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You can use the 'Create MDB File' to export it to a database, and then covert the database to a CSV file relatively easily (relatively...*). But there's no way to export directly to CSV.

 

 

(* Link Contracts and Workers together by Worker UID, create a table including Company Name from Contracts and whatever you want from Workers, filter the table by whatever company you're interested in, then you can export that table to CSV. It's a bit of work to set it up, but once you've done it once you should be fine).

 

This is awesome. Appreciate it!

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So after taking advice about angles for converted mods, I was testing and found this:

 

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DHS, Tyson Kidd and Natalya were not rated and McMahon and Bret on overness. I have read that angles rated on overness gain the "nothing interesting" note so I'm guessing that when downloading a converted DB we should use the default angles.

 

Also any angle over 5 minutes is penalised for WWE using PG Sports Entertainment product. Which is quite frustrating as it that model suits the match ratio I want but the lack of customisation is a hindrance to gameplay.

 

Any advice on what I can do to get this somewhat realistic as a Flair, Punk and Edge segment got a low 30's rating also.

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Any advice on what I can do to get this somewhat realistic as a Flair, Punk and Edge segment got a low 30's rating also.

 

First of all: Every angle should have at least one person rated on something active. This can be anything except Menace, Overness, Sex Appeal, or Star Quality.

 

Second: It's a big gamey, but a suggestion I've seen is to split up long angles into several smaller ones depending on the structure.

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Honestly the preset PG product is not at all what WWE uses today. Classic SE is less restrictive and allows modern TV to be booked properly. It also bounces 6:4 either way for in ring/popularity, which if anything is closer to today’s era than PG when there’s objectively more in ring time than ever. Doesn’t penalize long angles, either.
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First of all: Every angle should have at least one person rated on something active. This can be anything except Menace, Overness, Sex Appeal, or Star Quality.

 

Second: It's a big gamey, but a suggestion I've seen is to split up long angles into several smaller ones depending on the structure.

 

Thanks, I did try and book the next show (ECW) with your first suggestion in mind using the angle writer. I got the show and angle rating I'd expect for 2010 WWECW so it looks like angle need looking at after converting old DB's to match the new "match engine".

 

I'll try the second one with Dynasties I do because that is roughly a mix between storytelling and gameplay.

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So after taking advice about angles for converted mods, I was testing and found this:

 

DHS, Tyson Kidd and Natalya were not rated and McMahon and Bret on overness. I have read that angles rated on overness gain the "nothing interesting" note so I'm guessing that when downloading a converted DB we should use the default angles.

 

Also any angle over 5 minutes is penalised for WWE using PG Sports Entertainment product. Which is quite frustrating as it that model suits the match ratio I want but the lack of customisation is a hindrance to gameplay.

 

Any advice on what I can do to get this somewhat realistic as a Flair, Punk and Edge segment got a low 30's rating also.

 

Just remember that rating on overness, menace, sex appeal, or star quality is supposed to mean they are just there during the angle. If the angle was just 5 minutes of McMahon and Brett staring at each other, you built it right. If one of them was talking, he should have been rated on either microphone or entertainment. Then something interesting happened.

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While we're at it, I've done freestyle angles with both men involved rated on Fighting (ye basic backstage brawl) and got the "nothing interesting going on" note. Is Fighting working like Overness etc or was it because of something else, like the workers not being over enough or the angle going on for too long?
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Teh_Showtime" data-cite="Teh_Showtime" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>Honestly the preset PG product is not at all what WWE uses today. Classic SE is less restrictive and allows modern TV to be booked properly. It also bounces 6:4 either way for in ring/popularity, which if anything is closer to today’s era than PG when there’s objectively more in ring time than ever. Doesn’t penalize long angles, either.</div></blockquote><p> </p><p> Actually the way I always looked at it is that this IS their product, it's what they've conditioned their fans to, but they are booking it like it's a different one. They'll do long matches between really talented people that nobody knows on Raw and they bomb just as they would if you tried them in a major SE fed in the game. The audiences they get are usually still only particularly into great matches when they're also between big stars. </p><p> </p><p> When they revamped 205 Live in 2018 it became maybe the best weekly pure wrestling show I'd ever seen, they were having such fantastic matches on a regular basis but it only continued to fade into obscurity and they were always killing themselves for bare minimum reactions. This feels accurate to how the game would take it.</p><p> </p><p> I don't know how you get an AI to properly simulate that in-game besides extraordinarily low booking skills but that's kinda how I look at today's WWE in a TEW sense. I suppose you could compare it to when a promotion's in that in-between products state except it's taking them several years... <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="DarK_RaideR" data-cite="DarK_RaideR" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>While we're at it, I've done freestyle angles with both men involved rated on Fighting (ye basic backstage brawl) and got the "nothing interesting going on" note. Is Fighting working like Overness etc or was it because of something else, like the workers not being over enough or the angle going on for too long?</div></blockquote><p> </p><p> Was that on a recent patch? And are you definitely sure you rated both guys on Fighting? And are you 100% sure it was the "nothing interesting is happening" note?</p><p> </p><p> I've tested it with multiple different angles, and as long as one guy is Fighting (even if he's got nobody to fight, interestingly... Edit: Tehehe, just got a 78 rating with a Jay Chord solo angle where he spent ten minutes rated on Selling with nobody else in the angle. Poltergeist Pro Wrestling is born!) it doesn't get the "nothing interesting" note for me.</p><p> </p><p> There are several notes you might get ("not enough star power to have X fighting for that long", "angle went on too long given who was involved", "fans weren't interested in an angle that long" etc, not direct quotes), which are all caused by different things, but you shouldn't get "nothing interesting" if someone was rated on Fighting.</p>
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Was that on a recent patch? And are you definitely sure you rated both guys on Fighting? And are you 100% sure it was the "nothing interesting is happening" note?

 

I've tested it with multiple different angles, and as long as one guy is Fighting (even if he's got nobody to fight, interestingly... Edit: Tehehe, just got a 78 rating with a Jay Chord solo angle where he spent ten minutes rated on Selling with nobody else in the angle. Poltergeist Pro Wrestling is born!) it doesn't get the "nothing interesting" note for me.

 

There are several notes you might get ("not enough star power to have X fighting for that long", "angle went on too long given who was involved", "fans weren't interested in an angle that long" etc, not direct quotes), which are all caused by different things, but you shouldn't get "nothing interesting" if someone was rated on Fighting.

I'm sure that was that note, because I remember being stunned at a brawl being all "nothing special going on". It may have been an older patch though, I just finished a show (now using the latest patch) with a 3 vs 3 brawl and it did alright without me getting any detrimental notes, so I guess that's fixed now.

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I'm sure that was that note, because I remember being stunned at a brawl being all "nothing special going on". It may have been an older patch though, I just finished a show (now using the latest patch) with a 3 vs 3 brawl and it did alright without me getting any detrimental notes, so I guess that's fixed now.

 

 

When the game first came out I wanna say a lot of the angles weren't updated to the new system. Meaning everything was overness instead of fighting or selling. I don't remember specifically about brawls but that could have been one that was incorrectly listed as overness then changed later. Hence why it threw up the note previously but now isn't. Just a thought though and I might be totally off base but it would fit this scenario.

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<p>1. workers in my dev company arent increasing stats as fast as last game. in 2016 their stats would go up incredibly fast, but this year I don't see any increase</p><p>

2. Again, in 2016 ent skills were really easy to increase, but this year despite putting workers in angles rated on ent every week, they don't go up, and some even decrease</p><p> </p><p>

2 questions that I have asked a few people, but no-one knows an answer/reason, and help here?</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Hazemore" data-cite="Hazemore" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>1. workers in my dev company arent increasing stats as fast as last game. in 2016 their stats would go up incredibly fast, but this year I don't see any increase<p> 2. Again, in 2016 ent skills were really easy to increase, but this year despite putting workers in angles rated on ent every week, they don't go up, and some even decrease</p><p> </p><p> 2 questions that I have asked a few people, but no-one knows an answer/reason, and help here?</p></div></blockquote><p> </p><p> I'd post about it in the tech support forum. You'll either get an answer or it's actually a problem.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Hazemore" data-cite="Hazemore" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>1. workers in my dev company arent increasing stats as fast as last game. in 2016 their stats would go up incredibly fast, but this year I don't see any increase<p> 2. Again, in 2016 ent skills were really easy to increase, but this year despite putting workers in angles rated on ent every week, they don't go up, and some even decrease</p><p> </p><p> 2 questions that I have asked a few people, but no-one knows an answer/reason, and help here?</p></div></blockquote><p> </p><p> It's in the developer's journal. <a href="http://www.greydogsoftware.com/forum/showthread.php?p=2364195#post2364195" rel="external nofollow">Here</a>:</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div><strong>#58: Skill change drip feed, PM options, health levels, star quality</strong><p> </p><p> Rather than happening instantly, worker skill changes now happen in a 'drip feed' manner over time. For example, in TEW2016 if a worker gains 5 points of Brawling the skill increases immediately. In TEW2020, those 5 points would get stored separately and then the Brawling stat would increase by a small amount each day until those 5 points are 'consumed'. There is a limit on how many points can be stored for each skill at any one time, depending on the worker's skill level, experience, where they are in their career cycle, etc. This change has several advantages: it makes the game less linear, simulates a realistic learning curve (as, for example, it now becomes very easy to learn Brawling at a low level but becomes much harder to get up into the high 90s as the curve becomes steeper), means that people will learn at different levels, and also stops cheap 'power gaming' tactics (such as spamming dark matches to give a worker multiple boosts) because there's a limit to how much a worker can learn at a time.</p></div></blockquote><p> </p><p> Some attributes (like Prodigy) increase the skill gain a bit during the maturity portion of the worker's career, but in general you're going to "see" less advancement over time.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Munit" data-cite="Munit" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>Is there a way I can tell how long an angle needs to be with a company I'm using? I know it tells you match length</div></blockquote><p> </p><p> I THINK the key thing is anything with "Angles need to be short or they'll lose to crowd " means that 5 minutes or less is usually best. (Although someone really amazing on sky high pop and momentum might be able to get past the penalty; I know Rich Money, on Hot momentum, wasn't able to for me.)</p>
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It's in the developer's journal. Here:

 

 

 

Some attributes (like Prodigy) increase the skill gain a bit during the maturity portion of the worker's career, but in general you're going to "see" less advancement over time.

 

cheers man, thanks for the help. In my opinion at least is should be changed slightly, but I can see where they are going with this

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how do you guys handle having a stable leader cut a promo with his/her stable mates standing back not saying/doing anything? do you rate them on overness/menace/sex appeal? do you consider it gamey to have them not rated? do you use cameos?

 

Personally, the way I'd do it (and I don't consider it gamey) is that I'd only have them rated on something if they add something to the angle. If someone is over/menacing/hot/star-looking enough that it would draw attention, rate them. Otherwise don't rate them.

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how do you guys handle having a stable leader cut a promo with his/her stable mates standing back not saying/doing anything? do you rate them on overness/menace/sex appeal? do you consider it gamey to have them not rated? do you use cameos?

 

I have them rated on overness usually, unless there's a reason to rate them on something else (menace if they're supposed to be intimidating someone, star quality if a manager is hyping them up, charisma if they're goofing around in the background, etc).

 

Some people just rate them on what they're best at. Each to their own but I wouldn't do that, just feels wrong to me.

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how do you guys handle having a stable leader cut a promo with his/her stable mates standing back not saying/doing anything? do you rate them on overness/menace/sex appeal? do you consider it gamey to have them not rated? do you use cameos?

 

I usually ask myself if it matters that they are there. Specifically I like to use the NWO as an example. There were times when there'd be 6 or 7 people in the interview. A couple of them would talk, and a bunch of them would goof around and react to the talkers, but then like Virgil or Scott Norton or Horace Hogan would just be there because they were part of the group. I wouldn't rate Virgil or Scott Norton on overness since they aren't doing anything, their presence isn't adding or subtracting to the segment, and they are really just there to get some sort of rub from being in the stable.

 

I actually think the NWO in its many carnations is the perfect way to showcase how the angle system works. Hulk Hogan, even if he didn't have much to say (which was rare) was important enough on screen to always be booked on overness. The Giant, when he didn't or barely talked, would also be menacing, grimacing and mean mugging. Buff Bagwell and Scott Steiner, when they weren't talking, would always be hype men behind whoever was and would be rated on entertainment, and sometimes some of them, like Scott Hall, would sometimes just stand there and smirk and be rated on overness, as well.

 

That's how I think of it anyway.

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I have them rated on overness usually, unless there's a reason to rate them on something else (menace if they're supposed to be intimidating someone, star quality if a manager is hyping them up, charisma if they're goofing around in the background, etc).

 

Some people just rate them on what they're best at. Each to their own but I wouldn't do that, just feels wrong to me.

 

On top of just gaming the system by rating workers on what they're best at, you're also limiting their ability to improve in other areas by doing that.

 

If you're building someone up as a goofball, but they don't have great charisma to start, having them rated on charisma should help them improve that, which in turn makes them better at the role they are playing in your game.

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Is there an option to turn graduates of camps off? There's one in WMMA5 and I don't see it anywhere here. There IS an option to turn off new workers, right...? :confused:

 

You can stop new workers generating by deleting any 'free pictures' from the pic folder and then turning on 'Picture Requirement' in the options.

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Actually the way I always looked at it is that this IS their product, it's what they've conditioned their fans to, but they are booking it like it's a different one. They'll do long matches between really talented people that nobody knows on Raw and they bomb just as they would if you tried them in a major SE fed in the game. The audiences they get are usually still only particularly into great matches when they're also between big stars.

 

When they revamped 205 Live in 2018 it became maybe the best weekly pure wrestling show I'd ever seen, they were having such fantastic matches on a regular basis but it only continued to fade into obscurity and they were always killing themselves for bare minimum reactions. This feels accurate to how the game would take it.

 

I don't know how you get an AI to properly simulate that in-game besides extraordinarily low booking skills but that's kinda how I look at today's WWE in a TEW sense. I suppose you could compare it to when a promotion's in that in-between products state except it's taking them several years... :p

Yeah, I’m still tinkering a bit to find the best product for WWE in the early 2000s. The two I’ve settled on being most accurate are Episodic Entertainment (but longer matches get penalised) or Classic Sports Entertainment (which caps epic matches if they’re under 15 mins)

 

I think the latter is slightly preferable as you can still pump out that 20 minute epic match at your PPV but your shorter 8 minute matches for TV don’t seem to get dinged too heavily. Angle ratio might be a bit short for tv though, but like I said, I’m still tinkering

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