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Mods by TheWho87 - Real World Updates


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But isn't that formula based off the skills younger workers get, if anything it would over rate older worker since the formula changes and the effects lessen.

 

I'm not quite sure what you mean.

 

But here are some examples of what I mean (this is based on a quick, 1-year CVerse 2005 simulation I just ran this morning):

 

J-Ro has eight years of experience. She worked 26 matches this year. Her experience increased from 60 to 61. That comes out to about 0.2 per 5 matches, which is at the low end for an experienced worker.

 

Jen Neptune is a new debut this year. She worked 18 matches and gained 5 experience. That's something like 0.3 per match, which is a lot more than the 0.3 for every 2-3 matches.

 

Alison Capone is also a new debut. She worked 37 matches and gained 10 experience. Again, that's somewhere between 0.2 to 0.3 per match, which doesn't match the equation.

 

Tom E. Hawk (Nicky Champion) has two years of experience. He worked 67 matches and gained 16 experience. Again, that's around 0.2 to 0.3 per match.

 

Jeri Behr has four years of experience and wrestled 155 matches this year(!) and gained only 7 points. That's someone like 0.04 per match, so the stated 0.2 per 5 matches is about right.

 

Cherry Bomb worked 31 matches this year. She has 12 years of experience. Her experience increased from 71 to 76 - that's five points. So, about 0.3 per 2 matches, which is young worker types of experience gain, so I guess she did really well this year.

 

Highland Warrior with 25 years of experience, gained 2 points of experience in 11 matches. That's about 0.2 per match, so he did even better than Cherry Bomb, despite being older.

 

Eric Eisen, with 9 years of experience, gained 7 points in 45 matches. That looks pretty comparable to Cherry Bomb.

 

 

I guess where I'm trying to go is that most of these numbers aren't really consistent with the ones given in the handbook (though J-Ro and Jeri are). But for a lot of workers, about 0.25 per match looks about right.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Thane of Fife" data-cite="Thane of Fife" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47681" data-ipsquote-contentclass="forums_Topic"><div>I guess where I'm trying to go is that most of these numbers aren't really consistent with the ones given in the handbook (though J-Ro and Jeri are). But for a lot of workers, about 0.25 per match looks about right.</div></blockquote><p> </p><p> This new formula equates to 0.125 per match, the formula I was using, suggested by Idol was 0.4 per match, now you're suggesting 0.25 per match.</p><p> </p><p> I think it might be logical to use a comprimise between 0.125 and 0.25 at maybe use 0.2, which would mean 100 experience would be 500 matches.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TheWho87" data-cite="TheWho87" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47681" data-ipsquote-contentclass="forums_Topic"><div>This new formula equates to 0.125 per match, the formula I was using, suggested by Idol was 0.4 per match, now you're suggesting 0.25 per match.<p> </p><p> I think it might be logical to use a comprimise between 0.125 and 0.25 at maybe use 0.2, which would mean 100 experience would be 500 matches.</p></div></blockquote><p> 0,2 experience gain per match is only for monthly schedule according to my tests and have no use for real life mods, because most wrestlers in real life work significantly more than 12 matches per year (Brock Lesnar, Goldberg and similar exceptions don't count)!</p>
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<p>I agree, but as you said</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="kje3334" data-cite="kje3334" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47681" data-ipsquote-contentclass="forums_Topic"><div>As long as everything is done to scale I think it will be fine?</div></blockquote><p> </p><p> So as long as that scale is in a good ballpark figure of how the game works it shouldn't be too bad.</p><p> </p><p> Now if you don't mind I've got 6,500+ workers to update.</p><p> </p><p> UPDATE</p><p> </p><p> Been working through some of these and have WWE down, and I would say using the 0.2 formula does have a more realistic looking feel to the numbers.</p>
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  • 2 weeks later...

Looking to start my first real world save, normally a CV guy. Just going through the data.

 

WWE - Start as medium and $10 million - Is it worth me making both of these stats higher?

 

Same with AEW?

 

I will be starting with a small company, I just don't want the big guys to crumble so they will stay on top etc.

 

Also NWA don't have any titles?

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WHO - i dont know if anyone complained yet but you got a lot of wrestlers who are retired who are wrestling on the game. been a bit annoying on my saves lately having Butch Miller Appear out of no were.

 

The ammount of workers in the game, it's impossible to keep track on who's active or not, I tend to use a 5 year rule, if they havent done anything in 5 years they leave the business, but havent gone through them in a while.

 

Looking to start my first real world save, normally a CV guy. Just going through the data.

 

WWE - Start as medium and $10 million - Is it worth me making both of these stats higher?

 

Same with AEW?

 

I will be starting with a small company, I just don't want the big guys to crumble so they will stay on top etc.

 

Also NWA don't have any titles?

 

WWE tend to drop to medium if set higher so medium is most stable for them, you could give them more money if you wish.

 

The NWA titles are in the NWA alliance, this allows them to revive the alliance if the player choses.

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<p>Generic</p><p> </p><p>

Why are the workers stats near enough the same?</p><p>

Why are the popularities so low?</p><p> </p><p>

It feels very lazy work. I can't get into it at all <img alt=":(" data-src="//content.invisioncic.com/g322608/emoticons/frown.png.e6b571745a30fe6a6f2e918994141a47.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Mattythomas25" data-cite="Mattythomas25" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47681" data-ipsquote-contentclass="forums_Topic"><div>Why are the workers stats near enough the same?<p> Why are the popularities so low?</p><p> </p><p> It feels very lazy work. I can't get into it at all <img alt=":(" data-src="//content.invisioncic.com/g322608/emoticons/frown.png.e6b571745a30fe6a6f2e918994141a47.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p></div></blockquote><p> </p><p> 1) Yes I admit some stats are similar, my stats were always based on round numbers based on the old letter ratings, now things are fully numbered ratings I am down to rate on a rounded scale (stats end with 0 or 5), I just havent got the time to go through all 7350+ workers.</p><p> </p><p> 2) Popularity is lower than most mods to base it more in reality, the thing is even though popularity is low, it is still all to the same scale.</p><p> </p><p> 3) Yes I am lazy, if you don't like this mod, there are other mods out there you can play.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Mattythomas25" data-cite="Mattythomas25" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47681" data-ipsquote-contentclass="forums_Topic"><div>Why are the workers stats near enough the same?<p> Why are the popularities so low?</p><p> </p><p> It feels very lazy work. I can't get into it at all <img alt=":(" data-src="//content.invisioncic.com/g322608/emoticons/frown.png.e6b571745a30fe6a6f2e918994141a47.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p></div></blockquote><p> </p><p> Everybody that has ever taken on the challenge of creating a mod for this game is about as far from lazy as you can get. They give up a massive amount of their time to try and create something fun for the rest of us.</p><p> </p><p> If you have feedback, try and put it in a way that is actually constructive and helpful or just keep it to yourself.</p>
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So here is the update for February, the big news this month is that I have gone through every worker who had experience and have set their experience (number of matches they have had) on a scale of 0.2 exp per match, after planning on using a different formula, it was pointed out that that was closer to the in game set up so made sence. I used cagematch.net and wrestlingdata.com as the main sources, any wrestler not on these sites will have 0 experience. Along with that I have done a load of updated name changes, a few additions, as well as moving a few duplicate Chikara gimmicks from workers to alter egos, as well as removing a couple of duplicates, a full list of these can be found in the in notes in the editor. The only other big change has been working on some attributes, I'm open to suggestions and changes to the ones I've put, I want to try and give everyone a "can play" of "works better as" type of attributes. Beyond that it's just the usual changes for the month posted in the thread, anything missing post bellow.

 

The first post has been updated with all links, enjoy.

 

Database: February 2021 (2)

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I hope you have not opened yourself up to a massive monthly task, after all your hard work, are you going to update experience monthly?

 

OH HELL NO!!!

 

It will likely be like tag experience where I do it once a year, or when someone starts complaining about X's experience being too low, like what kicked this off.

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thank you, who!!!

 

Not a problem, the reason I keep doing this is because there is an audience.

 

 

Also just a heads up if you don't follow me on Twitter, around March/April I'm looking at rebooting me BritWres mod, I briefly got a playable version out for TEW16, but the main premise is that it's a mod dedicated to one region, in this case the British Isles, and it has as many active promotions running in that region as possible, since my mod is the best option for this due to the amount of workers I thought it is a fun thing to give a go.

 

The key factor for this mod is that it's going to be set up for a January 2020 start date, there will be no "virus" happening, and rosters will be based around shows from December to April 2020.

 

Depending on how things go I may expand it for other regions, Japan would probably be second, and you just deactivate the regions you don't want to play.

 

 

I also have plans of another real world based mod, that would start in January 2020 as well, that's just a "what if X promotion/s were active in 2020", with the likes of WWE, WCW, ECW, NWA, AWA, WCCW, Stampede, AJW, FMW, World of Sport, CWA active with modern rosters.

 

 

Just a little heads up of what might be coming, but the real world mod will still be going, all this will just work from that base.

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According to the help guide ...

 

"A very (rough) rule of thumb, wrestlers in their first few years of their career would gain about 0.3 Experience for every 2-3 matches. After that, it becomes 0.2 for every 3-5 matches."

 

If 0.3 Experience = 2.5 matches, then roughly 1 Experience = 8 Matches.

 

500 matches x (1/8) = 62.5

384 matches x (1/8) = 48

 

If you factor in the later career gain of 0.2 = 4 matches, then their Experience is even more reduced.

 

200.gif

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200.gif

 

Yeah... I wasn't going to be the one to tell you that but... yeah...

 

To be fair you were close, but instead of your suggested 0.4, the math of all these nice people came to a little above and a little below 0.2, if you use the formula set in the game and how it works in the C-Verse, so I went for the middle ground of 0.2.

 

But as long as everything is scaled the same, what's the problem.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="MatsudiroJr" data-cite="MatsudiroJr" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47681" data-ipsquote-contentclass="forums_Topic"><div>Fire & Flava has the wrong Tasha, it should be Tasha Steelz instead of Tasha Simone.<p> </p><p> NOTE: I hadn't seen the newer version, so my apologies if you had already fixed that.</p></div></blockquote><p> </p><p> Your the first to mention it so it's not.</p>
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