "arcade mode", yes.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Rayelek" data-cite="Rayelek" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>So with editing chemistry mid game, does that mean that once the game is loaded, we can just go in and look at all the randomly generated chemistry?</div></blockquote><p> </p><p> Isn't the Chemistry only generated "on the spot"?</p><p> Beause otherwise the game would have to create alot of data during the loading. Potentially 1000^1000 possible chemistry ratings would need to be calculated and listed</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>previous games a worker had a maximum popularity cap that would limit how well known they could possibly become. As this was fixed at the start of the game and so didn't take into account changes in context, this could both prove restrictive and lead to unrealistic behaviour from players. The new method is that the cap is now calculated on-the-fly with each segment based on many factors including the worker's current skills, destiny, and who he is working for. This makes for a more realistic and dynamic game world.</div></blockquote><p> </p><p> </p><p> </p><p> </p><p> </p><p> We did it!</p>
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<p>"Crowds can now get burned out if forced to sit through far too much content, simulating the apathy that starts to build when real life shows go on for many, many hours."</p><p> </p><p>

Dammit. Gonna have to find a way to keep my Total Mayhem cards under 10 hours then.</p>

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<p>I would assume one of three things would be true about the new burnout feature:</p><p> </p><p>

1) It's tied to the "crowd management" option.</p><p>

2) It's tied to the "booking time" option.</p><p>

3) It's its own option that can be disabled.</p><p> </p><p>

I would be very surprised if it's not optional in some way.</p>

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For real, though: in addition to the product itself becoming progressively less interesting, the shows getting longer and longer at the same rate was also a major factor in me stopping watching altogether. I don't think I've ever watched a full 3 hour RAW in my life. And aren't WrestleManias like 24 hours now? Even Jack Bauer couldn't sit through one these days.
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I would assume one of three things would be true about the new burnout feature:

 

1) It's tied to the "crowd management" option.

2) It's tied to the "booking time" option.

3) It's its own option that can be disabled.

 

I would be very surprised if it's not optional in some way.

 

I hope so, but either way it is a must have. Now I can book a 7 hour snooze fest, call it Wrestlemania and keep Roman Reigns strong. It is such a genious idea...wonder why Vince never thought of that...:D

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