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New gens all seem the same


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OK, not all New Gens are exactly the same, but I'm 11 years into my save and I'm finding that a good 85% of my new gens seem to have very similar stats, particularly where Gimmicks are concerned.

 

I only hire workers from the British Isles, so not sure if that has anything to do with it, but a large portion of new workers being generated have high "Crazy" or "Weird" stats, and little else. It's getting a little boring having the same old gimmicks being recycled and it would be nice to have some decent workers who can play "Brute" or "Cool" gimmicks.

 

I guess there's no way this can be influenced in-game? Am I currently playing through a hidden "Era", where these kinds of gimmicks are just popular among new wrestlers or some other reason? Is it just "Pot Luck"?

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I notice the same, anyone else correct me if I’m wrong but doesn’t the game try to fill in spaces in the region in terms of gimmicks, as there is usually a lack of strong weird and crazy performers the game creates people to fill that. I agree it’s a bit difficult, there’s only so many weirdos and raging bulls I can have on a roster haha, I will occasionally cheat a little and change some gimmick ratings in the editor to make it more realistic
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I've played several long games and have random gen workers appear right away and in great numbers as it suits my play style and have noticed a pattern to the random Gens in just about all saves and they tend to come in specific flavors:

 

- The Entertainment Machine - worker with Ent skills in the 80s -90s but average to poor skills everywhere else

 

- The Egomaniac - Worker with amazing stats that can come in and contribute right away but is a locker room poison.

 

- The Specialist - worker with highish skill in one top row area and average to poor everything else

 

- The Wrestler - worker with high to amazing performance skills with either average to no star power, no Ent. skills, or little to no stamina/saftey.

 

- The Brute - Worker with Menace out the whazoo but average to poor everything else.

 

- The Bland - Worker with literally NOTHING going for them that will sit unemployed forever.

 

Now, not ALL random gens fit into these categories, but a lot, A LOT, of them can and do. sometimes once in a blue moon you WILL get a rare gem of a worker like a worker with amazing stats but not a backstage cancer, but I'd say a good 85-90% of the time the random gens will fall into a category.

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Yeah I've played several years worth of game data and have never seen a random that stuck out to me. Seems like 1 out of 8 new dudes would have some kind of attractive stat that would make you want to invest in them.

 

In my 20 year game, I have found maybe 20 decent guys. 5 super good guys but their attitudes were awful

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The training facilities you have in game certainly make a difference in this regard. If you play the C-Verse it requires some modding but you should make sure the game world has 2 training facilities that covers each kind of worker.

 

For example: Impressive Athletes. 1 training facility should have a high quality teacher and high prestige. The other one should be lower quality.

 

I've done this and haven't had an issue with redundant gens.

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I actually ran a 20 year save with no default workers or promotions in the DB to simulate a total beginning of the wrestling world and noticed a gimmick trend there. There was a decent variety after a while, but for the longest time almost everyone worthwhile tended to be a legitimate, comedy, weasel, or brute wrestler. I would get some cool and cocky guys every now and then but those were the type that dominated the scene for a looooooong time.
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Yeah, so far my 90% reputation dojo has only produced absolute bottom-tier workers with zero upside. My highest SQ student is like 57. It's kind of weird. Although sometimes I have absolute amazing regens elsewhere, just not from my school!
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<p>I've had some really good luck in The Climb/The Summit, where a lot of the gens that came out of my dojo have been very good and have had really good potential. I think people forget the potential side of things. Guys don't come out of wrestling school really good, generally, but if they're booked a lot and given a lot of time -- they develop.</p><p> </p><p>

The Devil's Rejects, my best example of a homegrown tag team, are both excellent big men workers who really developed as brawlers by being given lots and lots of ring time. Same with Clyde Puder -- who while not a great wrestler, his psychology and his entertainment skills are fantastic so he gets a lot of mileage.</p>

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I've had some really good luck in The Climb/The Summit, where a lot of the gens that came out of my dojo have been very good and have had really good potential. I think people forget the potential side of things. Guys don't come out of wrestling school really good, generally, but if they're booked a lot and given a lot of time -- they develop.

 

The problem is, there has to be a 'hook'. Something that makes you want to invest the time and effort into developing a worker. Just because they're a Big Heavyweight doesn't mean you'll want to sign them (unless your name is Vince McMahon). With many promotions, star quality is IT. You're looking for future stars and you're getting Steve Flash. That's not a bad thing per se, but you need star quality to win battles so no matter how good that guy is in the ring, he's not going to be someone you can hitch your wagon to. And there's only so many 'solid hands' you need in the midcard.

 

I opened my dojo two years ago (in game) and it still hasn't produced ANYONE. I am asking them to train big workers only, but still, I would expect at least 1 by now.

 

You have too many (or just enough) people active in your game world. The game isn't going to bring out a bunch of workers just because. There has to be a need for the talent pool to get a refresh. Keep an eye out for people retiring as that's when you're likely to see people debut. But even then, there's no guarantee they'll come from your dojo. I've had games where I had over a dozen dojos and any worker that debuted came from either other dojos or no dojo at all (had 5 debutants total from my 14 dojos). I'd like it to be closer to reality where they have SOME debutants (say, 1 per year per dojo) even though they're not necessarily likely to be great. I mean, does Cheeseburger not count for ROH Dojo simply because he's not headlining Final Battle?

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This is where I jump in to say that TEW16 (and even older ones) has lacked a bit in terms of the variation of new workers, as well as not being able to have the game assign gimmicks and things like that to workers. Also dojos not having any predictable patterns to the workers they put out also makes them a wildcard at best investment

 

BUT...

 

TEW2020 has made so many strides in adjusting that, with work done to help make the dojo grads that are virtually guaranteed over the course of a year from a dojo have all kinds of variation. I've been looking at them in many sims and it's exciting to see how much better they are doing overall than they have in the past, so that's something to look forward to in future. :D

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The problem is, there has to be a 'hook'. Something that makes you want to invest the time and effort into developing a worker. Just because they're a Big Heavyweight doesn't mean you'll want to sign them (unless your name is Vince McMahon). With many promotions, star quality is IT. You're looking for future stars and you're getting Steve Flash. That's not a bad thing per se, but you need star quality to win battles so no matter how good that guy is in the ring, he's not going to be someone you can hitch your wagon to. And there's only so many 'solid hands' you need in the midcard.

 

 

 

You have too many (or just enough) people active in your game world. The game isn't going to bring out a bunch of workers just because. There has to be a need for the talent pool to get a refresh. Keep an eye out for people retiring as that's when you're likely to see people debut. But even then, there's no guarantee they'll come from your dojo. I've had games where I had over a dozen dojos and any worker that debuted came from either other dojos or no dojo at all (had 5 debutants total from my 14 dojos). I'd like it to be closer to reality where they have SOME debutants (say, 1 per year per dojo) even though they're not necessarily likely to be great. I mean, does Cheeseburger not count for ROH Dojo simply because he's not headlining Final Battle?

 

But SQ changes overtime as well. Also gimmick performance ability changes overtime as well.

 

High SQ really shouldn't be something that is common so I'm good with 95-100 SQ workers being few and far between.

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But SQ changes overtime as well. Also gimmick performance ability changes overtime as well.

 

High SQ really shouldn't be something that is common so I'm good with 95-100 SQ workers being few and far between.

 

SQ was an example but the same can be said for performance skills. I've seen regens debut with Basics in the teens. THE TEENS! What the heck were they doing in wrestling school if they can't even be decent at running the ropes? We've all seen that. I've always wondered why the game would even bother generating that kind of worker. Maybe SNP would make use of them....if they could work in Scotland! I used SQ as an example because EVERYBODY wants it. Even if you're a puro company, you want SQ if only for battle purposes. And SQ doesn't change that much over time. Duane Gill is never going to turn into EC3 as far as star quality is concerned. At most, I've seen a worker jump 13 points over a career and even that involved a change in body type. If you're starting at 39 SQ, adding 13 points doesn't do a whole lot in the grand scheme of things. But, if you're starting at 65, adding that 13 puts you firmly in bonus territory, even if you'll never be a major main event player for a large company.

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Do giant size workers ever gen? I've never seen one.

 

I haven't seen a giant worker debut, but I came close with my best generated worker. He was a guy named Anthony Salmon while playing as TCW who debuted in 2016 as a 17-year old super heavyweight with 84 SQ, mid-40s basics and psychology, and mid-50s brawling skills. He was a positive in the locker room, to-boot. He was willing to gain in size and became a giant within 3 months of his debut and his SQ rose to 90.

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