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TEW 2020 Small Questions Thread


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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Nerf" data-cite="Nerf" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47811" data-ipsquote-contentclass="forums_Topic"><div>Now that touring contracts are a thing of the past, does anybody know if there's still a cool down on handshake deals? If, for example, I brought in Marty Scurll for BOSJ and then let the deal expire, would it be another 6 months or whatever before I could bring him in again?</div></blockquote><p> </p><p> I haven't tested, but I think someone said that it's the same as 16 - hiring someone for 3 months or less won't give you a cool down.</p>
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<p>Posted this in the general gameplay questions thread, but it probably makes more sense here. Mods feel free to delete that post!</p><p> </p><p>

Will promotions with a pre-set monthly schedule still look to add a weekly TV show if possible? How about fixed?</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="xphen0m" data-cite="xphen0m" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47811" data-ipsquote-contentclass="forums_Topic"><div>"Lengthy matches tend lose the audience"<p> </p><p> Is there an idea of how long is too long? Or does this depend on the product? I'm using PG sports entertainment in WWE.</p></div></blockquote><p> </p><p> I think it depends on product and skills of workers involved. 15 minutes or less should be fine, from very limited testing 20 is probably okay with top level workers on really good momentum; longer than that may be doable if you have some combination of really elite workers, white hot or red hot momentum, great storyline heat, maybe title prestige playing into it?</p>
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Are tournaments limited to 10 man? I wanted to run a round Robin tournament with 2 brackets of 8 but the in game tournament editor only holds 10 people.

 

I suppose a work around would be setting up 2 individual tournaments.

 

Yeah, best way would be to run two tournaments, and then have the tournament winners face each other in a grand final.

 

I'm not sure if I am missing something (I probably am) and I have checked the handbook and the forums, but I can't seem to figure out if we can book wrestlers on a brand they are not assigned to? I have a 2 brand split and I am trying to run an invasion angle, but I can't seem to book them on the show because they're assigned to another brand. Is there a way to book them on the show without having to change their assigned brand everytime?

 

Bottom right corner of the booking screen: Toggle Brands button. Book the segment, then if necessary, toggle it back on again. :)

 

In previous versions of the game I know a segment had to be six minutes to either count towards the show grade and or gain the worker overness that was changed to four minutes I believe in 16. Even then though An "A*" segment seemingly almost never got that same rating if I held it for four minutes instead of six. My question is with the new game are there differences in grades for how long a promo runs for? If I run something for six minutes instead of four does there seem to be a higher grade for it? If I run a promo for three minutes instead of six will it have the same impact on both the show grade and the workers overness than if I ran it for six? I hope this long question makes sense :slight_smile:

 

Firstly, the "must be four minutes long to count towards the show grade" thing has been replaced entirely (in 2016 I think) by Major and Minor impact. If an angle has a Major Impact, it counts, regardless of how long it is. If it has a Minor impact, it doesn't and isn't even mentioned in the show results after the event (hype videos, worker entrances, etc etc).

 

The game also now uses multiple different methods of calculating show ratings, so not all angles are necessarily included. Check out the Angle Focus on the product screen.

 

In terms of actual length, I have seen that longer angles between talented workers tend to do better. USPW in particular are a little bit hamstrung (intentionally IMO) by their product. Their fans aren't interested in sitting through angles longer than 5 minutes, but angles shorter than 5 minutes struggle to get excellent ratings (though can still get very good ratings) - at least in my limited experience with them.

 

There are two kinds of penalty related to angle length:

Fan attention span (the ADHD penalty, as I call it), ie, "the fans didn't want to see an angle this long". That's related to the product, and from what I've seen so far, the talent of the worker doesn't affect this. They won't want a 6 minute Rock promo and more than a 6 minute Dean Malenko promo.

 

Assuming the product supports longer angles, how long they can go for depends on the entertainment skills and perception/momentum of the worker. If they go too long for their popularity/momentum, you'll get the "overused" note as normal. If they go too long for their skills, you'll get "X doesn't really have the skill to talk for this long".

 

Most reasonably entertaining upper level talent can handle 15 minutes in my experience, though the likes of Hawkins and Andrews (good, but not The Rock) struggle to go much beyond that. I haven't actually started an SWF or CWA game yet (boo, the evil enemy!), so I'm not sure what someone like Emma Chase or Jack DeColt would be capable of.

 

Is there a way to stop auto advance if one of my workers gets a contract offer from another company? I feel like that was in the game before.

 

Emails > Mail Settings, set anything you want to interrupt autoadvance to Important instead of Received. In this case, on page 2, Worker Contract Offer and Worker Contract Offer Updated (in case the AI counter-offers you).

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Does star quality not matter anymore? That is to say, are there any negatives to pushing someone with a low star quality, in the sense that would be detrimental to a national battle or being at war with a company?

 

It doesn't matter from the battle sense. If you've managed to get a guy over, nobody cares whether he has 'star quality' or not in 2020, the fact you've managed to get him over would be enough.

 

However, the act of getting him over in the first place is going to be more difficult if he doesn't have star quality.

 

So the stat itself still matters, but having people with loads of it doesn't matter that much if you've still managed to get them over. Edit: a better way of putting it; it matters to the worker, but it doesn't necessarily matter to the company.

 

Hope that makes sense. :p

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Im not sure if im missing anything in the game settings but my dojo has yet to generate any new workers and it has been open over a year, in fact looking through not a single new worker has been generated by the game since I started.

 

Also I created a child company but they won't book and shows or events, any idea how to fix this?

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Im not sure if im missing anything in the game settings but my dojo has yet to generate any new workers and it has been open over a year, in fact looking through not a single new worker has been generated by the game since I started.

 

Please trade your savegame with mine, as mine's flooding with new workers! And I want the exact opposite. :D What mod are you using?

 

Did you change the settings of the dojo after a while? It might reset the spawns for another year in case you use the graduation model.

 

As for star quality: it's always better to have, as it might help workers stay popular despite losing (afaik) and will always help your match ratings. But especially in low-size promotions you might want low-starpowered people as those tend to be stolen less, though it won't exactly stop them in case they are superpopular.

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Im not sure if im missing anything in the game settings but my dojo has yet to generate any new workers and it has been open over a year, in fact looking through not a single new worker has been generated by the game since I started.

 

Also I created a child company but they won't book and shows or events, any idea how to fix this?

 

For the first, does your database have free pictures? If it does not and require pictures for all workers is selected it will not generate new workers.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="D-Lyrium" data-cite="D-Lyrium" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47811" data-ipsquote-contentclass="forums_Topic"><div>In terms of actual length, I have seen that longer angles between talented workers tend to do better. USPW in particular are a little bit hamstrung (intentionally IMO) by their product. Their fans aren't interested in sitting through angles longer than 5 minutes, but angles shorter than 5 minutes struggle to get excellent ratings (though can still get very good ratings) - at least in my limited experience with them.<p> </p><p> There are two kinds of penalty related to angle length:</p><p> Fan attention span (the ADHD penalty, as I call it), ie, "the fans didn't want to see an angle this long". That's related to the product, and from what I've seen so far, the talent of the worker doesn't affect this. They won't want a 6 minute Rock promo and more than a 6 minute Dean Malenko promo.</p></div></blockquote><p> Here's my problem: What real world fan base is being simulated here? I can get why an all-workrate fanbase might not want to sit through a six minute promo*, but USPW is a Sports Entertainment company. What kind of SE fanbase is going to reject a six-minute Rock (or other popular+entertaining worker) promo?</p><p> </p><p> If the system results in USPW, the largest, most-successful Sports Entertainment company in the setting, struggling with angles, then maybe the system needs rethinking.</p><p> </p><p> </p><p> * Well actually, I disagree with this. I think a six-minute interview or match preview segment would go down fine, but I acknowledge this is a difference of opinion.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="D-Lyrium" data-cite="D-Lyrium" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47811" data-ipsquote-contentclass="forums_Topic"><div>It doesn't matter from the battle sense. If you've managed to get a guy over, nobody cares whether he has 'star quality' or not in 2020, the fact you've managed to get him over would be enough.<p> </p><p> However, the act of getting him over in the first place is going to be more difficult if he doesn't have star quality.</p><p> </p><p> So the stat itself still matters, but having people with loads of it doesn't matter that much if you've still managed to get them over. Edit: a better way of putting it; it matters to the worker, but it doesn't necessarily matter to the company.</p><p> </p><p> Hope that makes sense. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p></div></blockquote><p> </p><p> Interesting. So if popularity is equal, Hulk Hogan and Horace Hogan are equal in my war against the WWF? Would Horace "put a lot of butts in the seats" to quote Tony Schiavone?</p>
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Firstly, the "must be four minutes long to count towards the show grade" thing has been replaced entirely (in 2016 I think) by Major and Minor impact. If an angle has a Major Impact, it counts, regardless of how long it is. If it has a Minor impact, it doesn't and isn't even mentioned in the show results after the event (hype videos, worker entrances, etc etc).

 

But how does this work with regard to worker skill-up chance? Impact on show rating is of little consequence with the right angle focus (highlights) but if running those short angles is preventing workers from having the opportunity to improve, then it would make more sense to run the angle a little longer to counter that.

 

Here's my problem: What real world fan base is being simulated here? I can get why an all-workrate fanbase might not want to sit through a six minute promo*, but USPW is a Sports Entertainment company. What kind of SE fanbase is going to reject a six-minute Rock (or other popular+entertaining worker) promo?

 

Just as a station wagon isn't the same as a 2 door coupe (but they're both cars), all SE products are not created equal. USPW is, I believe, Family Friendly SE and it makes perfect sense to condense everything because children don't tend to have long attention spans. However, Classic SE doesn't have those restrictions (at least with regard to angles). So if you're running USPW and change the product to 'classic', that would align the promotion more to your liking.

 

Interesting. So if popularity is equal, Hulk Hogan and Horace Hogan are equal in my war against the WWF? Would Horace "put a lot of butts in the seats" to quote Tony Schiavone?

 

If Horace has 95 popularity in an area and Hulk has 90 popularity in that area and a show is held there then yes, Horace will put more butts in seats than Hulk. The problem is, with Hulk's Star Quality, he'll get to that 90 popularity a helluva lot faster and with much less effort (on the part of the booker) than Horace.

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In settings, what exactly is "pro mode"?

 

Your knowledge of worker stats is given in a range as opposed to a definite number, the range will narrow based on how well scouted the worker is. In Pro Mode, you will never scout anyone enough to get a definite number for any of their skills.

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Your knowledge of worker stats is given in a range as opposed to a definite number, the range will narrow based on how well scouted the worker is. In Pro Mode, you will never scout anyone enough to get a definite number for any of their skills.

 

Thanks :)

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Mike7273" data-cite="Mike7273" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47811" data-ipsquote-contentclass="forums_Topic"><div>Is there a way within the game to change picture backgrounds?</div></blockquote><p> </p><p> No, those are tied to the pictures themselves.</p>
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Just as a station wagon isn't the same as a 2 door coupe (but they're both cars), all SE products are not created equal. USPW is, I believe, Family Friendly SE and it makes perfect sense to condense everything because children don't tend to have long attention spans. However, Classic SE doesn't have those restrictions (at least with regard to angles). So if you're running USPW and change the product to 'classic', that would align the promotion more to your liking.

It's not about my liking (I'd never play USPW :p), it's about the largest company in the world not being able to run killer angles. If the audience only wants 4 minute angles, then 4 minute angles shouldn't be capped in that product*.

 

Yes, I know penalties can be overcome and the top guys with the best skills and high momentum and various other bonuses can still get maxed out grades, but an SE company, any kind of SE company, lives and dies on angles, and they shouldn't have to be overcoming/compensating for penalties 100% of the time. It's highly unlikely that USPW would have attained the status it has while dealing with that kind of handicap.

 

There's a concept in game design called "process vs effect" that says accurately modelling processes is meaningless if the final results create an undesired or inaccurate effect. So in this case, it may make sense that a casual entertainment audience (i.e. kids) can't follow long angles, and it may make sense that angles less than five/six minutes can't achieve the best reactions**, but if the final effect of modelling these processes is that your monster sports entertainment company is at a permanent disadvantage when running angles, then your system has failed***.

 

 

* I don't think 4 minute angles should be capped in any product, but that's an argument for another day.

 

** Again, I don't agree with this, but for now it's how it is.

 

*** In this case I'd say the system is conceptually sound but the execution has missed the mark. The product system is excessively restrictive and punitive, and many of the product definitions are creating unintended effects.

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