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One thing I haven't seen mentioned, or I missed it, is the number ratings now for overness, what does everyone think?

 

That, other than UI, has been my biggest thing I don't like. It seems odd to me you can't tell a 30year vets brawlig exactly (which I actually like) but you can see a 2 months rookie with one match has 2 popularity in an area. I thought the popularity would stay as grades, or forgot it had changed, and it just feels wrong somehow. I don't feel I should know one guy is at 68 and another 69, seems too...easy maybe? too clinical?

 

I feel a level of scouting on popularity would be a massive improvement, maybe in same ranges as grades, so like from 55-60?

 

Surely popularity has more variables, you can study tapes and matches to see how good a worker is, but there popularity can pretty much only go on crowd reaction, and there is so much that affect how a crowd reacts? Could be gimmick, dead crowd, momentum etc. yet we know that way too accurately for me.

 

Maybe others don't agree though as not seen anything?

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Availability Error when taping 2 shows on same day

 

my announcer was working else where on a day i had 2 tapings for my tv show

in the first taping show he wasnt available, in the 2nd taping show he WAS available

thats not too consistent and i dont think thats how its supposed to work

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="CobheadJake" data-cite="CobheadJake" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Sorry if it's been mentioned elsewhere but there's a lot of posts to read through. Can anyone tell me if there's still a way to change the match ratings to grades instead of numbers? I'm fine with everything else, I just like seeing grades for match ratings. I've had a quick look without any luck.</div></blockquote><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Atticus" data-cite="Atticus" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Grades do appear to be gone unless I'm overlooking something. I've always preferred the numbers, but it is strange to see the letters gone because I seem to recall they were the default in 2016?</div></blockquote><p> </p><p> Considering TEW2016 had Achievements for A* matches and shows, this is either a massive oversight or a huge FU.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="lavelleuk" data-cite="lavelleuk" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>One thing I haven't seen mentioned, or I missed it, is the number ratings now for overness, what does everyone think?<p> </p><p> That, other than UI, has been my biggest thing I don't like. It seems odd to me you can't tell a 30year vets brawlig exactly (which I actually like) but you can see a 2 months rookie with one match has 2 popularity in an area. I thought the popularity would stay as grades, or forgot it had changed, and it just feels wrong somehow. I don't feel I should know one guy is at 68 and another 69, seems too...easy maybe? too clinical? </p><p> </p><p> I feel a level of scouting on popularity would be a massive improvement, maybe in same ranges as grades, so like from 55-60?</p><p> </p><p> Surely popularity has more variables, you can study tapes and matches to see how good a worker is, but there popularity can pretty much only go on crowd reaction, and there is so much that affect how a crowd reacts? Could be gimmick, dead crowd, momentum etc. yet we know that way too accurately for me.</p><p> </p><p> Maybe others don't agree though as not seen anything?</p></div></blockquote><p> </p><p> I hadn't thought about it, really, but I really like the suggestion of ranges for overness!</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="LoganRodzen" data-cite="LoganRodzen" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Considering TEW2016 had Achievements for A* matches and shows, this is either a massive oversight or a huge FU.</div></blockquote><p> </p><p> I am pretty sure Adam talked about moving to purely numbers in the dev journal. Instead of holding an A* match it is a 100 match.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="LoganRodzen" data-cite="LoganRodzen" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Considering TEW2016 had Achievements for A* matches and shows, this is either a massive oversight or a huge FU.</div></blockquote><p> </p><p> Ah, good point. No letter (or number) grade based achievements in 2020, so I do believe it is safe to say the letters are gone. Especially since it seems like the number grades are part of the game and no longer have their own dedicated graphics anymore.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Idolized" data-cite="Idolized" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>On the scrolling complaints - using the search at the top will also speed things up and bring you directly to the profile/worker/company or whatever you are looking for without any need to scroll the long lists. It may take some getting used to, but the search is fast.</div></blockquote><p> </p><p> It is faster if you are searching for someone in particular. But if you are starting a new company and you have an entire roster to hire, it slows you down tremendously. Unless you know every single worker that you want to hire, need to go through the workers to see who you want. Having to click individually instead of being able to push the arrow key down is frustrating.</p>
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<p>For me, the new UI will probably take some getting used to, but I'm sure I'm more than up to the task. I haven't really started a game yet, but I do love the changes to the CornellVerse that I've noticed so far. Really love the merger of NOTBPW and CGC into the CWA. Might be too early to tell, but I think this company might have finally upended TCW's applecart as the promotion I like to play as. We'll see.</p><p> </p><p>

Looking forward to diving even deeper into the game. Good times are coming, for sure.</p><p> </p><p>

<img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>

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my announcer was working else where on a day i had 2 tapings for my tv show

in the first taping show he wasnt available, in the 2nd taping show he WAS available

thats not too consistent and i dont think thats how its supposed to work

 

Since shows are now run in order of importance it means he was holding out to work that bigger show, then didnt so made it down to work your second show. Theres a little bit of abstraction there but its 100% how the new system is supposed to work

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I am pretty sure Adam talked about moving to purely numbers in the dev journal. Instead of holding an A* match it is a 100 match.

 

I just went through the Developers Journal again and searched for "match", "100", and "grades". The only mention of a 0-100 rating switch is in regards to gimmick performance on page 3. If someone else could show me that entry I'd appreciate it. I followed it very closely and I feel like that's something I would have instantly thrown up a red flag about. :(

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For what it's worth, can whatever algorithm booking AI shows also be used for the Auto Booker?

 

When auto booking the whole show, I always end up with 5 angles in a row before the main event and a random tag team match at the end.

 

The AI booking for other companies clearly seems more intelligent with how the angles and matches alternate.

 

It also depends on heavily on the product and the booker

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I am completely lost in editing someones skills in the in-game editor. I try to use a worker and set her primary skills to 100, but it won't make the change? I am very confused in how to apply skill edits to workers... guidance would be appreciated!
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I just went through the Developers Journal again and searched for "match", "100", and "grades". The only mention of a 0-100 rating switch is in regards to gimmick performance on page 3. If someone else could show me that entry I'd appreciate it. I followed it very closely and I feel like that's something I would have instantly thrown up a red flag about. :(

 

http://www.greydogsoftware.com/forum/showthread.php?p=2365871&highlight=grades#post2365871

 

With Fog Of War not being viable in TEW2020 due to some of the other changes, its direct replacement is Scouting. This is a very similar system, with a few crucial differences that allow it to work within the TEW2020 framework.

 

Whereas the old Fog Of War used a combination of grades, textual descriptions, and numbers, the Scouting system instead is entirely numerical. The way this works is that you'll see a range, for example "Brawling: 23 - 40" meaning that the Brawling skill is somewhere between 23 and 40. It's not a case where it's automatically in the middle, so in that example it could well be that the real value is 24. As different wrestlers will use different ranges and number placement, it is not possible to simply memorise patterns - for example, if one worker has a range of "20 - 40" and you happen to know that the number is really 25, that doesn't mean that another wrestler who has "20 - 40" is also 25. The higher the Scouting level goes, the smaller the range, until eventually you reach maximum Scouting in which case you get to see the exact number.

 

Using this system means that it's like-for-like when doing worker comparisons, which is far more intuitive and visually appealing than having different data types. This also means that the new ability to search for specific skill values is still viable; for example, if you search for Aerial of exactly 50 then you'll return workers whose Aerial scouts as "40 - 60" (even if their genuine Aerial is only 41) because it still fits within the range.

 

Whereas Fog Of War would take a long time to reach completion, the new Scouting system is far brisker, and generally you'll get very close to full scouting well before the worker has reached the ten year mark of their career (at least in the modern era).

 

Under the new system, some items are exempt. In particular, things that are visual - for example, Menace and Sex Appeal - are not scoutable and so are automatically shown as their exact number, to simulate that you don't need to see someone in action to know how they look. Physical skills, such as Power, also now have their own separate scouting level, one which is significantly faster than the others; this takes into account that you don't need to see someone very much to get a good sense of how strong they are, whereas you do to gauge someone's technical ability, for example. The other categories are similar to their Fog Of War counterparts: In Ring, Performance (for the gimmick performance skills such as Babyface, Heel, Cool, etc), Entertainment, Broadcasting, and Refereeing.

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I am completely lost in editing someones skills in the in-game editor. I try to use a worker and set her primary skills to 100, but it won't make the change? I am very confused in how to apply skill edits to workers... guidance would be appreciated!

 

It’s a known bug that should be fixed in today’s patch

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I am completely lost in editing someones skills in the in-game editor. I try to use a worker and set her primary skills to 100, but it won't make the change? I am very confused in how to apply skill edits to workers... guidance would be appreciated!

 

It's a known issue which I believe is being fixed in today's patch.

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Graphically this feels like an Excel spreadsheet that's been made into a game - it feels very "default", from the fonts to the boxes.

 

Whether that can be changed with skins, I don't know, but the larger issue is that it feels very busy and poorly laid out, which is a UI issue rather than graphical. I appreciate that there are more features packed in, but even with things that are the same as '16, it's night and day in regards to how user friendly they are. Firstly, from '16:

 

FXoA25s.png

 

It's simple but it's fine. The boxes have some colour to them, the font is uniform throughout and everything is sectioned clearly and appropriately. Compare it to the same options in '20:

 

3yajyrZ.png

 

Default fonts, default boxes, no organisation, different font sizes and very hard to read and organise in your own mind as you're scanning through it.

 

Another example, the size section. All the info is the same, but look at the difference in how user friendly it is:

 

FRTJciO.png

 

In '16 your eyes are instantly drawn to the large numbers and the big, bold colours. You can see every figure for every region on one screen and the quick and minor information, how to get to the next level, is displayed briefly at the top. Now compare this to '20:

 

VyHaaKV.png

 

The info you want to see is in a tiny font, you have to scroll through each area as opposed to everything being displayed on one page, the minor game information on how to get to the next level takes up a 3rd of the screen and it's also the section with the most colour, which draws your eye towards it.

 

Excuse the long post, but I didn't want to say "I don't like the UI" without giving reasons as to why.

 

dude this is a perfect description of what issues I am having right now! I understand more features have been added but the presentation just looks so default/bland/unorganised compared to 2016! Like having to look at that chunk of options and scan thru for what you’re looking for rather then just having them organised is real buzz kill rn for me!

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