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It turns out it isn't a bug.

 

From reading the section of the handbook Adam directed me to it turns out that your child company can either accept developmental workers or fill out its own roster but not both.

 

You cannot send a handful of workers to them and have them fill out the remainder, you either have to hire all their workers or not send them anyone at all.

 

That is a massive step back in terms of owning a developmental company. How did something like this even happen? :confused:

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That is a massive step back in terms of owning a developmental company. How did something like this even happen? :confused:

 

It is frustrating, more so because the UI makes assessing workers more of a strain due to the layout (the skin mods have helped on the colour/brightness issue) so I was hoping to let my dev. company pick up its own roster. I was also going to try not to hoard workers so much so only signed key prospects.

 

It would be very handy to have a list of required roster members somewhere in the child company info to keep track of how many workers are needed.

 

I’m also assuming you only need announcers if they are broadcasting shows because I cannot find the announcers section for my child company currently.

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<p>Cross-posting here from the small questions thread because I didn't get a response so hopefully someone knows. </p><p> </p><p>

How does broadcasting touring companies work? I went through one month and didn't get any broadcast revenue at all, nor any indication how many people watched the tour highlights.</p><p> </p><p>

Is this what is supposed to happen and it just means potential increased pop growth or am I doing something wrong?</p>

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<p>Considering putting together a celebrity expansion pack, but worried about how they'll function in the game world.</p><p> </p><p>

Idea is for a few celebrities to debut a year and to be used as personalities for one off occasions, but worried that they'll essentially take over the game world </p><p> </p><p>

I've seen that the in-game editor has no option to make someone leave the business, nor can you delete workers. Other than setting them to retire the year after they debut, is there any way around this to ensure that these celebs are not used more than a few times?</p>

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In TEW2016, when I wanted to make a wrestler improve, I would send them to my dev territory. Now that we have performance centre, can I just send them there instead of making a factory company? Will it work the same? Is it faster if I just make both?

 

Another question is, I tried to put my user character stats all to 100 for my test save. Including Microphone, Charisma, Acting etc. When I tried to run a short freestyle angle, it failed miserably (it got 27-32 rating) saying that my character basically was not good at doing so. I don't get it, my stats were literally at 100. Can I get some help please? Thanks.

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Considering putting together a celebrity expansion pack, but worried about how they'll function in the game world.

 

Idea is for a few celebrities to debut a year and to be used as personalities for one off occasions, but worried that they'll essentially take over the game world

 

I've seen that the in-game editor has no option to make someone leave the business, nor can you delete workers. Other than setting them to retire the year after they debut, is there any way around this to ensure that these celebs are not used more than a few times?

 

 

Whenever I've used celebrities in TEW 2016, I've made them extremely expensive freelancers - otherwise you end up with stuff like WWF hiring Mike Tyson to a five year deal in 1998 - or either had them set as User Characters so I can choose at the start of the game which I want to exist in the game world, or created a secondary database so I can import them as and when you need them.

 

I suppose otherwise, you could create narratives to take them out of the business at various times, to ensure they don't outstay their welcome. Any solution involves gaming the system to some extent.

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I see the game has "beatdown backstage" set as an "overness" angle, where I see it as 1 worker "fighting" and the other "selling". WWE has done a multitude of those and they are generally one-sided due to initially being sucker punches. Maybe my understanding is faulty, but it seems really contradictory to the handbook, which says overness is more for revelations, big entrances, etc.

 

Does anyone even use anything else other than the default "freestyle" angles?

 

How about the "storyline change": What effect does this have on the pop gain? Or is it just cosmetic? Because it seems you don't need to have an average of 0 and can do a 3 on 1 beatdown where all 3 members should get a "succes". Or do I give them "minor success"? What is the relation between minor and major (3:1?)? I thought I read in TEW16 threads that it was just a cosmetic touch to see who was 'winning' the storyline.

 

I can't find anything for storylines in the handbook (looking for 10 min. :p). I know they increase heat if the segments are greater than the heat level, or vice versa. What about the frequency: will it lose heat if it's not advanced for one week?

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Skummy" data-cite="Skummy" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>Whenever I've used celebrities in TEW 2016, I've made them extremely expensive freelancers - otherwise you end up with stuff like WWF hiring Mike Tyson to a five year deal in 1998 - or either had them set as User Characters so I can choose at the start of the game which I want to exist in the game world, or created a secondary database so I can import them as and when you need them.<p> </p><p> I suppose otherwise, you could create narratives to take them out of the business at various times, to ensure they don't outstay their welcome. Any solution involves gaming the system to some extent.</p></div></blockquote><p> </p><p> Thank you! Do you know which skills I should edit to ensure that they are expensive?</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Blackman" data-cite="Blackman" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>I can't find anything for storylines in the handbook (looking for 10 min. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" />). I know they increase heat if the segments are greater than the heat level, or vice versa. What about the frequency: will it lose heat if it's not advanced for one week?</div></blockquote><p> </p><p> Go to the Storylines page in your office and click on the little question mark in the top right of the window and it will take you to the right part of the handbook. There are several ways that it can lose heat for not being advanced - I'm not sure I understand them all, so I won't try to explain them.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Blackman" data-cite="Blackman" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>I see the game has "<span style="text-decoration:underline;">beatdown backstage</span>" set as an "overness" angle, where I see it as 1 worker "<strong>fighting</strong>" and the other "<strong>selling</strong>". WWE has done a multitude of those and they are generally one-sided due to initially being sucker punches. Maybe my understanding is faulty, but it seems really contradictory to the handbook, which says overness is more for revelations, big entrances, etc.<p> </p><p> Does anyone even use anything else other than the default "freestyle" angles?</p></div></blockquote><p> </p><p> I just copied it and made the changes you described. I suppose I should just use the freestyle since it doesn’t keep the flavor text.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Suplewich" data-cite="Suplewich" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>In TEW2016, when I wanted to make a wrestler improve, I would send them to my dev territory. Now that we have performance centre, can I just send them there instead of making a factory company? Will it work the same? Is it faster if I just make both?<p> </p><p> Another question is, I tried to put my user character stats all to 100 for my test save. Including Microphone, Charisma, Acting etc. When I tried to run a short freestyle angle, it failed miserably (it got 27-32 rating) saying that my character basically was not good at doing so. I don't get it, my stats were literally at 100. Can I get some help please? Thanks.</p></div></blockquote><p> </p><p> What’s their popularity? If it’s set to 0 perhaps the rating is formed on a 70-30 split for popularity-skill so they’re getting around full credit for the skill but they’re completely unknown so even knocking it out of the park, the fans don’t care yet?</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Blackman" data-cite="Blackman" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>I see the game has "<span style="text-decoration:underline;">beatdown backstage</span>" set as an "overness" angle, where I see it as 1 worker "<strong>fighting</strong>" and the other "<strong>selling</strong>". WWE has done a multitude of those and they are generally one-sided due to initially being sucker punches. Maybe my understanding is faulty, but it seems really contradictory to the handbook, which says overness is more for revelations, big entrances, etc.<p> </p><p> Does anyone even use anything else other than the default "freestyle" angles?</p></div></blockquote><p> </p><p> This has been mentioned a few times, it looks as though a lot of the angles in the database haven't been updated yet (some have, which only adds to the confusion!). You're right that beatdown angles should now be rated on fighting/selling rather than pure overness, because something is happening and they get a penalty if they go over 4 minutes in the default, but the database hasn't been updated to reflect this (yet?).</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>How about the "<strong>storyline change</strong>": What effect does this have on the pop gain? Or is it just cosmetic? Because it seems you don't need to have an average of 0 and can do a 3 on 1 beatdown where all 3 members should get a "succes". Or do I give them "minor success"? What is the relation between minor and major (3:1?)? I thought I read in TEW16 threads that it was just a cosmetic touch to see who was 'winning' the storyline.<p> </p><p> I can't find anything for storylines in the handbook (looking for 10 min. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" />). I know they increase heat if the segments are greater than the heat level, or vice versa. What about the frequency: will it lose heat if it's not advanced for one week?</p></div></blockquote><p> </p><p> It's under Companies in the handbook (which... I kinda get, because that's where the button is. Can also get there by clicking the ? whilst on the storyline screen, it'll always try to take you to the most relevant entry/section).</p><p> </p><p> There's a bit of a debate as to whether a worker's success in storyline actually does anything any more (it used to in 2016 but the handbook implies it doesn't any more, although the editor still implies it does).</p><p> </p><p> To answer your other question, it will lose heat if:</p><p> - Nothing related to the storyline happens at all for two shows. </p><p> </p><p> - You go five or more shows without anything actually advancing the storyline (ie, if the only thing that happened was a short hype video, it shows up as something part of the storyline - but it doesn't count as something major happening unless it was a lot better than the current heat for some reason and therefore gives the storyline heat a boost).</p><p> </p><p> - Three or more people involved in the storyline appear on a show, but they don't advance the storyline. Ie, if you have Rock vs. Austin vs. Triple H, and all three appear on Raw, but they don't advance the storyline at all and are all doing their own thing.</p><p> </p><p> </p><p> So let's say:</p><p> Show 1: Tag team storyline starts, on-screen fight.</p><p> Show 2: Nothing happens - no problem.</p><p> Show 3: Nothing happens - heat decreases, two shows without mentioning the storyline.</p><p> Show 4: Hype video to remind fans this storyline is a thing, doesn't "advance" the storyline but is counted part of it - no problem.</p><p> Show 5: Nothing happens - heat decreases, five shows without a major advancement.</p><p> Show 6: Finally remember to advance the storyline - heat presumably increases unless the segment sucked.</p><p> Show 7: All four workers involved in the storyline appear on the show, but not in segments related to the storyline - heat decreases, "did they forget they're supposed to be feuding?".</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Taker4455" data-cite="Taker4455" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>Thank you! Do you know which skills I should edit to ensure that they are expensive?</div></blockquote><p> </p><p> As (presumably) managers and personalities, it's mainly their popularity and Entertainment skills that'll affect their value.</p><p> </p><p> As wrestlers, just Popularity.</p><p> </p><p> If for some reason you have a celebrity road agent or referee, then Psychology/Experience or Refereeing respectively.</p><p> </p><p> Basically, a worker's value is determined by his relevant skills (and his personality), for wrestlers it's popularity (because they have a broad range of skills, and if it was based on their "in ring" ability, they'd be worth very different amounts to different companies depending on product, so it's just determined by their popularity).</p><p> </p><p> In addition to Skummy's excellent suggestion, I'd recommend giving them traits like Mercenary and Outside Interests, to ensure that they mostly think about the money when negotiating contracts. Obviously liberal use of "Famous Musician" etc also where appropriate, to ensure they take as much time away from the business as possible.</p>
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In addition to Skummy's excellent suggestion, I'd recommend giving them traits like Mercenary and business-minded, to ensure that they mostly think about the money when negotiating contracts. Obviously liberal use of "Famous Musician" etc also where appropriate, to ensure they take as much time away from the business as possible.

 

Outside Interests is another one to look at. It basically means they'll be much more likely to retire or leave the business if they don't get work. Business Mindset might not be quite what you want, though. It's not a financial thing, it means they won't want to do the job if it will harm them. For some celebs, that would be reasonable, but others might even have Apolitical if they only care about the money.

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That is a massive step back in terms of owning a developmental company. How did something like this even happen? :confused:

 

I think it's more a case of perception than anything else, to be fair. Now that the relationships between companies has been greatly expanded upon, people are (understandably) expecting child companies to be the same as they were in 2016 (which didn't have the expanded company relationships system). They're just... not the same thing.

 

Correct me if I'm wrong, but when most people think of a "development territory" in the TEW 2016 and before sense, they think of OVW. Back in the day, Ohio Valley Wrestling, Deep South Wrestling and whatever Les Thatcher's promotion was called (HWA?) weren't owned by WWE. Thatcher was even used by WCW as well at one point IIRC (I think DSW was too?). They were independently operated wrestling promotions that had an agreement with WWE that WWE would send their workers to them to gain experience.

 

WWE didn't "create" or "buy out" those companies. They already existed, and continued to exist, as independent wrestling promotions. WWE merely worked out an agreement with them. WWE may certainly have financially assisted them (but the player can do that too in TEW) but they had no creative input. At least, not officially.

 

OVW are now (on-again, off-again) a development territory for TNA/Impact. Doesn't mean TNA own them, or have any real "power" over them. They existed perfectly happily on their own.

 

That's exactly what the "propose to send workers on development deals" feature represents in company relationships.

 

On the other hand, FCW and later NXT - same company - WERE bought out by WWE (eventually - WWE bought it and rebranded it in 2012, prior to that it was technically still independent although a lot more influenced by WWE than the above territories). WWE owns and operates it as an extension of itself, "FCW" as a company does not really exist any more independently. There's no such thing as a wrestler who works for NXT but isn't on a WWE development contract (as far as I know. I'm sure SOMEONE is going to find one...).

 

I might've got a few details wrong (mostly going by memory here) but that's essentially the difference.

 

Child Company: You own it, it's yours, you have to staff it.

Development territory: Independent company you can send workers to.

 

I'm not suggesting the child company system is perfect (heh...) but trying to make it into something that isn't won't help.

 

It would be cool if you could create a new independent company to be your development territory (ie, create them, release them "into the wild" so they're not your child, and then form a relationship with them that they couldn't refuse) but that would be a lot of cost for your company in return for fairly limited benefit. I guess a scenario where you might want to do that is if for some reason there are no suitable companies in your area to form a development relationship with, or they've all already said no.

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Outside Interests is another one to look at. It basically means they'll be much more likely to retire or leave the business if they don't get work. Business Mindset might not be quite what you want, though. It's not a financial thing, it means they won't want to do the job if it will harm them. For some celebs, that would be reasonable, but others might even have Apolitical if they only care about the money.

 

Sorry, you're entirely right, I got those two mixed up! I'll edit my post to avoid confusion. :)

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="qualia" data-cite="qualia" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>I'm struggling to find the key stats for Ringside Workers. Can anyone point me in the right direction? Many thanks</div></blockquote><p> </p><p> Assuming you mean managers, Charisma or Sex Appeal. Microphone to a lesser extent.</p>
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<p>I was trying to setup AJPW's schedule and so I setup the preset tours in the editor:</p><p> </p><p>

<a href="https://i.imgur.com/QQ2WcMU.png" rel="external nofollow">https://i.imgur.com/QQ2WcMU.png</a></p><p> </p><p>

I then tried to set a tournament title (AJPW Junior League), but the Tours do not show up on the "Held On" field for the title. Is the only way around it to set an event for that? If that's so, is that any way to make sure that event closes the tour?</p><p> </p><p>

I've been trying to do that, but I don't seem to be getting it right because the AI always seem to automatically generate a show at the end of the tour, with a randomised name. Here are two tries for the AJPW Excite Series:</p><p> </p><p>

<a href="https://i.imgur.com/VcY9nXx.png" rel="external nofollow">https://i.imgur.com/VcY9nXx.png</a></p><p> </p><p>

<a href="https://i.imgur.com/tPLc47H.png" rel="external nofollow">https://i.imgur.com/tPLc47H.png</a></p><p> </p><p>

And one of the full schedules generated this way:</p><p> </p><p>

<a href="https://i.imgur.com/k9QJZCN.png" rel="external nofollow">https://i.imgur.com/k9QJZCN.png</a></p><p> </p><p>

Is there any way around it? Any way to block the AI from generating those random named shows?</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="what7" data-cite="what7" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>I was trying to setup AJPW's schedule and so I setup the preset tours in the editor:<p> </p><p> <a href="https://i.imgur.com/QQ2WcMU.png" rel="external nofollow">https://i.imgur.com/QQ2WcMU.png</a></p><p> </p><p> I then tried to set a tournament title (AJPW Junior League), but the Tours do not show up on the "Held On" field for the title. Is the only way around it to set an event for that? If that's so, is that any way to make sure that event closes the tour?</p><p> </p><p> I've been trying to do that, but I don't seem to be getting it right because the AI always seem to automatically generate a show at the end of the tour, with a randomised name. Here are two tries for the AJPW Excite Series:</p><p> </p><p> <a href="https://i.imgur.com/VcY9nXx.png" rel="external nofollow">https://i.imgur.com/VcY9nXx.png</a></p><p> </p><p> <a href="https://i.imgur.com/tPLc47H.png" rel="external nofollow">https://i.imgur.com/tPLc47H.png</a></p><p> </p><p> And one of the full schedules generated this way:</p><p> </p><p> <a href="https://i.imgur.com/k9QJZCN.png" rel="external nofollow">https://i.imgur.com/k9QJZCN.png</a></p><p> </p><p> Is there any way around it? Any way to block the AI from generating those random named shows?</p></div></blockquote><p> </p><p> Set their Schedule to Fixed strategy.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="D-Lyrium" data-cite="D-Lyrium" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>As (presumably) managers and personalities, it's mainly their popularity and Entertainment skills that'll affect their value.<p> </p><p> As wrestlers, just Popularity.</p><p> </p><p> If for some reason you have a celebrity road agent or referee, then Psychology/Experience or Refereeing respectively.</p><p> </p><p> Basically, a worker's value is determined by his relevant skills (and his personality), for wrestlers it's popularity (because they have a broad range of skills, and if it was based on their "in ring" ability, they'd be worth very different amounts to different companies depending on product, so it's just determined by their popularity).</p><p> </p><p> In addition to Skummy's excellent suggestion, I'd recommend giving them traits like Mercenary and Outside Interests, to ensure that they mostly think about the money when negotiating contracts. Obviously liberal use of "Famous Musician" etc also where appropriate, to ensure they take as much time away from the business as possible.</p></div></blockquote><p> </p><p> Thanks a lot, this is incredibly helpful!</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="awesomenessofme1" data-cite="awesomenessofme1" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>Assuming you mean managers, Charisma or Sex Appeal. Microphone to a lesser extent.</div></blockquote><p> </p><p> I saw you can search by ringside worker, and I was wondering if there were different stats for ringside heater, either bodyguard, lackey or other heater rather than a specific mic work.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="awesomenessofme1" data-cite="awesomenessofme1" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>Set their Schedule to Fixed strategy.</div></blockquote><p> </p><p> Thank you, but that way I would have to set each night of each tour, one by one, correct? Doesn't that defeat the purpose of having preset tours in the game, if you need to do that for the game not to generate random name events at the end of the tours?</p>
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