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General Gameplay Questions Thread


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It says it's been adressed now. I did post a bug report that was just deleted, just like that. Not sure why as it was pretty obviously a bug. I chuckled at the posts here suggesting censorship on the forums, but apparently it's actually a thing. You can lock it with an explanation, but please don't waste my time.

 

They delete bug reports when the problem is fixed.

 

Only when the patch notes are up. There's [adressed in 1.03] tags everywhere right now.

 

Don't take it personally, the posts that get deleted right away are usually duplicates of fixed issues. Not a waste of time at all, but if there are multiple threads about the same bug, it serves no purpose to keep all of them. Not sure whether you posted yours before or after Fox, but checking the timestamp on the post is probably not a high priority for Adam...

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I'm not overly experienced in playing TEW (played EWR a ton back in the day) and appreciate the match styles were removed as there are road agent notes if you want to put on a wild brawl, technical masterclass or high spots match by matching up two brawlers etc. However in TEW16 I generally used one of the match types to fit the guys competing so didn't usually go for a general, straight up 1v1 match.

 

The TEW20 guide says that there is no bonus or benefit in matching up worker attributes for a match unless a road agent match is used. This may be basic knowledge, however if I just ran a regular 1v1 match, how is the in ring performance calculated? I appreciate there are bonuses/penalties for chemistry etc and that performance skills, especially psychology and basics are important. However how do the brawl/technical/aerial states affect the match rating? Is an average of the 3 taken, or are wrestlers rated on their best statistic? Or is it a 70%/20%/10% calculation similar to how a card/show is rated?

 

This may be a particularly dumb question that everyone else knows the answer to, but in the guide it simply says that each of the main in ring skills contribute to the match rating but doesn't really give specifics as to how exactly.

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I'm not overly experienced in playing TEW (played EWR a ton back in the day) and appreciate the match styles were removed as there are road agent notes if you want to put on a wild brawl, technical masterclass or high spots match by matching up two brawlers etc. However in TEW16 I generally used one of the match types to fit the guys competing so didn't usually go for a general, straight up 1v1 match.

 

The TEW20 guide says that there is no bonus or benefit in matching up worker attributes for a match unless a road agent match is used. This may be basic knowledge, however if I just ran a regular 1v1 match, how is the in ring performance calculated? I appreciate there are bonuses/penalties for chemistry etc and that performance skills, especially psychology and basics are important. However how do the brawl/technical/aerial states affect the match rating? Is an average of the 3 taken, or are wrestlers rated on their best statistic? Or is it a 70%/20%/10% calculation similar to how a card/show is rated?

 

This may be a particularly dumb question that everyone else knows the answer to, but in the guide it simply says that each of the main in ring skills contribute to the match rating but doesn't really give specifics as to how exactly.

 

I'm not sure anyone besides Adam (and maybe the dev team, but probably not) knows for sure; whilst the handbook explains a lot, I think knowing exactly how the match engine worked would kind of ruin the game for me, if I know exactly what ratings matter, and how much, and which don't, etc. Finding out how Basics works was a bit like someone telling me the tooth fairy wasn't real. ¬_¬

 

I've found that being really good at one top row skill is usually better than being mediocre at several, though. Though a lot of it likely depends on your product.

 

From a worker's point of view, being more well rounded would lead to more job opportunities, as more companies will be interested in you. But from a purely match rating perspective, and just from my own experience, I've had better results from a guy with 90 brawling, 20 technical than a guy with 60 brawling and 60 technical, assuming a similar level of fundamentals (basics, psychology, etc).

 

So I'd assume - and again, I have no more knowledge than anyone else in the matter other than what I've seen in my games - that the game primarily uses the stat the worker is best at as the main component of the calculation.

 

Unless, of course, the match aim specifically states which skills are more important (that 90/20 brawler isn't going to be much cop in a technical masterclass, whilst the 60/60 guy can handle that much better).

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I'm not sure anyone besides Adam (and maybe the dev team, but probably not) knows for sure; whilst the handbook explains a lot, I think knowing exactly how the match engine worked would kind of ruin the game for me, if I know exactly what ratings matter, and how much, and which don't, etc. Finding out how Basics works was a bit like someone telling me the tooth fairy wasn't real. ¬_¬

 

I've found that being really good at one top row skill is usually better than being mediocre at several, though. Though a lot of it likely depends on your product.

 

From a worker's point of view, being more well rounded would lead to more job opportunities, as more companies will be interested in you. But from a purely match rating perspective, and just from my own experience, I've had better results from a guy with 90 brawling, 20 technical than a guy with 60 brawling and 60 technical, assuming a similar level of fundamentals (basics, psychology, etc).

 

So I'd assume - and again, I have no more knowledge than anyone else in the matter other than what I've seen in my games - that the game primarily uses the stat the worker is best at as the main component of the calculation.

 

Unless, of course, the match aim specifically states which skills are more important (that 90/20 brawler isn't going to be much cop in a technical masterclass, whilst the 60/60 guy can handle that much better).

 

See that's what got me wondering, the fact the guide is so in depth regards other skills, like saying anyone's Basics being above 40 is largely meaningless. I didn't expect a specific calculation, though at least the guide let's you know you could book say Young Bucks v The Revival and they could put on a great match, even if their styles clash, with the road agent notes letting you also match up skills and for instance use High Spots for a Young Bucks v Lucha Bros match.

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I think the "Size" system is way off. For example: MLW's Middleweight Title in real life is basically mostly for those around 175-205 lbs, but in this game, Middleweight is 230-260? Since when is a 260 lb person considered Middleweight?

 

I think it should be

 

Small (below 145)

Lightweight (145-175)

Middleweight (175-205)

Light Heavyweight (205-235)

Heavyweight (235-300)

Big Heavyweight (300-375)

Super Heavyweight (375+)

Giant (Special Cases)

 

Edit: just can't get over a light Heavyweight being 290 lbs lol...Brock is a Light Heavyweight? ��

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="wolfwwe" data-cite="wolfwwe" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>I think the "Size" system is way off. For example: MLW's Middleweight Title in real life is basically mostly for those around 175-205 lbs, but in this game, Middleweight is 230-260? Since when is a 260 lb person considered Middleweight?<p> </p><p> I think it should be</p><p> </p><p> Small (below 145)</p><p> Lightweight (145-175)</p><p> Middleweight (175-205)</p><p> Light Heavyweight (205-235)</p><p> Heavyweight (235-300)</p><p> Big Heavyweight (300-375)</p><p> Super Heavyweight (375+)</p><p> Giant (Special Cases)</p><p> </p><p> Edit: just can't get over a light Heavyweight being 290 lbs lol...Brock is a Light Heavyweight? ��</p></div></blockquote><p> </p><p> I agree and we should be hitting the suggestions forum to campaign for this change. Your system here looks believable.</p>
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<p>I also wish we could get a slightly more indicative wording - for example, it might be confusing whether Rowan and Harper are HW or Big BW. What about Big Cass, is he a Giant? I mean, he's as tall as Big Show, taller than Braun, but only half the mass of Braun or Show. So would he be Big? Because I think of Super Heavy as those... King Kong Bundy, Tugboat, Earthquake and Loch Ness. I am iffy on whether Vader should be a Big HW or Super HW, given I have seen his Vadersaults and flipping piledriver powerbomb things in Japan. </p><p> </p><p>

So I wish it were just a little more indicative of what defines a category.</p><p> </p><p>

WWE was using Finn Balor as a Heavyweight, who's shorter in height than Neville (PAC) who was their cruiserweight champion. AJ Styles would barely make Light Heavyweight and is short.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="thadian" data-cite="thadian" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>I also wish we could get a slightly more indicative wording - for example, it might be confusing whether Rowan and Harper are HW or Big BW. What about Big Cass, is he a Giant? I mean, he's as tall as Big Show, taller than Braun, but only half the mass of Braun or Show. So would he be Big? Because I think of Super Heavy as those... King Kong Bundy, Tugboat, Earthquake and Loch Ness. I am iffy on whether Vader should be a Big HW or Super HW, given I have seen his Vadersaults and flipping piledriver powerbomb things in Japan. <p> </p><p> So I wish it were just a little more indicative of what defines a category.</p></div></blockquote><p> </p><p> That's part of the problem we had in previous games, and the reason the categories are so vague. People can be the same weight, and vastly different heights and body shapes. They can be the same height, and vastly different weights and body shapes. They can be the same height AND weight and have not-so-vastly-but-still different body shapes. It's hard to categorise them well.</p><p> </p><p> Like you rightly point out, Cass and Big Show are the same height, but they're very obviously not in the same size category. </p><p> </p><p> </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>WWE was using Finn Balor as a Heavyweight, who's shorter in height than Neville (PAC) who was their cruiserweight champion. AJ Styles would barely make Light Heavyweight and is short.</div></blockquote><p> </p><p> This isn't really relevant to the issue though. Rey Mysterio was WWE Champion at one point, it didn't suddenly make him a heavyweight?</p><p> </p><p> If the mod you're using has the WWE title set to a minimum weight, the modder obviously hasn't watched WWE for about 20 years... that's about the only thing I can think of that would make a guy like Balor not able to compete with WWE's main event talent.</p><p> </p><p> Increasing/decreasing size categories can affect things like star quality, but there's no reason you can't have high star quality at any size category, and star quality is the main thing that determines who can and can't main event in a company like WWE. Mechnically, a Skinny Lightweight with 100 Star Quality is just as valuable to the WWE as a Ripped Heavyweight with 100 Star Quality.</p>
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<p>Can't we just agree that since wrestling doesn't have weigh-ins, all the weight-related words are basically meaningless? Traditionally, a promotion's top title would be labelled a "Heavyweight" title simply because it sounds more impressive than "Lightweight" or "Middleweight" (also because it would be held by the bigger, more muscular and visually impressive workers). Likewise, any wrestling promotion featuring a "Lightweight", "Middleweight" or "Junior Heavyweight" title, basically calls it such to identify it as 'not the big main title' and not because there are any weight restrictions. Japan's full of juniors eventually becoming heavyweights (Kenny Omega and Will Ospereay come to mind) and that's usually more about breaking into the main event scene and using a less aerial style than putting on weight. Rey Misterio was the WWE World Heavyweight champion, for crying out loud <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>

Edit: D-Lyrium basically made the point I was trying to say</p>

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Not to mention the extra work it would make for modders, who from what I'm reading, already have enough work on their plates in converting things over from 2016. wolfwwe, I do agree with how you have categorized the weight classes, so hopefully my post does not come off as an attack. I'm just theorizing as to a possible reason why the weight classes have stayed as they are in the TEW series.
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The weight classes are a bit old school. From an American 80's/90's era where anything billed under 220lbs was considered a smaller guy. Now that's considered a good sized guy, particularly for the indies.

 

There's also confusion over Light Heavyweight. Which in TEW means a lighter Heavyweight, and not akin to WWF's Taka Michinokou/Brian Christopher division of 215lbers.

 

The weight classes could be restructured, but I do like the room for imagination that comes with them.

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Obviously, as a wrestling fan, I know that weight classes are mostly meaningless, I'm just not a fan of the weights assigned to each class, they just don't make sense.

 

I was also upset about it after I learned it after I'd already edited tons of workers in a game I'm playing to make it more realistic.

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Hello, looking for some opinions.

 

I've created some new Female wrestlers and want to do a "SHIMMER" like promotion in the Cverse, but the new product system is still a mystery to me and I'm not sure what product would qualify. Some of the Wrestling themed ones seem too demanding in terms of match aims (SHIMMER isn't really a place where car crash or technical masterclass matches happen often) so I'm curious what people think would work for a promotion that does have characters and some sports entertainment aspects, but mainly focuses on the wrestling side of things.

 

Any suggestions would be appreciated.

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Hello, looking for some opinions.

 

I've created some new Female wrestlers and want to do a "SHIMMER" like promotion in the Cverse, but the new product system is still a mystery to me and I'm not sure what product would qualify. Some of the Wrestling themed ones seem too demanding in terms of match aims (SHIMMER isn't really a place where car crash or technical masterclass matches happen often) so I'm curious what people think would work for a promotion that does have characters and some sports entertainment aspects, but mainly focuses on the wrestling side of things.

 

Any suggestions would be appreciated.

 

No-style is probably the only one that fits your exact requirements.

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Just getting to grips with this now, two options I'm accustomed to in 16 are for the autobooker to never book title matches and for a brand split, doing the visual picks one by one. Are both options no longer present or am I just not seeing them? Thanks
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Zero" data-cite="Zero" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>"Overwhelmed by manager" - How do I fix this</div></blockquote><p> </p><p> You don't. It's one of those random occurrences that are typically determined during the save's initial rolls (when you click 'create save'). It even happens with those who are preset to have managers (at the database level). </p><p> </p><p> The only real way to "fix" it is to never give that worker a manager during that save.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Remianen" data-cite="Remianen" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>You don't. It's one of those random occurrences that are typically determined during the save's initial rolls (when you click 'create save'). It even happens with those who are preset to have managers (at the database level). <p> </p><p> The only real way to "fix" it is to never give that worker a manager during that save.</p></div></blockquote><p> </p><p> Gotcha'. Thank you very much.</p>
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