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Not sure if this has already been said, but while saving database edits, I believe it would be much better to have the 'Save' button change to 'Saved' in order to show it worked. Missed the red "done" message on the top of the screen and thought saving wasn't working at first.
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I think the strength of the new products system is that it forces people out of booking every promotion the same way every time with minor tweaks. There's so much depth that you're forced to really hone in on the pros and cons of every specific promotion.

 

Sometimes the best creativity comes from the hardest limitations.

 

The downside I am seeing right now is that Adam has to be the one to balance the many variables in each product, and you have to recommend products to him for them to be put in the game. Since the common thing around here is "He's working on the game breaking stuff" can he be bothered to balance these products down the line?

 

I REALLY think that editing the product should stay locked but products should be mod controlled. Like if you want to change your product you have to import it and change your product over time like it works now. That way mod makers could fix the products, and the mechanics of changing products and working within their limitations still exist.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="BrokenCycle" data-cite="BrokenCycle" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>I think the strength of the new products system is that it forces people out of booking every promotion the same way every time with minor tweaks. There's so much depth that you're forced to really hone in on the pros and cons of every specific promotion. <p> </p><p> Sometimes the best creativity comes from the hardest limitations. </p><p> </p><p> The downside I am seeing right now is that Adam has to be the one to balance the many variables in each product, and you have to recommend products to him for them to be put in the game. Since the common thing around here is "He's working on the game breaking stuff" can he be bothered to balance these products down the line?</p><p> </p><p> I REALLY think that editing the product should stay locked but products should be mod controlled. Like if you want to change your product you have to import it and change your product over time like it works now. That way mod makers could fix the products, and the mechanics of changing products and working within their limitations still exist.</p></div></blockquote><p> </p><p> Yeah, I'd be totally fine with that. No issues if that's the way it had to be done. I don't think it should necessarily be a casual thing, but having it be completely removed from the end-user just means I'm potentially going to put the game down and sit and wait for someone else to add it in, and then have to check to see that happened and download an update and then go back to my game? </p><p> </p><p> Not gonna happen. More likely I'd submit the request and move on to another game and not bother coming back for months.</p>
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<p>Again, dunno if this has been mentioned before or if I’m missing something, but I started my own company and signed 20 something contracts, but when I go to the pre-booking screen and try to book a match and the fields are completely empty. I can add workers to the match with the drop down menus and once I book them they then show up in the black field next to the drop down menus. I also noticed that my creative meeting panel was completely empty at first, even with 20 workers signed. Once I had booked some matches however, JUST those workers appeared in the creative panel. </p><p> </p><p>

I guess my question is, are some of these sections not populated until you’ve booked all your workers in a match already? Why can’t I know who my top wrestlers are until I’ve booked them? Seems like a confusing way to open a new company.</p>

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The handbook lists Terrestrial broadcasters as the strongest and most desirable but lists Internet as the weakest. Is it supposed to be the other way around? Reason I ask is because when you launch your own network it only lets you choose internet.
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<p>I've fiddled with this for a couple days now, with and without the patch. I'm probably going to be repetitive here given what I've seen others post, but more feedback shouldn't be a bad thing.</p><p> </p><p>

I <em>really</em> want to like it. But the UI and basic layout are a huge problem. Some of these screens I physically struggle to look at. To give a visual example:</p><p> </p><p>

<img alt="E6HeKEZ.png" data-src="https://i.imgur.com/E6HeKEZ.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p>

My biggest issue is how thick the white bars are that divide everything. Every time I look at it for more than a few seconds, it starts to look blury and I struggle to read anything there. I have to close my eyes and turn away just to get proper vision back. It ties into the problem of the text being so small. I already have a hard time reading what I'm looking at; having to squint to read small numbers makes it worse. Individually either of these problems could probably be manageable (the numbers would probably look more visible without the thick white bars, and the bars wouldn't look so blury if the text was bigger so the bars were spaced out more), but as is I have a hard time reading it.</p><p> </p><p>

That screen is also one of the easier ones; my eyes legitimately hurt when looking at title histories or the contracts overview.</p><p> </p><p>

I understand part of the idea with this game was too reduce clicking, but it goes too far imo by cluttering the screens with too much information. I know there's not that much more on that screen compared to 16 (just popularity & a few buttons), but it still looks like there's much more on screen. It makes it harder to read & manage, and is overwhelming. I don't play video games as much as I'd like to because I'm easily flustered & overwhelmed if too much is going on, so I'd rather have to click one more time to see popularity than be overwhelmed by a ton of little numbers I struggle to read.</p><p> </p><p>

For comparison, the same page in TEW 2016:</p><p> </p><p>

<img alt="TfVxR6v.png" data-src="https://i.imgur.com/TfVxR6v.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p>

"Cluttered" described a lot of screens, especially the office screen. Even after fiddling with the game for ages, I still have to hunt for each button I'm searching for in the office because I can't figure out where they are.</p><p> </p><p>

I've honestly had a lot of issues finding things. It took me 20 minutes to figure out how to assign someone a manager, and that was only through luck. Compared to how basic it was in 16 (right there on the roster page), I'm confused why it and other things are so much harder to navigate. I think part of the problem is, again, UI based. In the roster page on 16, any text that's a button you can interact with is yellow, while the non-interact-able text is white. Now, there's some yellow text that can be interacted with (like right at the top of the page above the bio, where I wouldn't expect any buttons to be) and some that's just used to label a section. There's some white text that can be interacted with (like "works heel/face"), but others you can't. Some of the ones you can interact with are right next to ones you can't with nothing to differentiate them (in the top corner, clicking on the worker's size takes you to talking to them about it, but clicking on the style text right below it does nothing?). A little more consistency in the colors would go a long way.</p><p> </p><p>

Speaking of not finding things, is there any way to turn off Fog of War (or whatever it's called now)? I prefer to play with set numbers as opposed to the guess work (even if it's more realistic). I'm sure there's a way, but the fact I can't find something so simple despite being pretty familiar with these games is a good example of the game not being very user-friendly. I imagine someone new coming in would find the game extremely off-putting based on its current design.</p><p> </p><p>

Speaking of not being helpful for new players, what happened to the old question-mark buttons that led to pop-ups? They were easy to use and helpful. I know the information is probably in the handbook, but if there's a specific detail you're not sure what it means, it seems much easier to have a pop-up right next to the feature than having to close everything out and scroll through the handbook hoping to find what you're looking for.</p><p> </p><p>

Speaking of scrolling: it's so minor, but the new set-up makes everything just a little more of a pain to use. Using the mouse wheel, arrow keys, and just typing a couple letters was always how I navigated lists like the Workers tab. I don't understand the appeal of the new design that removes all those options to scroll; it make everything take longer. Your options now are clicking the down arrow one worker at a time, or drag the nav bar up and down. But it doesn't have the list scroll with you, so it's guess work to determine where you'll land when you stop. I know there's the search bar, but I find it limiting since it limits how many people you're seeing at once, and I need to constantly erase and re-type if I'm looking for multiple names. I know this can be turned off in Preferences (one of the first things I did), but it doesn't change all lists (Road Agent Notes comes to mind as one unaffected), so it's kind of a waste.</p><p> </p><p>

The new list style also seems to always take a second to properly load when you click someone/something new to view. It makes everything feel slower, which describes so much of the game. It seems like every time I click something to go to a new screen, there's a moment delay until it goes to the new screen where I'm wondering if it registered my click (every now and then, it doesn't). Between that, having to dig to find basic features, and some design choices (why is there no longer the ability to search for "Decent Brawlers"? Why is it only exact numbers to type in?; Why must I keep scrolling my mouse to click the move up/down button when booking, rather than just selecting the segment and moving it up/down by pressing the button in the same spot), everything feels slower and it's like the game is fighting me on trying to enjoy it no matter how hard I try.</p><p> </p><p>

Also, the Segment/Match Rating when running shows is really tiny. It's still readable, but it seems like it'd be better to have it bigger & more noticeable.</p><p> </p><p>

Most of my issues are all visual-based. I do have very positive views on a lot of the game's features. I was concerned about the changes to gimmicks when I saw it in the dev journal, but in practice it's wonderful. It's quick & easy to use, especially in comparison to the old style of having to filter the list and hunt until you find something. I do think there should be a handful of presets, but overall is a great system.</p><p> </p><p>

Really minor, but I also adore being able to tape multiple episodes at once. It's another thing I was worried about, but it moves very smoothly and is easy to keep track of. It's so minor, but this was a feature I always wanted and am thrilled it's here and works well.</p><p> </p><p>

I really appreciate the new perception feature. It's a little hard to get used to, but it hasn't really impacted my booking at all and feels a lot more natural. Similarly, I like the attributes opposed to the old personality sliders; it feels smoother and far more natural & realistic. And from the little I've seen, the AI also looks to do a much better job running shows than before (at least for other promotions; I've never used auto-booker).</p><p> </p><p>

Finally, I really like the changes to the editor. I do have some complaints: The Notepad taking up about half the screen is annoying and a waste of space, and scrolling through everything is a pain for the same reasons I mentioned earlier. But from the little I've fiddled with it, all the sections feel quick to navigate through & edit, and the changes to mass editing (just right clicking) is a godsend.</p><p> </p><p>

I do have a couple issues: Firstly with products. I'm very impressed with the amount of products available and think they're amazing presets, but I don't understand removing the ability for people to create their own products. As is, it's just limiting. I often like to challenge myself to create compelling shows out of oddball products, my favorite being a hardcore/comedy hybrid. That doesn't appear to be in the game, so I guess I'm out of luck with playing with a style promotion I want? (Don't mention "Bar Room Entertainment"; that's an example of being restrictive, as it doesn't allow deathmatches for some reason). I'm also confused by the "Episodic" selections; conceivably any style could be done episodically, so why am I limited to basic options like "Sports" and "Lucha Libre"? Shouldn't "Episodic" be an entirely separate aspect to the style, like the status of Women's wrestling? Most importantly, why is it now out of your hands to determine what your product ratio is like? I could understand some sort of minimum/maximum cap for certain products (like an entertainment-heavy product needing a certain percentage of angles), but removing it entirely is just restrictive.</p><p> </p><p>

Also, in my playing the game, I got kicked off my network due to "low viewing figures". I haven't aired any episodes yet, so I'm not sure how they'd decide this ahead of time. I thought maybe it was due to show quality and the email was just worded poorly, but I was over the minimum requirement. I'm just very confused by this, and I'm not sure if I'm missing something or if it's a problem with the game.</p><p> </p><p>

I appreciate how much time & effort is put into these games, and really want to like & buy this. There's so many features/changes I like, and I'm sure I'd find more if I keep playing. But with some issues, primarily the UI, I really don't want to try playing anymore. I hope I don't sound ungrateful, but I don't think I'm being unreasonable to say I don't want to buy & play a game that I struggle to see properly and hurt my eyes trying to. I had been really looking forward to this, and had been doing research into making a mod (my first one) for this game, but I don't think I can buy/play it if nothing is changed visually. I don't know if it's too late in production, but I really hope something can be done, because I want to buy & love this. But if it remains mostly the same as is, I'm just going to stick with 2016.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="BrokenCycle" data-cite="BrokenCycle" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Sometimes the best creativity comes from the hardest limitations. </div></blockquote><p> </p><p> This is such a weird stance. I'm really confused how you could think that limiting a player from playing how they want to play in a game a free form as TEW is somehow a plus.</p><p> </p><p> That being said, if products stayed locked but were create-able prior to the start of a game in the editor, then that would be a fine middle ground for me personally.</p><p> </p><p> I think that if you're the owner of your company, or starting one from scratch, there is no logical reason to disallow someone from making their own product, instead of being restricted to "existing" products, no matter how robust those options pretend to be.</p>
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<p>Part of the problem with the fixed products is they they rely on mechanics which are unintuitive or simply poorly implemented.</p><p> </p><p>

Take ACPW's default product.</p><p> </p><p>

It gives you a vocal crowd which will react negatively to <em>half of your default roster</em>. </p><p> </p><p>

You have to run a comedy match every card. For some reason (not explained in the handbook that I can see), some of these matches will be deemed "important" - despite being short, comedy-based and early in the card - which means they get a penalty for not being longer (of course if they were longer, you'd get a penalty for having a long comedy match).</p><p> </p><p>

Since you can't adjust the product in a granular fashion, you're stuck with these nonsensical penalties.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Spirophore" data-cite="Spirophore" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Again, dunno if this has been mentioned before or if I’m missing something, but I started my own company and signed 20 something contracts, but when I go to the pre-booking screen and try to book a match and the fields are completely empty. I can add workers to the match with the drop down menus and once I book them they then show up in the black field next to the drop down menus. I also noticed that my creative meeting panel was completely empty at first, even with 20 workers signed. Once I had booked some matches however, JUST those workers appeared in the creative panel. <p> </p><p> I guess my question is, are some of these sections not populated until you’ve booked all your workers in a match already? Why can’t I know who my top wrestlers are until I’ve booked them? Seems like a confusing way to open a new company.</p></div></blockquote><p> </p><p> It’s because there are no more pushes. The fans perception of a wrestler is how they are sorted now and since you’re in a new company the fans haven’t seen anyone wrestle yet.</p>
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<p>So I just found out you can send yourself to your Training Facility if you've got one. Though I had it as a Performance Center (where you could send 14 wrestlers) so that could make a difference.</p><p> </p><p>

It was quite fun finding that out. Now I can start up a company and have myself learn to become a wrestler before I actually debut in front of the camera.</p><p> </p><p>

That'll be an interesting thing to work with now.</p><p> </p><p>

One More Thing: I turned off all colors in the preferences area and just having it all white without any other colors actually makes the screen easier to look at for me.</p>

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<p>I've played TEW since the 2005 version. I was one of the "release date buyers", but I won't be buying 2020 on the release date and maybe not at all.</p><p> </p><p>

I agree with almost everything that's been said about the look of the game. I also share the disappointment expressed by many about some of the game play features (in particular products). Since they've been discussed pretty in depth, I won't rehash them, but I wanted to add my feedback to the thread.</p><p> </p><p>

I'd actually quit playing my last save on 2016 a few weeks ago because I wanted to save some of the ideas I had for that save until I could play 2020. Tonight I reopened the 2016 save and played it. This definitely wasn't the reaction I was hoping for, or planning, the day after beta release day.</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>For everyone complaining about the lines on the spreadsheet, would muting them to a duller grey like this change their opinion?<p> </p><p> <img alt="profile.png" data-src="https://i.ibb.co/z2DRF5W/profile.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p></div></blockquote><p> </p><p> I would personally welcome that change. If it's not a technological limitation, I also wonder if heavily related things could be grouped together and have lines between them dropped to signify the grouping. For example, Brawling, Puroresu, and Hardcore had always been grouped under Rumble in previous game menus and having those within the same line/cell might be handy.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Rebby" data-cite="Rebby" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Was reading the manual and read 'Your Office > Creative' section. Damn, Adam, tell us how you really feel.</div></blockquote><p> </p><p> I actually think that portion of the manual should be updated. </p><p> </p><p> </p><p> Also, now that some skins are out, I'm able to play around with the game. I really like a lot of things so far under the hood. </p><p> </p><p> but there are just some design elements that just keep bothering me. I am the person that will straighten your pictures hanging on your wall. Things that aren't symmetrical bother me. Spacing, box layouts, white space not used or overused ... all those things I notice. </p><p> </p><p> Someone called it "unfinished" and I actually hope that is the actual state of the design. It may not matter to a lot of gamers, but to me design style and aesthetics are important. </p><p> </p><p> I've attached an image of the worker profile page. For real, the spacing needs work on this page. There is a difference between personal preference on design, and things just not being finished. This wasn't finished. The design is just something that I've noticed I am very passionate about, and there is definitely an expectation gap between what I thought we were going to get and what we got.</p><p><a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2020_04/test6.JPG.0ab27d7437802c1b88e3ae1e108bf157.JPG" data-fileid="3585" data-fileext="jpg" rel=""><img data-fileid="3585" class="ipsImage ipsImage_thumbnailed" alt="test6.thumb.JPG.8b188852b6f8d4a141280d34346fb96e.JPG" data-src="<fileStore.core_Attachment>/monthly_2022_08/test6.thumb.JPG.8b188852b6f8d4a141280d34346fb96e.JPG" src="<___base_url___>/applications/core/interface/js/spacer.png" /></a></p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Rebby" data-cite="Rebby" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Was reading the manual and read 'Your Office > Creative' section. Damn, Adam, tell us how you really feel.</div></blockquote><p> </p><p> He's right though. Undertaker's been in steep decline for years now. Doesn't make him useless or not worth protecting.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Rebby" data-cite="Rebby" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Was reading the manual and read 'Your Office > Creative' section. Damn, Adam, tell us how you really feel.</div></blockquote><p> </p><p> Yeah, I really don't care how he feels about how people played his game if they paid for it. He had basically already lost my $35 prior to reading that, it's guaranteed now.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="French Connection" data-cite="French Connection" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Can someone explain how to fire a worker?<p> In formers TEW, I used to click on "negotiate" in the roster section, et resign the worker I wished. I cannot find a way now. </p><p> Thank you in advance,</p></div></blockquote><p> </p><p> On the workers profile above the box with popularity there are white arrows, click the right arrow and it should show you contract information. Release should be written in red I believe at the bottom of this box, just click on that to do so. I'm away from the computer at the moment so can't post a screenshot unfortunately. Will post my own personal constructive opinion when I've had the opportunity to dig a little deeper with the beta.</p>
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<p>Much easier to play with the white lines dulled to a grey like in Kamchatkas skin.</p><p>

On a positive note, it's a small detail but I love the little blurb that has been given to each of the titles in the top box. It's a minor thing but gives the titles more life and gives an indicator as to how they've been used previously. Helpful if you're new to the game or a company.</p><p>

Nice touch!</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="chinoflynn" data-cite="chinoflynn" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>I get you on this....I think... easier said; there’s no way for you to compare how’s your main eventer and who’s your job squader. In 16 pushes showed you who’s who so you knew where to place them. In 20 you feel you can’t determine that at a look through the new system. Correct?<p> </p><p> I can honestly say I’m a Real World Mod player myself BECAUSE I have familiarity with the people so I get what you say. I don’t give the cornellverse the love it deserves because at s glance I’m not familiar with people or can relate them in a fashion ya real life I suppose.</p><p> </p><p> I will argue tho that even with the cornellverse being a long and rich in history not the entire work or fan base would know all the workers especially someone or s group of someone’s creating s backyard fed. The world didn’t know The Hardy Boys when they started OMEGA. Kind of like Fearless Blue and the other backyarders in 2016 or 2014</p></div></blockquote><p> </p><p> Yes, exactly! In 2016 there was a way to see how every wrestler's relevant skills stacked up to each other with Auto-Push and Pushes in general, even on your first show. In 2020 Pushes got replaced with Perception, so now that same info is wayyy more hidden and there is nocurrent replacement for that aspect of what auto-pushing provided.</p><p> </p><p> And yeah, I totally get that not everyone will have a perception, regardless of how long they're in the business for! I just think that replacing one mechanic with something else that provides less information doesn't make the game that appealing to me.</p><p> </p><p> As I've been thinking about this change some more, I've been realizing that it truly doesn't make sense to <em>replace</em> Pushes with Perception, as they're two different things that express two different values. Pushing is what the company wants, what the company thinks of certain workers. Perception is what the fans are thinking, what the fans think of certain workers. I think we can all think of a wrestler who we considered a "Major Star" that the company they work for put solidly in the Midcard, so I'm not sure why Perception had to replace Pushes when it could have just been another facet of info used to help add more life to the game.</p><p> </p><p> I dunno, as someone who played a lot of 2016, 2020 seems like it's not nearly as user friendly. I don't want to look at spreadsheets to determine who I should put in what place on the card, and for a text based game I feel like it's not really providing it's plethora of stats in a very clear or concise way, which 2016 did better.</p>
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<p>So I have finally had a chance to play it for a bit, and many of the UI issues fade once you get used to it. Perfect, probably not, but text based games often are hard on the eyes after 6 or 7 hours. I think it is a way to tell us to o live in the real world.</p><p> </p><p>

I will save commentary about the product limitations for after I get to really delve into it with my "real" games. The same with the auto booker, although I can quickly point out that the match lengths and the number of tag or larger team matches is really out of whack.</p><p> </p><p>

My main issue is that up until now, I feel that the one strength of the game was that there were many ways to play it--many that I now realize Adam may have not intended, but in the past have allowed people to play in their own way and probably widened the scope of people who play the game. In some ways, the options that I now see removed would be considered cheating by purists, but I don't play the game to win any ratings battles, but rather to tell my own stories, purely for my own enjoyment--and sometimes to relieve the frustration of what occurs in the "real world" wrestling. Seeing wrestlers buried or misused is frustrating, and I like to reward some of them in my small way by using this game. I have schedule that doesn't allow me to play on a regular schedule, but I am amazed that mods that I downloaded 3 years ago, have the earlier versions of almost all of the NXT stars that are competing now, even if they are in different companies (Props to you modders). I also like to release wrestlers that I see are being underused, not necessarily for my use, but just to see what the game will do with them. To be honest, I sometimes consider just running a game where I run a small company and see what the bigs do with people.</p><p> </p><p> </p><p>

My point being, some of what I see removed or altered, I understand from a competitive standpoint. I found out that you can still edit contracts, but only for your company. Workers who are out of the business can't be changed to active. I do support toggling the option for these and probably other things that I have used in my "Story telling" style of play, but to remove them entirely starts to turn it into more of a liner game, that I understand is probably how it was intended, but ignores the possibilities that TEW has allowed to grow and flourish.</p><p> </p><p>

I can't predict everything that I would like to do before I start the game, so being able to change things during play without going in and modding things like contracts or who is available makes it difficult for me to fully enjoy the experience. (I understand that some peole have problems resurrecting dead wrestlers, but I will admit that Eduardo Gurrero has been created and imported in many of my games.)</p><p> </p><p>

Sorry for the long post, I still like it and will probably buy it, I just wont move on from 2016 until I feel I can play in the style that I have in the past.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="DripDrone" data-cite="DripDrone" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Yes, exactly! In 2016 there was a way to see how every wrestler's relevant skills stacked up to each other with Auto-Push and Pushes in general, even on your first show. In 2020 Pushes got replaced with Perception, so now that same info is wayyy more hidden and there is nocurrent replacement for that aspect of what auto-pushing provided.<p> </p><p> And yeah, I totally get that not everyone will have a perception, regardless of how long they're in the business for! I just think that replacing one mechanic with something else that provides less information doesn't make the game that appealing to me.</p><p> </p><p> As I've been thinking about this change some more, I've been realizing that it truly doesn't make sense to <em>replace</em> Pushes with Perception, as they're two different things that express two different values. Pushing is what the company wants, what the company thinks of certain workers. Perception is what the fans are thinking, what the fans think of certain workers. I think we can all think of a wrestler who we considered a "Major Star" that the company they work for put solidly in the Midcard, so I'm not sure why Perception had to replace Pushes when it could have just been another facet of info used to help add more life to the game.</p><p> </p><p> I dunno, as someone who played a lot of 2016, 2020 seems like it's not nearly as user friendly. I don't want to look at spreadsheets to determine who I should put in what place on the card, and for a text based game I feel like it's not really providing it's plethora of stats in a very clear or concise way, which 2016 did better.</p></div></blockquote><p> </p><p> The terminology is probably the biggest problem. Having the pushes organically change is fine, but the terms seem more in line with popularity, not roster position or fan views.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Rebby" data-cite="Rebby" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Was reading the manual and read 'Your Office > Creative' section. Damn, Adam, tell us how you really feel.</div></blockquote><p> </p><p> Just read it, that's funny. </p><p> </p><p> Definitely shouldn't be putting limitations on how people play their game. I've actually been pushing two people on my "time decline" list in my current 16 game but on the other hand i do see the thought process in making people identify the decline themselves through results and worker profile. He provides us with enough tracking to see the changes.</p><p> </p><p> Still though, the product limitations really don't sit well with me so i might have to wait a little bit to see how improved this one gets. I'm already pretty happy with 2016 version, just would be nice to have all the good additions that are in 2020 with it and not the bad decisions that take away.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Badstreet" data-cite="Badstreet" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>On the workers profile above the box with popularity there are white arrows, click the right arrow and it should show you contract information. Release should be written in red I believe at the bottom of this box, just click on that to do so. I'm away from the computer at the moment so can't post a screenshot unfortunately. Will post my own personal constructive opinion when I've had the opportunity to dig a little deeper with the beta.</div></blockquote><p> </p><p> Thanks mate</p>
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The terminology is probably the biggest problem. Having the pushes organically change is fine, but the terms seem more in line with popularity, not roster position or fan views.

 

Terminology definitely doesn't help, but also functionality that was in 2016 is now just gone. This functionality was also a core part to making the game fun for me and my ability to parse all the info. Hard to get excited about a game that I have trouble understanding from the jump.

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