View Full Version : Have stat progression done by ring time rather than work rate...
Kobe1724
03-10-2008, 11:04 PM
Everytime I play multiplayer with my friends they take young workers with high potential (normally their user characters) and have them fight like 9 one minute matches in a night. A week later the worker is practically 100% recovered but has gone up a ridiculous amount of points even though they've only had 9 minutes of ring time!
This is why using work rate as the measure of how much one progresses as opposed to ring time is such a bad idea. There is no incentive not to have your young worker wrestle 10 one minute matches against 5 different vet workers and then allow him/her to recover in stamina over the course of the next week and do it all again at the next show.
In addition to being cheap it doesn't even make sense to do progression that way soo... yeah that's my 2 cents and suggestion. ^_^
Kobe1724
03-12-2008, 10:22 AM
No word on this or is it just not something most people are interested in? ^_^
Derek B
03-12-2008, 10:31 AM
I was going to suggest getting friends who won't simply take advantage of a game mechanic for their own benefit but I thought that would sound rude. :)
soundsofsilver
03-12-2008, 12:30 PM
Absolutely a great idea, and something I've wanted to see for a long time given the nature of the game. Since you can theoretically book 60 matches in a 180 minute show, there needs to be some progressions based on how long the match is.
GDE71
03-12-2008, 06:18 PM
I think as long as you don't cheat the game, you don't cheat yourself.
However, I do think to gain skill from a match, a worker needs to work more than a minute or two
James Casey
03-12-2008, 06:44 PM
I was going to suggest getting friends who won't simply take advantage of a game mechanic for their own benefit but I thought that would sound rude. :)
To be honest, if I could be bothered to book the same guy ten times in one night I'd go for it with Sean Holmes (18 yr old with everything but Resilience) and Josh Jones (Dean Malenko in every way) in order to beef them up. It's a loophole, and one I don't particualrly mind about.
You can say they're only cheating themselves, or just remember that they're having less fun than you because they have to book those ten matches every show...
Remianen
03-13-2008, 12:06 AM
No word on this or is it just not something most people are interested in? ^_^
You're not looking at this from the right angle, in my view. You're only considering your own situation without taking into account the big picture.
Let's say Adam decides to code in a minimum match length for skill improvement (like the code that exists for angles). What's that length going to be? If it's 5 minutes, it's the same difference as one minute. So now you only get 20 matches per one hour show. Big whoop. If it's longer than 5 minutes, you run the risk of overexposing your low card workers ("Worker X was used far too much"). Also, you're only thinking about human players but how would that "ring time" requirement affect the AI? Now, minimum match lengths (you know, in the product area?) have to be adjusted for all promotions or else participants in 'minor' matches won't ever improve from these matches.
I agree with derek. Just because your friend likes to exploit loopholes to "win" doesn't mean the entire game's development mechanics should be changed to prevent your friend from doing so. Yes, it's possible for workers to get skill improvement from short matches. But I would imagine it's also tedious as all hell booking all of those short matches. Besides, what match length would you recommend that would prevent your friend from doing what he's doing but wouldn't require rebalancing the entire game to suit?
BuddyGarner
03-13-2008, 12:15 AM
The solution is to have skill improvement be based on total in-ring time rather than per match as OP suggested.
And the whole fixing loopholes, people should just avoid using loopholes, argument:
Fixing loopholes makes it more fun to find new loopholes.
Loopholes serve as a temptation for the user, that may hamper a short-sighted player's long term enjoyment.
Any player playing optimally will seek to use loopholes, the usage of loopholes may be less fun than strategy as intended.
People could use the loophole accidentally. Hey I'll have BLZ Bubb squash ten jobbers every night. The user does so and then he winds up with a super statted BLZ Bubb.
Rob4590
03-13-2008, 03:09 AM
The solution is to have skill improvement be based on total in-ring time rather than per match as OP suggested.
But you could also look at it in another way which contradicts this -
If you put a young worker in the ring with Ric Flair / Shawn Michaels / Undertaker (ie your top, very skilled workers) for 5 minutes, will he get more or less improvement than working in the ring for 15 minutes with Mark henry / Great Khali ?
Answer = almost certainly with Flair etc, even though the time in ring is much less.
Gigas
03-13-2008, 03:51 AM
But you could also look at it in another way which contradicts this -
If you put a young worker in the ring with Ric Flair / Shawn Michaels / Undertaker (ie your top, very skilled workers) for 5 minutes, will he get more or less improvement than working in the ring for 15 minutes with Mark henry / Great Khali ?
Answer = almost certainly with Flair etc, even though the time in ring is much less.
the great khali in a 15 minute match? rofl
djthefunkchris
03-13-2008, 04:25 AM
the great khali in a 15 minute match? rofl
Batista vs. Khali, Punjami Prison match. Been done, and was probably the best Match I seen with Khali in it.
Remianen
03-13-2008, 06:26 AM
The solution is to have skill improvement be based on total in-ring time rather than per match as OP suggested.
And the whole fixing loopholes, people should just avoid using loopholes, argument:
Fixing loopholes makes it more fun to find new loopholes.
Loopholes serve as a temptation for the user, that may hamper a short-sighted player's long term enjoyment.
Any player playing optimally will seek to use loopholes, the usage of loopholes may be less fun than strategy as intended.
People could use the loophole accidentally. Hey I'll have BLZ Bubb squash ten jobbers every night. The user does so and then he winds up with a super statted BLZ Bubb.
Again, you're looking at it from only one perspective (yours). But unless you're prepared to purchase 100,000 copies of TEW08, there are more perspectives that need to be considered.
I'd agree that every time a loophole is fixed, I love digging to find others. It's how I stumbled across the effect of looks based angles in 05 and how I found several of the loopholes in 07 that have been fixed since its release. But, most people don't feel or play that way. Most people aren't into "numbers" and "systems" and "cross-system relation" and the like.
I disagree with your assertion that any player playing optimally will seek to use loopholes. That's like saying every All-Star player in any sport looks to exploit the rules of their game. So every All-Star is tainted in some way? Playing optimally tends to uncover loopholes more consistently but it doesn't REQUIRE the use of said loopholes. And this is in EVERY game, from text sims to MMOs. I know of spots in DAoC where you can stand and mobs you pull will take an extra 5-8 seconds to close to melee. It's not an exploit because the mob CAN get to you but it is a loophole because you're standing on a node that the mob doesn't have a direct path to. So if I'm "playing optimally", I should be standing on these spots at all times by your estimation?
I'm hoping Adam steps up the correlation between opponent quality and skill increases with whatever changes have been made to development. Those 10 jobbers that BLZ Bubb squashes every night shouldn't gain very much because, well, BLZ Bubb is garbage in the ring. Now, if Steve Flash or Bryan Vessey or Yoshimi or Sean McFly were squashing them, that's a whole different story.
I just think it's insulting to believe that optimally playing players seek to use loopholes. I have a pretty good grasp of this game and I don't seek to use loopholes.
Blackman
03-13-2008, 07:52 AM
I failed to read the other replies, but I want to add that ring-time is nothing compared to the time they spend in the ring when they are in fact training and therefore shouldn't be considered a factor.
It's relatively ok the way it is right now, but it could use a overhaul, namely improving the 'natural gain'. But we already had the 'trainer' feature, perhaps this as well will change.
darthsiddus2
03-13-2008, 09:53 AM
its still early guys. there's always time to do tweaks on gameplay once beta tests are going on.
I failed to read the other replies, but I want to add that ring-time is nothing compared to the time they spend in the ring when they are in fact training and therefore shouldn't be considered a factor.
Think about WWE. Do you think that the wrestlers actually have time to hone their skills OUTSIDE of the ring? They're on the road so often, the most they can usually do is go to the gym to work out. Where are they going to find a wrestling ring in the middle of Arkansas?
The rest is a bit murky, but this is how I see it. They gain knowledge and skill from a more experienced and skilled wrestler that they're going to face on a show backstage. This is probably more psychology and that sort of stuff. In the ring, they'll notice something that the better wrestler does, and might try to work on doing that themselves to improve their skill set.
Maybe wrestlers who work once a month or something or who are still in a wrestling school can afford to learn outside of actually wrestling. But I don't think most wrestlers can.
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