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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="moafnsteel" data-cite="moafnsteel" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>I just wanted to chime in and say that you can edit contracts of workers that do not work for you in the in-game editor. I just edited Aaron Andrews's contract from 1333 days to 1000 days with no issue and I am playing as SWF and he works for TCW. Not sure if you have a bug, or if you couldn't do this before the latest patch as I never checked. I know this only address one of your points, but I figured I could at least help out with something lol</div></blockquote><p> </p><p> Thanks for the heads up on the editing contracts. I am on patch 4, haven't updated to 5 yet. Maybe it changed. I know when it first came out, I could edit workers who didn't work for me, but not my own. In patch 4 it switched. Maybe it's a bug or was just in the process of being worked out.</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="47578" data-ipsquote-contentclass="forums_Topic"><div>Since there are no other sounds, you should be able to use Volume Mixer to just mute TEW.<p> </p></div></blockquote><p> </p><p> Great suggestion, thank you.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="MainOffender" data-cite="MainOffender" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Unless I'm missing something, you can still do this.<p> </p><p> EDIT: Beaten to the punch!</p></div></blockquote><p> </p><p> Thank you also. I just loaded a new game and I can do it now. Must have been because I started the save when I couldn't edit the contracts with the original release and not on of the patches. Or it was just a glitch. Thanks again for chiming in!</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Supermercado" data-cite="Supermercado" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Great suggestion, thank you.</div></blockquote><p> </p><p> My Volume mixer doesn't give me the option to mute TEW 20 <img alt=":(" data-src="//content.invisioncic.com/g322608/emoticons/frown.png.e6b571745a30fe6a6f2e918994141a47.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /> I have this same problem</p>
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Just messing around, I've found that if I highlight each number already in each box I can then tab through and each number to be edited will remain highlighted, making it easier to just cycle through with tab and enter the numbers. I wonder if there's any way to have that enabled in the database without my having to do it manually.

That'd be so dope. I wish it'd be possible to have this enabled as the default. I would urge you to make this suggestion in the suggestion forum.

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Am I missing something or can you not see worker ages? I can see the years of experience in their profile but not how old they are. I know it's a minor thing but I tend to do my hiring and sorting based on age.

 

If a rookie for example is 18 I'll hire them for developmental and let them progress for a bit and gain what popularity they can. If they're 27 I'm going to skip developmental and let them progress on the main roster where they'll get used more.

 

I like that you can have up to five brands and there's more area of focus. Having a brand dedicated to focusing on women or development. That really ties into the way I try to run things.

 

I like that I can have total control over my child company and run things the way I want to run them. Push the people that I want to push.

 

The layout is going to take a bit to get used to but it cuts down on the number of clicks I have to make.

 

I love that you can change the booking throughout the show. This is great for someone like me who books tournaments but lets the road agents decide who wins each match. Now I can actually have my tournaments take place in one night for the ones that I want to do.

 

I'm definitely okay without having the old push system. It seems like maybe the grading is a little tougher in this game but I'll have to play a little more and see. I've only booked two shows so far.

 

I haven't encountered any issues yet with running a 2001 mod. However I'll have to double check my picture folder because it's a mashup of a few folders but it looks like the EWR style pictures with the _ in them don't show up. If that's accurate then mod makers may need to go relabel those pictures.

 

I like that it's easier and quicker to find a product that suits what I'm looking for. That takes a lot of the guess work out of it.

 

I need to do some more contract negotiations but I wasn't super impressed with Kimona being worth $3,900 and asking for $6,000. She said because she wouldn't be able to make more so if I wanted her for three years she wanted that amount. I need to look more into contracts and see what I can alter. She was offered a 25% cut of merchandise.

 

The screen is really "busy" so there are things that are going to take some getting used to. That's why I didn't end up buying the MMA game because I played the demo and being a first time player in the MMA series it was all a bit overwhelming to jump into. At lest with TEW I have a basic understanding of things.

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Am I missing something or can you not see worker ages? I can see the years of experience in their profile but not how old they are. I know it's a minor thing but I tend to do my hiring and sorting based on age.

 

On the Workers screen, find the person you're looking for and look at the top of the screen. In yellow, there's a line that says their name, age, race, nationality, gender, and role.

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Whether they wish to spend time doing so should be up to them. Right now, with the system as it stands, they may have their creativity curtailed because rather than making their own decisions for products they have to fit company products into the hard and fast defined parameters.

 

 

 

Again, you're going on about in-game during gameplay. I am specifically pointing out mod creation or editing. I understand what you're arguing with regards to "dodging penalties" in-game, but it has NOTHING to do with what I'm pointing out. At all.

 

Hell, I even stated that I agree that gaming the system in-game should be avoided. However, that has NOTHING to do with allowing for more in depth user defined product creation or modification within the database editor (not the in-game editor).

 

Maybe I'm wrong but I remember lot's of complaints from mod makers about how much of a pain it was to create products in the old games, but I may be remembering wrong. It wasn't so much a creative thing to do as it was mod makers having to tweak and tweak because people would disagree on their view of a product. .

 

Anyway my point on the first half was that it wasn't changed out of malice to curb creativity but to simplify a needlessly complicated process. .

 

Again if it could be added back for the folks who want it I'm not trying to argue against it I want that to be clear. Just from my experience with it, I don't see it as the handicap everyone arguing against it are making it out to be, and it just seems to me that they look at a product see the limitations listed and immediately think they can't do those things without even trying it out and playing with the system as it exists. .

 

Barring a few exceptions that probably need some changes, most of the penalties aren't gonna ruin a card or even the matches or angles they are attached to. I look at it as they are more there to let you know that this isn't the focal point of the product, you can still utilize them but they aren't gonna be the best things on the card. not to avoid them entirely. .

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This is a statement that bothers me. This is meant with no offense to Questlove.

 

He can make any decisions he wants. He's writing the game. It's his game. He can make any choice he so pleases.

 

That's something I don't like about some people. I get that they are passionate and love the game, but they sometimes get to the point of thinking that it's their game. That they're owed something. You're not.

I think you misunderstood that post, or took something totally away that wasn't really meant. That post wasn't acting like he felt owed or anything like that. It was more of an explanation of others reactions, not even 100% his own. Here is the actual deal. You can say "Whatever Adam wants is up to him" all you want. I would debate that Adam's goal is not to be the only person playing the game, and everytime I see a comment like this, even by someone I always look forward to hearing from, such as yourself, a statement like that is like saying the developer doesn't care what his clients want, they can go elsewhere if they don't like what he likes.

What were the negative posts? Was it just people saying they didn't like things? Is that not allowed?

I haven't had any "warnings" or notices off anything I said negative about the game. I believe as long as people stay constructive they can pretty much voice whatever opinion they want. I know Derek is more concerned with what is or can be conceived to be a personal attack (to anyone), instead of constructive criticism, so I imagine they were pretty harsh posts.

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Really liking some of the new additions but there are two major deal breakers at the moment. I know these have been discussed and I'm hoping the extended BETA will see them addressed.

 

 

1) The UI. I've tried for nights now to get used to it and I can't. Some windows require snap closing, others back buttons and are overall not intuitive. The skins have made it much easier on the eyes but it's still really scattered and there doesn't feel to be a uniformed approach when navigating. The editor UI feels just as bad as the games UI, some screens are compressed when they should be expanded and others the opposite. My biggest gripe by far is the Attributes list, the current dropdown box for all the options is the worse way I can think of to have to edit these.

 

2) Custom products, my biggest issue with this is how it doesn't take into account the future. If I start a present day mod I want to be able to create a product that hasn't been seen before, even if it's a slight variation of an existing one. Under the current system creativity is stifled and I really dislike that. I am never in favour of options being removed.

 

I've supported and purchased every TEW release since 04, I fear this may be the first of the series that loses my interest. I hope that's not the case and these two issues are looked at, I completely understand they're irrelevant to many but personally they're deal breakers. I hope this post is received as it's intended which is to provide constructive feedback.

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While I dont necessarily mind the move to a bigger resolution (although it is a bit of a pain to lose the taskbar and stuff while I'm playing), I dont really see the point of it? Yes Adam has technically fit more information on some screens but theres lots of screens with lots of empty space and with text boxes that have been made much wider and shorter when they use to be pretty square and contain the same amount of information. I just personally havent found myself at any point go "ah yes, I'm sure glad the game is so wide it takes up my whole screen and I have no say in the matter now"

 

For me, TEW is still a ludicrously small interface. I want it to be 1920x1080 so it does in fact fill my screen. Instead there's a ton of dead space on that monitor. Not enough to be usable either so I have to dedicate the second monitor to Excel, where normally it would be showing 90s wrestling.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Genadi" data-cite="Genadi" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>1) The UI. I've tried for nights now to get used to it and I can't. Some windows require snap closing, others back buttons and are overall not intuitive. The skins have made it much easier on the eyes but it's still really scattered and there doesn't feel to be a uniformed approach when navigating. The editor UI feels just as bad as the games UI, some screens are compressed when they should be expanded and others the opposite. My biggest gripe by far is the Attributes list, the current dropdown box for all the options is the worse way I can think of to have to edit these.<p> </p><p> 2) Custom products, my biggest issue with this is how it doesn't take into account the future. If I start a present day mod I want to be able to create a product that hasn't been seen before, even if it's a slight variation of an existing one. Under the current system creativity is stifled and I really dislike that. I am never in favour of options being removed.</p></div></blockquote><p> </p><p> Add implementing trios to that list, and I'm buying it as well. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> In regards to products, perhaps a compromise could be had wherein it will be possible to add new product types and tweak existing ones in the editor, pre-game? In case it would require too much to add it as an ingame feature.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Genadi" data-cite="Genadi" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Really liking some of the new additions but there are two major deal breakers at the moment. I know these have been discussed and I'm hoping the extended BETA will see them addressed. <p> </p><p> </p><p> 1) The UI. I've tried for nights now to get used to it and I can't. Some windows require snap closing, others back buttons and are overall not intuitive. The skins have made it much easier on the eyes but it's still really scattered and there doesn't feel to be a uniformed approach when navigating. The editor UI feels just as bad as the games UI, some screens are compressed when they should be expanded and others the opposite. My biggest gripe by far is the Attributes list, the current dropdown box for all the options is the worse way I can think of to have to edit these.</p><p> </p><p> 2) Custom products, my biggest issue with this is how it doesn't take into account the future. If I start a present day mod I want to be able to create a product that hasn't been seen before, even if it's a slight variation of an existing one. Under the current system creativity is stifled and I really dislike that. I am never in favour of options being removed.</p><p> </p><p> I've supported and purchased every TEW release since 04, I fear this may be the first of the series that loses my interest. I hope that's not the case and these two issues are looked at, I completely understand they're irrelevant to many but personally they're deal breakers. I hope this post is received as it's intended which is to provide constructive feedback.</p></div></blockquote><p> </p><p> I agree with these points. The importance of how easy the mods can be made are crucial to the sales of this game. Great points well made.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="tryker2710" data-cite="tryker2710" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>While I dont necessarily mind the move to a bigger resolution (although it is a bit of a pain to lose the taskbar and stuff while I'm playing), I dont really see the point of it? Yes Adam has technically fit more information on some screens but theres lots of screens with lots of empty space and with text boxes that have been made much wider and shorter when they use to be pretty square and contain the same amount of information. I just personally havent found myself at any point go "ah yes, I'm sure glad the game is so wide it takes up my whole screen and I have no say in the matter now"</div></blockquote><p> </p><p> This is quite literally my only issue so far. I have to change the resolution on my laptop every time I boot up 2020 just to fit it on the screen, and I wouldn't mind doing that except I can't work out why the change was needed. It just seems like something that was done because it could be.</p><p> </p><p> Luckily, it's an extremely minor gripe and I've been fortunate not to run in to too many other problems, I'm really excited about the full-game release so I can progress past February haha.</p>
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You don't know what you're talking about.

 

Sakura Hirota vs Aiger in TEW2020 would be heavily penalised and the crowd would dump on it. That doesn't happen in real life. They are completely accepted based on their ability to do the comedy style. They don't get a bonus or a penalty for it irl. The crowd don't boo, they aren't silent, they react to that comedy match in the appropriate way.

 

Your argument is good workers can power through the penalties or the penalties won't significantly affect the overall show rating. However, those penalties will discourage people from accurately simulating real wrestling companies and were only added because Adam Ryland is an inept, control freak developer who knows nothing about wrestling outside of WWE. The penalties make no sense and shouldn't exist.

I think it depends on what you think the match rating or segment rating is supposed to reflect. Crowds enjoy Toru Yano matches, but if we're being honest they are two-star wrestling matches at best so them being penalised down to a 50 rating in the game sounds reasonably realistic to me.

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There’s also a difference between a comedy gimmick (can not rise to major star in NJPW) and a comedy match. Yano most of the time doesn’t even have comedy matches, his gimmick is comical and he cheats a bunch against more skilled opponents. If there are two people participating overtly in comedy then it’s probably a comedy match, but most of his matches are the opponent looking at him like he’s annoying, which is his entire gimmick.

 

A Yano vs Naito match would never be penalized because it’s not a comedy match, it just involves one guy with a comedy gimmick.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Genadi" data-cite="Genadi" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Really liking some of the new additions but there are two major deal breakers at the moment. I know these have been discussed and I'm hoping the extended BETA will see them addressed. <p> </p><p> </p><p> 1) The UI. I've tried for nights now to get used to it and I can't. Some windows require snap closing, others back buttons and are overall not intuitive. The skins have made it much easier on the eyes but it's still really scattered and there doesn't feel to be a uniformed approach when navigating. The editor UI feels just as bad as the games UI, some screens are compressed when they should be expanded and others the opposite. My biggest gripe by far is the Attributes list, the current dropdown box for all the options is the worse way I can think of to have to edit these.</p><p> </p><p> 2) Custom products, my biggest issue with this is how it doesn't take into account the future. If I start a present day mod I want to be able to create a product that hasn't been seen before, even if it's a slight variation of an existing one. Under the current system creativity is stifled and I really dislike that. I am never in favour of options being removed.</p><p> </p><p> I've supported and purchased every TEW release since 04, I fear this may be the first of the series that loses my interest. I hope that's not the case and these two issues are looked at, I completely understand they're irrelevant to many but personally they're deal breakers. I hope this post is received as it's intended which is to provide constructive feedback.</p></div></blockquote><p> </p><p> We are in agreement here. The good news is, the nature of these problems seem entirely fixable.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Teh_Showtime" data-cite="Teh_Showtime" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>There’s also a difference between a comedy gimmick (can not rise to major star in NJPW) and a comedy match. Yano most of the time doesn’t even have comedy matches, his gimmick is comical and he cheats a bunch against more skilled opponents. If there are two people participating overtly in comedy then it’s probably a comedy match, but most of his matches are the opponent looking at him like he’s annoying, which is his entire gimmick.<p> </p><p> A Yano vs Naito match would never be penalized because it’s not a comedy match, it just involves one guy with a comedy gimmick.</p></div></blockquote><p> </p><p> If you have a match in a semi-serious (respect for wrestling, old school wrestling) or totally serious promotion (with fans expecting as much as well) such as AWA or some Japanese promotions from 20, 30, 40 years ago and you have your one over - respected worker in there against a guy who wants to do dick flips, imaginary hand grenades and throw hadoukens at you... it's going to kill the match all the same. A comedy gimmick works if it fits into the overall product - context of the organization. If the fan base have a certain taste and the organization as a whole just decided to throw something like that out of left field, it would hurt the event and the match.</p>
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There should be some products where comedy gimmicks (maybe gimmicks in general) are DOA I definitely agree, but modern NJPW is clearly not one of them.

 

Agreed.

 

If I can give an example: Doink the Clown in the 90s in WWE - WWF. Ok, you can't get more comedy gimmicky than that really. While it is a sure fire comedy gimmick, Doink still had wrestling matches with wrestling moves that could be digested by fans young and old alike. Any of his matches with Bret Hart, Bam Bam Bigelow (and others) were still well done nonetheless and enjoyable for fans of all stripes / tastes.

 

I was just trying to say that you can have a worker have a comedy gimmick, but if the gimmick bleeds into their ring work (i.e fantastical, ridiculous spots and moves that break the fourth wall), there should be a penalty in certain promotions with their attached fan bases.

 

In all honesty, I don't think the game is that in-depth to take that into account (difference in comedy matches with comedy spots / maneuvers and then just having a wrestler using a comedy gimmick) and it doesn't have to be really... I do not think comedy gimmicks should not be penalized per se in more traditional promotions and that only using comedy matches / comedy spots should be penalized.

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Exactly - a comedy match isn't any match involving a comedic wrestler, or a wrestler with a comedy gimmick. It's a match where the primary goal is comedy.

 

Despite WWE having had lots of comedy wrestlers over the years, they do very few full-blown comedy matches, and the majority don't get over. WeeLC was great, and honestly I'm struggling to think of many more.

 

A true "Comedy Match" I would consider something that you rarely see outside of independent promotions - something like Gene Munny vs. Rishi Gosh in Riptide, the Gentlemen's Club/Osaka Pro/3.0/Colt Cabana match that CHIKARA held one King of Trios weekend, Chuck Taylor vs. Archibald Peck in CHIKARA, the majority of Kikutaro matches, anything from Kris Wolf's retirement show, some of the more abstract stuff from Schadenfreude & Friends, or DDT's comedy gimmick matches.

 

It's not a match that has comedy in it, it's a match where the structure, and the psychology, of the match is built around comedy to a greater extent that it's built around any other match aim.

 

 

And also, something I've said to a lot of young wrestlers/trainees over the years - there's a big difference between a wrestler or a wrestling match being funny, and being a joke. Les Kellett vs. Leon Arras from World of Sport is one of the funniest matches I've ever seen, but I wouldn't go so far as to describe it as a Comedy match, per sé.

 

 

I hope that makes sense!

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