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Gaining Popularity in Entertainment Companies


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Sorry for the extremely generic thread title followed by very specific questions I'm about to start.

 

Since the game has gone through a few changes to how these things are calculated since being released, I'm trying to find the most accurate information on my favorite types of companies to run, entertainment based products! Thank you in advance for reading any telling me the obvious things I'm missing.

 

I don't have lots of hours logged, but most have been with a Classic Sports Entertainment product in the CVerse. (this example is CVerse 97)

 

For this scenario with this product, I'm running a small company in their home base where they have 55 popularity. I have two workers, one in the region with a popularity of 63 (the challenger) and the other of 61 (the champion). Both are perceived as major stars with hot momentum and star quality is about 80 for both. The economy of the country is 38 and the wrestling industry is at 83. The television shows and PPV are being shown on a small broadcaster in the region referenced.

 

The challenger with the 63 popularity is involved with 6 freestyle promos on the small broadcaster, all 6 minutes long, that score 83, 57, 83, 56, 89 and 71. Each promo he is rated on menace (they don't get the "nothing going on penalty" because other people are involved "doing things"). After these 6 angles, his popularity stat stays the same.

 

The champion with the 61 popularity is involved with 5 freestyle angles on the small broadcaster, all six minutes long, that score 72, 57, 74, 56 and 71. Each promo he is rated on entertainment. After these 5 angles, his popularity stat stays in the same.

 

So at the event, they face off against each other in the main event for the the world title. The champion with 61 popularity beats the challenger with 63 popularity in a 65 rated match with a decisive, clean victory.

 

After the event, the challenger with 63 popularity now has 61 popularity and the champion with 61 popularity still has 61 popularity.

 

So! I think that's all the necessary info that is needed (but please correct me if I should be looking at something else.)

 

My main questions are..

 

1) Why did the challenger with 63 popularity gain no any popularity from his angles?

 

2) Why did the champion with 61 popularity gain no popularity when beating the challenger?

 

These are some things I'm theorizing but because I don't have a lot of hours I'm hoping you all have more experienced answers.

 

1) Both characters started the game with caps on their popularity so none of this matters and they are just going to be stuck where they are and there is nothing to do about any of this.

 

2) Small sample size, not enough angles to actually raise someone a popularity point.

 

3) Characters aren't able to gain popularity if their popularity is already more than that of the company they work for?

 

4) A character can't gain popularity when they rated on "passive" things like menace, they can't only improve the angle grade if other people are rated on other things.

 

5) I don't think it's because the broadcaster is "small", because I'm running the shows in the region. Unless again it's not possible for a character with 61 popularity to gain anymore because the company is only at 55.

 

And....those are the main things I'm looking at. I've played the 3 TEW versions before this and know there are a lot of changes to the way things are graded now which I'm happy about, I can change the buttons I press, I just want to know which ones I'm supposed to select. :) If that makes sense.

 

Thanks again to everyone who reads this and anyone who can give me any insight!

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While I'm not 100% sure, I think it's to do with the size of the company, yeah. Running events in my CV97 game with the Coastal Zone I've grabbed a few big stars for King of the Indies and it's notable that people with pop about 12 more than the company aren't getting pop boosts for beating even people about 12-15 more than that in great matches, while people at about the same level as the company's pop can get a good boost from beating people 5 points or so higher even in not quite so good matches. (Exact values no doubt change depending on stuff like momentum, maybe wrestling industry)
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The easiest thing I've found to get a worker over in an entertainment company is to set them as a manager for another worker (the "heater" role, if you will).

 

Hasn't that been nerved? I hired some managers with a part-time wrestling role for a HGC watcher game and several of them became stars practically overnight (well no but as early as a year which is insane :p).

 

I don't know how the game works, but spamming a worker in these menace roles should do very little from a logical perspective, compared to a sole appearance every week in a menace role. Honestly, even in the Attitude age I wouldn't like it if the card was full of Rock segments, even though they were great. Sure, the angle will be much better quality and it will somehow elevate the other workers involved, but it shouldn't do anything for the Rock, just because he appears 5 times in a night.

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It has everything to do with the size of the broadcaster you are on. There are limits to how popular a worker can get based off the broadcaster they are on.

 

Thank you for this answer.

 

I’m not sure if you, or anyone else, knows why the rate of losing popularity is greater than gaining for the same broadcaster?

 

In the example above, the champion didn’t gain any popularity for beating the challenger while the challenger lost popularity. They didn’t have a large gap between them, but it was big enough to lose popularity but not the other not gain it.

 

I’m not sure if I understand why a wrestler can’t gain popularity because the broadcaster is too small but the wrestler can lose it even if it’s the same broadcaster size.

 

I don’t believe every popularity point should be a one for one trade when wrestling because that can obviously be exploited, but it seems like a hard pill to swallow that my main event workers can only lose popularity and not gain it until I book ~100 shows in this case to jump a larger size to sign to a bigger broadcaster.

 

And again, maybe the answer here is just “there is a popularity cap on the worker” and it doesn’t matter what I do, but I’m thinking that’s not the answer because this is clearly just a broadcaster size issue.

 

Thanks again to everyone for reading and considering!

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Thank you for this answer.

 

I’m not sure if you, or anyone else, knows why the rate of losing popularity is greater than gaining for the same broadcaster?

 

In the example above, the champion didn’t gain any popularity for beating the challenger while the challenger lost popularity. They didn’t have a large gap between them, but it was big enough to lose popularity but not the other not gain it.

 

I’m not sure if I understand why a wrestler can’t gain popularity because the broadcaster is too small but the wrestler can lose it even if it’s the same broadcaster size.

 

I don’t believe every popularity point should be a one for one trade when wrestling because that can obviously be exploited, but it seems like a hard pill to swallow that my main event workers can only lose popularity and not gain it until I book ~100 shows in this case to jump a larger size to sign to a bigger broadcaster.

 

And again, maybe the answer here is just “there is a popularity cap on the worker” and it doesn’t matter what I do, but I’m thinking that’s not the answer because this is clearly just a broadcaster size issue.

 

Thanks again to everyone for reading and considering!

I doubt this will satisfy you, but the thing is that broadcaster size put a cap on how much a worker can become popular but not on how much he can lose pop. To be honest i'm not 100% sure, but i think that the game put the cap in place after all the calculations about popularity change, so the worker losing pop is not considered at all.

 

It's annoying thats for sure, but it's there to stop workers to become world wide superstars without being really seen by a lot of people.

 

And then we are just talking about a text based simulation game, i believe it does a pretty good job for what it is in simulating the wrestling world, but it has its limits.

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I doubt this will satisfy you, but the thing is that broadcaster size put a cap on how much a worker can become popular but not on how much he can lose pop. To be honest i'm not 100% sure, but i think that the game put the cap in place after all the calculations about popularity change, so the worker losing pop is not considered at all.

 

It's annoying thats for sure, but it's there to stop workers to become world wide superstars without being really seen by a lot of people.

 

And then we are just talking about a text based simulation game, i believe it does a pretty good job for what it is in simulating the wrestling world, but it has its limits.

 

Thank you for your response! It is helpful.

 

It does make sense overall to me; if a wrestler is not wrestling in front of many people, why should their popularity rise?

 

And I phrased this above so I don't want to beat it to death but if a wrestler is not wrestling in front of many people, why should their popularity drop due to a match result?

 

But I think the way I need to think about this, which is not how I used to think about TEW and that has led me down this path, is if my company has 55 overall popularity and my two wrestlers have 61 and 63 popularity, they have already achieved the maximum pop they can for that company at this point due to broadcaster size. The only place they can go is down until the company gets a better broadcasting deal. There is no point in trying to get your top guys any more over, or have a major star go over a major star because it won't benefit either of them, it will only hurt one.

 

I do think it creates a circular challenge when running a small popularity company though. Your workers need to gain popularity to put on better matches but are capped because of the broadcaster size which is tied to the company size which you can't raise because your shows don't get a high enough grade on because your workers can't gain more popularity to put on better matches because they are capped due to the broadcaster size...

 

This has made me realize something about TEW I'm not sure I would have been able to pinpoint before TEW2020, but I enjoy watching the progress of character's skills and popularity more than the progress of the size or popularity of the company. It doesn't feel as rewarding to me to sign a bigger broadcasting deal or rise up the Company Wars list than watching a character over achieve and gain popularity and skill they likely wouldn't have without my control. And I guess gaining popularity with the characters is possible, I just can't choose to do that first, I have to complete the broadcaster objective first.

 

Also, these are just my opinions. I am not an expert and have only put 25-50 hours into this so far, I feel I need to learn more about the game and how it works right now to enjoy it more (and if I have said or assumed anything incorrectly above in any of my posts, let me know). I will always love TEWs so please don't take this as plain negativity if it comes across that way on the internet.

 

Thanks again for reading.

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The above scenario was using the 1.29 patch, yes. But it is admittedly a small sample size so I was hoping others who had more hours with it had more answers.

 

There is a note that changes number of major stars and stars within a company, so you may have ‘too many’ depending on how much that is. How many major stars/stars have you got?

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="danyp92" data-cite="danyp92" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="52855" data-ipsquote-contentclass="forums_Topic"><div>i think that the game put the cap in place after all the calculations about popularity change, so the worker losing pop is not considered at all.</div></blockquote><p> </p><p> I think that's quite fair tbh. Exposure is a pretty big barrier. If you think people will randomly watch some video of your local pop online, you're in for a surprise. But if you lose in front of your limited audience, you'll lose pop in their eyes. It's the A* ceiling that just moves down to, for instance, D+. On the top card you'll tend to bleed pop where in the bottom you'll create it. It's a balance.</p><p> </p><p> People are looking to it more from a gameplay perspective, where growth is expected from the player and you feel bad if you don't get bigger immediately. People want the +1% feedback after each show. If you really want the specifics, you'll need to look into the exported data for the decimals he's gaining. 1% pop growth is a big deal when you're local. If that was the standard, you'd be swimming in regional promotions.</p>
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<p>Workers lose small amounts of popularity when they lose as a part of the normal function of the game. That part is a normal part of the game regardless of broadcaster size. </p><p> </p><p>

Note, they don’t always lose popularity, but often times the loser can lose a point or two of popularity— especially depending on their performance in the match.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Blackman" data-cite="Blackman" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="52855" data-ipsquote-contentclass="forums_Topic"><div>If you really want the specifics, you'll need to look into the exported data for the decimals he's gaining. 1% pop growth is a big deal when you're local. If that was the standard, you'd be swimming in regional promotions.</div></blockquote><p> </p><p> How do you export data to delve into the mechanics? Is that just creating the database file to be able to open it in access?</p>
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