Jump to content

How to get people over.


Recommended Posts

Can someone explain in detail how to push a guy from 0 pop to main event level. I usually put a bunch in 5 vs 5 and have 5 dominate but I feel like that's not working. I have gimmick effects off I don't run storylines I turn off Face vs heel but I do have momentum effect on.

 

Could I get guys over by doing a 5 on 5 with 5 Dominic notes?

 

Do people have to be on every single show?

 

How important are TV shows vs pay-per-views when it comes to pushing guys?. In the earlier tew I used to have a guy beat jobbers on my for TV shows and then at the event have him beat another star (but in 16 the guy they beat loses pop bad.. is it the same in 2020?)

 

I also don't run angles only matches and I have the ratio turned off in 2020

Link to comment
Share on other sites

<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="ShaunGBD" data-cite="ShaunGBD" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="49080" data-ipsquote-contentclass="forums_Topic"><div><strong>Can someone explain in detail how to push a guy from 0 pop to 100</strong>. I usually put a bunch in 5 vs 5 and have 5 dominate but I feel like that's not working. I have gimmick effects off I don't run storylines I turn off Face vs heel but I do have momentum effect on.<p> </p><p> Could I get guys over by doing a 5 on 5 with 5 Dominic notes?</p><p> </p><p> Do people have to be on every single show?</p><p> </p><p> How important are TV shows vs pay-per-views when it comes to pushing guys?. In the earlier tew I used to have a guy beat jobbers on my for TV shows and then at the event have him beat another star (but in 16 the guy they beat loses pop bad.. is it the same in 2020?)</p><p> </p><p> I also don't run angles only matches and I have the ratio turned off in 2020</p></div></blockquote><p> </p><p> Realistically should it be that easy. Think about in the real world how many people would theoretically have reached 100 pop. Hulk Hogan & The Rock, maybe. Guys like SCSA, HBK, Taker, etc maybe in the 90s? The rest should reasonably be around the 80s. A 100 pop should be a once in a generation guy. There really should never be more than one or two guys at that in any game world at any point. </p><p> </p><p> But beyond that theres a lot to take into consideration:</p><p> </p><p> Pop caps:</p><p> <img alt="9234d0d667711e7986ffdf19f82abb3d.png" data-src="https://i.gyazo.com/9234d0d667711e7986ffdf19f82abb3d.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> Some wrestlers outright cant go 0 to 100. </p><p> </p><p> Theres your company itself:</p><p> <img alt="d52e165ce68ffac8eda36f8e4f9cf216.png" data-src="https://i.gyazo.com/d52e165ce68ffac8eda36f8e4f9cf216.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> Audience size:</p><p> <img alt="b5ee87ab16ec18a316e8d802a8cb5c2c.png" data-src="https://i.gyazo.com/b5ee87ab16ec18a316e8d802a8cb5c2c.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> Then theres so many tiny things that can effect growth:</p><p> Selfish workers</p><p> A worker willing to make another look good</p><p> </p><p> Though ultimately why not just raise their pop to 100 and save yourself some time?</p>
Link to comment
Share on other sites

I think just being in segment which is rated higher than their pop value will always do them some good. It doesn’t always have to be dominating wins. General exposure, I guess. Play to their strengths, are they talkers? Let em talk, are they dominate guys. Sure dominating is fine (I guess like wwe would but yeah that gets stale)

But if you get say a young aj styles, I’d bet he could have a great 15 minute match vs a main eventer(let’s say undertaker) and despite losing he’d gain some good pop for a great match, maybe they even have a feud and he gets the exposure that way and also gets to build his skills off working with someone like taker.

Link to comment
Share on other sites

I immediately went on a typical young boy signing spree in my TCW game and so ended up with tons of long-term projects, not thinking about how much more you have to think about their use in this one.

 

My main thing that I would totally recommend is that you pair them up with bigger names. You team a 0 pop guy with a really popular tag team for example against a few jobbers and he gets the pin, that allows you to boost him whilst also having a much higher match rating than he'd normally get, and therefore he earns more popularity for it.

 

In general having them involved with bigger stars is always helpful. But keep in mind that since the segments are going to be lower than those stars are usually in, they might have slight side effects on their own popularity and momentum, so it's a thing to keep a balance of. Depending on the product, getting them in segments with those bigger names and making sure the new guy gets a Major Success role in the storyline category seems to have helped me a lot with getting their momentum up. (It doesn't seem like they actually have to be involved in a storyline to benefit from this.)

 

Once their momentum is higher they'll gain popularity faster and it will also mean their perception is skewed higher than it otherwise would be. Getting them out of that 'unimportant' box is very important, once you do that you can get a lot more out of having them squash people.

 

All that said, remember that low rated segments and penalties aren't so bad, it's like a growing pain thing. The key thing is what gets them over. I always went by the rule of thumb that if the worker was involved in a segment that was rated much higher than their popularity, that was a win for them. So even if a 40 rating sticks like a sore thumb next to the rest of your card, if the person involved is sitting at 11 popularity, that's actually quite a positive in theory.

 

It takes some patience. Frankie Perez and Ernest Youngman are guys that I'm positive I could've made into solid parts of the roster by now in old games but after the two months in TCW I saw them go from the 10s and 20s across the board in the US to the 40s and 50s (and high 60s in South West and Tri State 'cause they had a head start there) and it was oddly satisfying. It's more difficult but also more rewarding to me now I think.

Link to comment
Share on other sites

I immediately went on a typical young boy signing spree in my TCW game and so ended up with tons of long-term projects, not thinking about how much more you have to think about their use in this one.

 

My main thing that I would totally recommend is that you pair them up with bigger names. You team a 0 pop guy with a really popular tag team for example against a few jobbers and he gets the pin, that allows you to boost him whilst also having a much higher match rating than he'd normally get, and therefore he earns more popularity for it.

 

In general having them involved with bigger stars is always helpful. But keep in mind that since the segments are going to be lower than those stars are usually in, they might have slight side effects on their own popularity and momentum, so it's a thing to keep a balance of. Depending on the product, getting them in segments with those bigger names and making sure the new guy gets a Major Success role in the storyline category seems to have helped me a lot with getting their momentum up. (It doesn't seem like they actually have to be involved in a storyline to benefit from this.)

 

Once their momentum is higher they'll gain popularity faster and it will also mean their perception is skewed higher than it otherwise would be. Getting them out of that 'unimportant' box is very important, once you do that you can get a lot more out of having them squash people.

 

All that said, remember that low rated segments and penalties aren't so bad, it's like a growing pain thing. The key thing is what gets them over. I always went by the rule of thumb that if the worker was involved in a segment that was rated much higher than their popularity, that was a win for them. So even if a 40 rating sticks like a sore thumb next to the rest of your card, if the person involved is sitting at 11 popularity, that's actually quite a positive in theory.

 

It takes some patience. Frankie Perez and Ernest Youngman are guys that I'm positive I could've made into solid parts of the roster by now in old games but after the two months in TCW I saw them go from the 10s and 20s across the board in the US to the 40s and 50s (and high 60s in South West and Tri State 'cause they had a head start there) and it was oddly satisfying. It's more difficult but also more rewarding to me now I think.

 

Thanks. What I was looking for

Link to comment
Share on other sites

No problem~

 

Another little tip would be to do a deep dive onto the attributes your roster has. You can specifically search for them in the filter which is great, look and see if you have any 'tag team specialists' who you aren't currently using in an active team. They can be invaluable for this.

 

PGHW sent me Matt Blackburn on an excursion, a promising hopeful but he literally had no popularity in the US. Feeling an obligation to train him up for as long as I had him, I quickly teamed him with Bart Biggins, who was doing absolutely nothing and actually was the only person on my roster with 'Chilly' momentum so he needed a new thing to do anyway. A few matches together in and I'm already happy with it, their matches against jobbers get towards the high 40s which, if Blackburn was in their by himself against those same people we'd be looking at 20s and maybe even high 10s. And since Bart has the Tag Team Specialist stat, that means that once they build up their tag experience a little and graduate to working main roster teams, they should legitimately be having really good tag matches. Bart's gonna turn out to be a great mentor for the kid I think. And Matt's already got 16 popularity across US after only one two dark matches and a lone B-Show tv match, I consider that pretty good for where he is.

 

Also the "Giving Performer" attribute is a great one if you're looking for the best possible opponents. "Dynamo" is also very helpful to ensure they won't be holding back because they're in an unimportant match or on a pre-show or b-show or whatever the case may be.

Link to comment
Share on other sites

No problem~

 

Another little tip would be to do a deep dive onto the attributes your roster has. You can specifically search for them in the filter which is great, look and see if you have any 'tag team specialists' who you aren't currently using in an active team. They can be invaluable for this.

 

PGHW sent me Matt Blackburn on an excursion, a promising hopeful but he literally had no popularity in the US. Feeling an obligation to train him up for as long as I had him, I quickly teamed him with Bart Biggins, who was doing absolutely nothing and actually was the only person on my roster with 'Chilly' momentum so he needed a new thing to do anyway. A few matches together in and I'm already happy with it, their matches against jobbers get towards the high 40s which, if Blackburn was in their by himself against those same people we'd be looking at 20s and maybe even high 10s. And since Bart has the Tag Team Specialist stat, that means that once they build up their tag experience a little and graduate to working main roster teams, they should legitimately be having really good tag matches. Bart's gonna turn out to be a great mentor for the kid I think. And Matt's already got 16 popularity across US after only one two dark matches and a lone B-Show tv match, I consider that pretty good for where he is.

 

Also the "Giving Performer" attribute is a great one if you're looking for the best possible opponents. "Dynamo" is also very helpful to ensure they won't be holding back because they're in an unimportant match or on a pre-show or b-show or whatever the case may be.

 

Thanks for being helpful.

Link to comment
Share on other sites

Okay, this is a bit much to take in but the way you're doing it has never been the most effective or efficient way to get a worker over. Not in TEW16, not in TEW13, not in TEW10, and so on. You're looking at things completely incorrectly. The process of getting someone over is simply making your fans care about that person. That's it. Would you care about someone who was simply a part of a quintet squashing people all the time?

 

In TEW20, there's a bit more nuance involved with accomplishing that goal. For example, you have 5 people constantly squashing people. Do each of those 5 people have the Squash Master attribute? If your immediate thought was, "What's that?" then no, it's not going to work well.

 

It's the same method as it's always been. Put the worker in question in angles and segments with people the fans care about and they'll progress. It'll be rough at first but that progression will be easily trackable. If you want to do it fast, turn off 'worker overuse' and put them in a bunch of angles on every show. If you're a small company, use your preshow on shows run in your home area. If you're big, check your angle focus and tweak accordingly. (I.E. If your angle focus is 'highlights', make sure you have 3 really strong angles beyond the 'getting the worker over' ones)

 

Also remember that people aren't going to shoot up in popularity due to how that system's been redesigned. But it's possible and even easy to do it by simply using the methods the game gives you. Like, what are a handful of attributes that you can book around that will help you (I gave you one, Squash Master)? What gimmicks/gimmick types might you use (if you have gimmick effects on) to make it easier?

 

Here's an example (with gimmick effects off):

Find a worker with Giving Performer and Dynamo (AVOID CANNY OPERATOR)

Put said worker into a storyline with someone you want to get over. They don't have to have Squash Master.

Have them cut promos on each other and have a series of 7 matches. The person you want to get over will have this record in those matches: Win/Win/Lose by DQ (Kept strong)/Win/Win/Lose by Countout (kept strong)/Win.

See where their popularity is.

 

If you want, you can have them interfere in the Giving Dynamo's other matches but it's not necessary. The more 'giving performers' you have, the easier it becomes because you can then cycle through them.

Link to comment
Share on other sites

Storylines are very very useful in getting a guy over.

 

I also find it handy having ageing guys with good pop hanging around who can put over your Midcarders. Someone has to lose to put over the rising guys. So why not have it be old guys you're not pushing. Their matches may not be rated the best but if it's in the middle of the card it won't matter much.

 

Like look at NXT Cesaro v William Regal. Regal used his reputation and popularity to put over Cesero in promos and in the match.

Link to comment
Share on other sites

"The caps can reduce during gameplay if a young worker is particularly badly used."

 

Does anyone happen to know what that means in game terms?

 

Is a 10-match losing streak "particularly badly used?" A 10-match losing streak where the wrestler is dominated in each match? 20 matches? Is it allowing the worker to have an Awful gimmick for a year? What are the metrics where you can start to do long-term damage to a young prospect in TEW?

Link to comment
Share on other sites

"The caps can reduce during gameplay if a young worker is particularly badly used."

 

Does anyone happen to know what that means in game terms?

 

Is a 10-match losing streak "particularly badly used?" A 10-match losing streak where the wrestler is dominated in each match? 20 matches? Is it allowing the worker to have an Awful gimmick for a year? What are the metrics where you can start to do long-term damage to a young prospect in TEW?

 

This is something we'd need longer games to get a better sense of I think. But my guess would be more along the lines of having really poor development in those formative years. You're meant to groom a worker over time and let them get better by having matches with better wrestlers and angles with better talkers and such. I believe they generally grow the most as performers during those younger years so if they get past a certain age and they haven't progressed as much as they could have, they probably would end up with less overall star potential as a result.

Link to comment
Share on other sites

There’s a maturity age. And I don’t know this for sure and I couldn’t find it mentioned in the handbook when I searched for it (perhaps I missed it) but my best guess is this represents the age they begin to really develop their skills a lot, and this can be any random age up to 30. Does anyone know if that’s correct or not?

Also it’s important to hone those skills, I feel, cos if you get their pop up and put them in a big match and they can’t live with it then the match rating will surely bomb. Say, there would be a point where the fans expect their ability to live up to their position on the card.

Link to comment
Share on other sites

Maturity age is when their growth caps actually. They can still have some developments past whatever their maturity age is set to be (it depends on the worker and is usually made to be random) but basically they're as good as they'll be at that point, the period of rapid improvement is over.
Link to comment
Share on other sites

As others have mentioned, putting your rising talent in angles with main eventers helps a lot, but you don't want them to be taking L's (your 92 pop main eventer might not be so keen on losing to a 10 pop 19-year old). You may want them to be involved in stories with the top guys, but have matches against jobbers or lower midcarders to keep their momentum hot, which would then feed into how good their angles are with the main eventers.
Link to comment
Share on other sites

<p>Best is victories over more popular workers with the more popular workers being kept strong + protected if needed to avoid unhappiness.</p><p> </p><p>

5 minute angles are the turtle way.</p><p> </p><p>

I'd bet dominate with the right stats would work too.</p>

Link to comment
Share on other sites

Go scorched earth. Job out a few uppers and main eventers to them. I’m determined to make Gary the a Entertainer a global attraction.

 

One minute match with the following road agent notes.

 

Dominate, decisive, pinfall victory. While you are at it set the opponent for burial. Make him long strong damn it. Your main event scene might not be happy, but you can create new main eventers.

Link to comment
Share on other sites

One minute match with the following road agent notes.

 

Dominate, decisive, pinfall victory. While you are at it set the opponent for burial. Make him long strong damn it. Your main event scene might not be happy, but you can create new main eventers.

 

Could that really work?

Link to comment
Share on other sites

One minute match with the following road agent notes.

 

Dominate, decisive, pinfall victory. While you are at it set the opponent for burial. Make him long strong damn it. Your main event scene might not be happy, but you can create new main eventers.

 

Or you could do it realistically by putting them in programs with people around their level, give them wins, and gradually boost them up over time.

Link to comment
Share on other sites

To get the well executed squash bonus, you use the dominate & decisive victory notes, with time of five minutes of less.

 

In 2016 terms, the loser has to be an enhancement talent, the winner has to be over lower midcard. This does work in 2020 but I can't remember the exact terms.

Link to comment
Share on other sites

Could that really work?

 

I don't know. If there's data, I'll believe it. But for one the match rating goes down when you're using "keep strong" and (I believe) "burial". So the loss of a couple of % might negate any effects you might gain from the notes.

 

I personally would only use dominate on people with the trait. Unless the storyline somehow demands it.

 

And I think setting "decisive win" is pointless when you're already setting "pinfall victory".

Link to comment
Share on other sites

Or you could do it realistically by putting them in programs with people around their level, give them wins, and gradually boost them up over time.

 

 

Meh, it's fun to have a few games running where you take on the form of Satan. Plus you can learn some new things when it comes to game play. And I like having some more curve balls thrown at me.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...