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<p>I love the '16 search feature. For me, that being expanded would have been nice. And/Or buttons would be sweet, but I always would have liked to select a range.</p><p> </p><p> For example, when you chose "average brawling" you would get average, good, great and excellent brawlers in your list. An "average to good brawling" range would be beneficial. The reason being if you've done the search for great and excellent brawlers and wanted to see the good brawlers, you'd have to look through all those workers you just looked through as well. It's not a HUGE deal, but it is one of those things that would make life a little easier.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Hive" data-cite="Hive" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>That would only give even more randomly generated workers... not sure how it would help the issue at all. <img alt=":confused:" data-src="//content.invisioncic.com/g322608/emoticons/confused.png.d4a8e6b6eab0c67698b911fb041c0ed1.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /><p> </p></div></blockquote><p> </p><p> Sorry, Hive. I read your post wrong. It seemed like you wanted fictional workers generated from the same dojo that you had 4 already graduating from, which is why I made the suggestion Hart Dungeon I, II, etc.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="RatedRKO16" data-cite="RatedRKO16" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>I love the '16 search feature. For me, that being expanded would have been nice. And/Or buttons would be sweet, but I always would have liked to select a range.<p> </p><p> For example, when you chose "average brawling" you would get average, good, great and excellent brawlers in your list. An "average to good brawling" range would be beneficial. The reason being if you've done the search for great and excellent brawlers and wanted to see the good brawlers, you'd have to look through all those workers you just looked through as well. It's not a HUGE deal, but it is one of those things that would make life a little easier.</p></div></blockquote><p> </p><p> Maybe something like a quick range setting drop down menu could be added to the search tab. . So select your skill row in one drop down like</p><p> </p><p> <strong>-Primary-</strong></p><p> Brawling</p><p> Puro</p><p> Hardcore</p><p> Technical</p><p> Aerial</p><p> Flashiness</p><p> </p><p> <strong>-Mental-</strong></p><p> Psychology</p><p> Experience</p><p> Respect</p><p> Reputation</p><p> </p><p> so on so forth, then select your range for those skills</p><p> </p><p> 91-100 World Class</p><p> 81-90 Excellent </p><p> 71-80 Very Good</p><p> 61-70 Above Average</p><p> 51-60 Average</p><p> 41-50 Below Average</p><p> 00-40 Needs Work </p><p> </p><p> Or whatever names you'd wanna put in. . and all it would really do is once you select your range, throw a button in there that would just auto populated the boxes with that range, so you pick Brawling with a range of Average it'll auto set the range to 51 minimum and 60 maximum</p>
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Something I'm noticing is the VERY bloodless product selection. What I mean by this is that barely any products allow for blood, making it nearly impossible to book Chamber, Money in the Bank, or TLC matches. I hope this is something that gets fixed.

 

I don't really understand what you're saying here. There's no mechanical representation of blood in the game at all, as far as I know. Can you clarify?

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One thing I know is that the Ruthless Aggression and Attitude Era of WWE used a LOT of blood, so the fact that we can't simulate that product accurately is a bit of an issue for me.

 

Classic sports entertainment and attitude entertainment products allow me to use high risk, brutal matches with crazy bumps and blood.

 

I’ve found classic sports entertainment and surprisingly, competitive joshi are the two best products in the game for me.

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Classic sports entertainment and attitude entertainment products allow me to use high risk, brutal matches with crazy bumps and blood.

 

I’ve found classic sports entertainment and surprisingly, competitive joshi are the two best products in the game for me.

 

Does a ladder match or a chamber match pass?

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Classic sports entertainment and attitude entertainment products allow me to use high risk, brutal matches with crazy bumps and blood.

 

I’ve found classic sports entertainment and surprisingly, competitive joshi are the two best products in the game for me.

 

Classic sports entertainment expressly punish "dangerous, controversial or bloody match types", so I'm not sure how you're getting that outcome.

 

I got a big penalty for having a ladder match with that product.

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Hooray for wheel scrolling! I'd still like popularity and skills to be scrollable, but the UI looks so much better in general via those screenshots. And I've been slowly getting into building a roster, and this is so much more in-depth. Hiring 41-year old Jerry Lynn in 2005 has never been more enticing.

 

 

can we please get this? popularity quick scrolling so we dont have to click for every working to look at popularity?

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I've been watching the Ruthless Aggression era and I'd call the matches 60-40 (tv) / 80-20 (events). There's bloody match types all over the place. That's what I really want to be able to simulate.

 

Go to the TEW2020 suggestions area, ask for these products with what you want to be able to do, Adam will add it to the game in a patch at some point.

 

Just basically say something like you did here. You want a couple of products named something like Ruthless Aggression and Attitude Era with your suggested match ratios, and bloody match types (they were both on TV and Events). Make sure you stress your points and don't think of them as obvious.

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Played two months as SWF over the last couple days. Really enjoying it as I’m figuring out how to get good scores with the new difficulty curve. My only real gameplay complaint is that all the managers seem to be losing momentum. Do I have to constantly book them in success angles to stop that? I would’ve thought maybe a manager’s momentum would be tied to their client’s but that doesn’t seem to be the case.
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Classic sports entertainment expressly punish "dangerous, controversial or bloody match types", so I'm not sure how you're getting that outcome.

 

I got a big penalty for having a ladder match with that product.

 

Are you using a mod? A lot of real world mods (in my experience) seem to increase the injury/content risk for match types relative to how those match types are defined in the default database, so the match types might not line up as well with the products.

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/nod. I wasn't sure at first, but I saw others missing that as well, so I believe it's been seen, but might want to check the suggestions area.

 

Perhaps a drop down very similar to 2016 can be added, and we can keep the skill search as well (70 - 100).

 

I figure you know already, but you can refine your search more with the skills, especially if your just looking for star quality, or brawling, or technical. Obviously you can hit a style as well, so they specialize in other areas of interest as well as the specific skill your looking up.

 

Perhaps a nice compromise would be to have the skill search that is in place now (where you can fill a range from 0 to 100) be in the form of drop downs themselves rather than having us fill them in manually. And apply that to the other menus wherein one has to manually fill out ranges or attributes (such as the worker creation menu in the database editor).

 

And that would kill two birds with one stone as far as the UI is concerned, because it would also resolve the issue for those of us desiring more keyboard heavy navigation. As I mentioned earlier in this thread, the way the attribute search (or attribute input for worker creation) works now makes it more difficult for that than in 2016, where it was simple due to the sliders and the ability to just tab to item/attribute, use arrow keys to slide in the number, then tab to the next item/attribute). The way it's set up now makes such navigation more difficult. Tabbing to the item/attribute box puts the cursor in front of whatever number is in that box, making it impossible to just enter the number and move on. Instead, we have to either switch to the mouse to highlight the box, enter the number, and repeat (more clicking!) or tab, go behind the number with the arrow keys, delete the number, and enter the new number (more keys being pressed!).

 

So...drop down menus for those numbers instead. The added benefit to that is that once the drop down is highlighted, one could then "quick search" for numbers by hitting a single digit (hit, say, 5 once, and 5 will come up, hold it to select through the 50s), like entering the numbers in for Broadcasters in the database editor. Less clicks, less keyboard presses, faster searching and entering. Everyone's happy.

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I've been watching the Ruthless Aggression era and I'd call the matches 60-40 (tv) / 80-20 (events). There's bloody match types all over the place. That's what I really want to be able to simulate.

 

It's worth noting that you can turn off match percentages in options and then just track it yourself.

 

Also, don't forget that you can custom build your matches. If the default ladder match gets you penalties you don't want, build a ladder match with a lower level of injury risk and use that instead.

 

Or, as others suggested, post in the product suggestion thread.

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I love this game, and I'm anxious for the full version so I can keep booking the OLLIE revival I'm working with. I've never played the Cornellverse before and I feel like I was missing out. It's so much more of a challenge when you're not playing indy money mark, signing guys you want to see in big promotions.

 

The product thing doesn't really bother me as truthfully using custom products I always used to tweak it to the way I wanted to work, which wasn't really right. Now I feel challenged and I'm looking at the game completely differently.

 

UI, as I expected, is getting better, and in any case I'm much more used to it now.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="spiffyone" data-cite="spiffyone" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Perhaps a nice compromise would be to have the skill search that is in place now (where you can fill a range from 0 to 100) be in the form of drop downs themselves rather than having us fill them in manually. And apply that to the other menus wherein one has to manually fill out ranges or attributes (such as the worker creation menu in the database editor).<p> </p><p> And that would kill two birds with one stone as far as the UI is concerned, because it would also resolve the issue for those of us desiring more keyboard heavy navigation. As I mentioned earlier in this thread, the way the attribute search (or attribute input for worker creation) works now makes it more difficult for that than in 2016, where it was simple due to the sliders and the ability to just tab to item/attribute, use arrow keys to slide in the number, then tab to the next item/attribute). The way it's set up now makes such navigation more difficult. Tabbing to the item/attribute box puts the cursor <em>in front of</em> whatever number is in that box, making it impossible to just enter the number and move on. Instead, we have to either switch to the mouse to highlight the box, enter the number, and repeat (more clicking!) <em>or</em> tab, go behind the number with the arrow keys, delete the number, and enter the new number (more keys being pressed!).</p><p> </p><p> So...drop down menus for those numbers instead. The added benefit to that is that once the drop down is highlighted, one could then "quick search" for numbers by hitting a single digit (hit, say, 5 once, and 5 will come up, hold it to select through the 50s), like entering the numbers in for Broadcasters in the database editor. Less clicks, less keyboard presses, faster searching and entering. Everyone's happy.</p></div></blockquote><p> </p><p> You may have the answer to fixing a couple different problems with one solution. I know the poster I was responding to was talking about the drop downs that were more generalized, including that along with this could fix both. And if I love the new way, there is no skin off my back, because I'm just getting more options and ways to utilize it. Maybe suggestions thread if you haven't already?</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="jp49er80" data-cite="jp49er80" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>I love this game, and I'm anxious for the full version so I can keep booking the OLLIE revival I'm working with. I've never played the Cornellverse before and I feel like I was missing out. It's so much more of a challenge when you're not playing indy money mark, signing guys you want to see in big promotions.<p> </p><p> The product thing doesn't really bother me as truthfully using custom products I always used to tweak it to the way I wanted to work, which wasn't really right. Now I feel challenged and I'm looking at the game completely differently. </p><p> </p><p> UI, as I expected, is getting better, and in any case I'm much more used to it now.</p></div></blockquote><p> </p><p> Yeah, the first time I tried I felt so free with it. I always felt like I had to make real world workers very believable, The Rock is going to have catch phrases, etc. But when I started on this, it felt like an open canvas. Anyone can do anything, and you can tell your stories without having anymore added weight than what is in their little information box. </p><p> </p><p> But.... you get to know them after a while, and start doing the same with them as you would with real world workers. The fun part is when a new generation of the game comes out and we get new (canonized) workers to play with. </p><p> </p><p> If you like historical mods, two C-Verse mods are in the making by Derek (97') and Mr. T Jobs To djthefunkchris (that 70's mod-1977?) mods. I really love them both, but DOTT was my favorite real world mod for years... until D. Boon's Ghost stopped making them. I honestly tried to bring it back one time, but couldn't capture that magic his crew had with it. Genadi's mod based in the 80's is very similar, with a little less kafabe, and a bit more realism. Both try to capture the magic of the time period, which is the best time period in wrestling history ever, attitude era pails to it very much so, not even ruthless aggression can overcome the power of Hulkamania!<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> </p><p> Anyways, back to topic, if you're enjoying the C-Verse, I promise you will enjoy those two mods as well.</p>
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You may have the answer to fixing a couple different problems with one solution. I know the poster I was responding to was talking about the drop downs that were more generalized, including that along with this could fix both. And if I love the new way, there is no skin off my back, because I'm just getting more options and ways to utilize it. Maybe suggestions thread if you haven't already?

 

Did it earlier today, right after posting that:

 

http://www.greydogsoftware.com/forum/showthread.php?t=546869

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Just wanted to say that I finally got around to getting my hands on the beta and I LOVE the new tabs at the bottom of the worker skill's page! For someone like me that isn't as obsessed about fine tuning stats in his mods it's a godsend! A way to make people unique while keeping them in a round-about ballpark of what you want them to be. Really like that addition.

 

As for working within the editor as a whole, I think there's a small learning curve and adjustment that needs to be made. Particularly sense we've had decades of working in it a certain way. It didn't take me as long to adapt to not being able to scroll as I thought. The search function does seem to be a bit faster. Love the search function for pictures. That's gonna be a huge timesave.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="YeeeHaw83" data-cite="YeeeHaw83" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Just wanted to say that I finally got around to getting my hands on the beta and I LOVE the new tabs at the bottom of the worker skill's page! </div></blockquote><p> </p><p> Tabs? Am I missing something?</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="tewdude" data-cite="tewdude" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47578" data-ipsquote-contentclass="forums_Topic"><div>Tabs? Am I missing something?</div></blockquote><p> </p><p> I'm assuming they mean the dropdowns on the skill page of the main editor. The "Quick Skill Creation" section. They were talking about the editor elsewhere in that post.</p>
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