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Real world historical mod. Where's the challenge?


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I'll add on about having fun while you play and creating personal goals to increase your challenge. I tend to avoid real world mods for various reasons, one of them being stats, I seen it mentioned that they are subjective and I think they are skewed based off of the mod makers opinions. As for historical mods, I've seen one where for example a debuting Rocky Maivia had A* popularity which wasn't the case, and another that had the closing of ecw and wcw listed in its events, which unless I'm wrong would make it pointless to play as either promotion. One of my longest running most fun games was my first and only venture into Australia for a draft. I made it a goal to get Tommy Cornell incredibly over there. It took a long time of him being in a tag team before his skills weren't being tanked by his relative popularity. Eventually his partner turned on him and feuded and put him over, which led him to challenge for the title. I digress though, the challenge doesn't have to come from the game alone it can come from how you play it. Play a mod and blacklist certain mega stars or strive to make the Brooklyn Brawler or The Red Rooster the number 1 wrestler in the world.<img alt=":D" data-src="//content.invisioncic.com/g322608/emoticons/biggrin.png.929299b4c121f473b0026f3d6e74d189.png" src="<___base_url___>/applications/core/interface/js/spacer.png" />
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="MainOffender" data-cite="MainOffender" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47317" data-ipsquote-contentclass="forums_Topic"><div>Going on a tangent here! I agree that stats for RW mods do tend to be too high. The idea of accuracy in mods has always been kind of silly to me, though. All these ratings are so, so subjective. I think the mods that get popular and stand out tend to be ones that best capture the "feel" of an era rather than achieving some kind of impossible accuracy standard.</div></blockquote><p> </p><p> I agree, that is why I always laugh when people complain about stats. Mainly because there is no real way to make any sort of accurate stats. </p><p> </p><p> This is not baseball where you can look at someone who hit .333 and some one who hit .215 and figure out roughly where they would rank just by comparing them to league averages. </p><p> </p><p> How can one say that Terry Funk is an 84 on the mic or 73? It is all a matter of an opinion. </p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="cappyboy" data-cite="cappyboy" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47317" data-ipsquote-contentclass="forums_Topic"><div>Could a Jim Powers or a Joey Maggs ever been more than undercarders? How would The S & S Express (Jumpin Joe Savoldi & Vic Steamboat) have fared in a more famous tag scene? Heck, could Vic have come closer to his brother's legacy or was he doomed to be a footnote in Ricky's story?</div></blockquote><p> </p><p> Jumpin Joe Savoldi, someone watched ICW as a kid.<img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> </p><p> I have never been a fan of challenges. But I will say this, for the 1987 mod I do love to see if I can keep the AWA open for business. Trying to imagine what a 1996 AWA roster might look like (Granted I never got that far but it is still kind of cool to think). So if I were to do a RW challenge I would probably try to keep some of my favorite promotions from the past (Global, ECW) around and see what their future might have been like had they lasted.</p>
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<p>I appreciate all of the comments here, I'm inspired to play a historical mod but setting myself certain rules.</p><p> </p><p>

I'm thinking about WCW in 1994, but with these main rules:</p><p> </p><p>

I will not be allowed to sign a WWF Main Eventer or Upper Midcarder. I need to create my own stars UNLESS, I feel, in my oppinion, they were not booked well or I felt they deserved better. (I can only really think of Tatanka (Wouldn't have turned him heel) and Bam Bam Bigalow (would have given him some sort of gold, Tag or IC, maybe even a World Title run).</p><p> </p><p>

<strong>Unfrtunately, this rule means I can't sign my favorite of all time - Randy Savage</strong></p><p> </p><p>

I will not be able to sign anyone who I know in real life, will go on to become a WWF Star, so no signing John Cena, people like that. Again, unless I feel they were not booked well or deserved better.</p><p> </p><p>

If anyone in these categories become free agents, then I am able to sign them. (In the case of people like John Cena, I will have to wait until they are signed and then released until I can consider signing them.</p><p> </p><p>

Anyone who is currently on my roster (at whichever point I decide to start) I will be able to do all I can to keep them (Steve Austin, etc.)</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="wrestlingfan#1" data-cite="wrestlingfan#1" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47317" data-ipsquote-contentclass="forums_Topic"><div>I'll add on about having fun while you play and creating personal goals to increase your challenge. I tend to avoid real world mods for various reasons, one of them being stats, I seen it mentioned that they are subjective and I think they are skewed based off of the mod makers opinions. As for historical mods, I've seen one where for example a debuting Rocky Maivia had A* popularity which wasn't the case, and another that had the closing of ecw and wcw listed in its events, which unless I'm wrong would make it pointless to play as either promotion. One of my longest running most fun games was my first and only venture into Australia for a draft. I made it a goal to get Tommy Cornell incredibly over there. It took a long time of him being in a tag team before his skills weren't being tanked by his relative popularity. Eventually his partner turned on him and feuded and put him over, which led him to challenge for the title. I digress though, the challenge doesn't have to come from the game alone it can come from how you play it. Play a mod and blacklist certain mega stars or strive to make the Brooklyn Brawler or The Red Rooster the number 1 wrestler in the world.<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> Only AI companies will be closed by events</p>
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I agree, that is why I always laugh when people complain about stats. Mainly because there is no real way to make any sort of accurate stats.

 

This is not baseball where you can look at someone who hit .333 and some one who hit .215 and figure out roughly where they would rank just by comparing them to league averages.

 

Not really? I mean, every stat in a simulation sports game would be relative and the mod maker is trying to manipulate them all to fit the real world and create some sort of balance within the framework of the video game.

 

But if you're trying to do this in TEW with The Rock having A* popularity and The Undertaker with A* psychology, you know what you're going to get when you play the mod in the game. I am not saying that mod makers don't test their video games to the point of suffering, but I think the absolute highs could be squished-- and a mod like Shifting Sands shows you could do this while retaining relative accuracy to each stat mainly affecting the game and challenge as a video game.

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Fleisch's RWC mods are also pretty good at what you are referring to BrokenCycle, but its partially ruined for me due to the ridiculous stats of most Japanese and various C tier indy darlings.

 

Even with the ridiculous puro bias and the fact that optimal companies are basically 90 percent Japanese, it's the best mod in terms of actual gameplay balance because the stats are low enough for variance to take play.

 

 

I like to actually build stars and make a company. Historical mods are a once in a blue moon screw around sort of thing. 90 percent of the mods handhold you through the process and I find nothing fun about coasting through the game with 90s versions of e-feds.

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  • 2 weeks later...
<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="KingofOldSchool" data-cite="KingofOldSchool" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47317" data-ipsquote-contentclass="forums_Topic"><div>I don't play games for a challenge. If I wanted a challenge, I'd go back to college to get my Masters</div></blockquote><p> </p><p> Though I'd imagine TEW is significantly less expensive?<img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> I do get your point. I play TEW mainly for the creative outlet. I like when I get to the point where even my openers and lower midcarders are 'names' (60+ popularity in the home area). Where a fight over my low card title rates higher than the other big promotions' main events. Coming up with twists on tried and true storylines, and even some conversions of stories and legends (Khutuyun's Favor, for example).</p>
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