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  #13921  
Unread 04-24-2012, 09:06 AM
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Remianen Remianen is offline
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Originally Posted by Harmor View Post
But, but ... excuse my ignorance here but why go through that hassle if you can just edit a guy in the editor to your liking? Am I missing something? I mean both is more or less cheating, right?
I think you're missing the point of it.

In previous games (when I used this tactic actively), TEW had a really hard cap on certain things (overness/popularity being one of them). So let's say you start a game intending to push a worker to 'International Superstar' but then you find out their overness is capped at 45. You'd use this tactic to "bust" that cap so you could actually get the worker to the level you want. In previous games, this happened a lot with women (which is why I used it so much) because so many of them lacked star quality in large amounts (which led to their destiny rolls/caps being low).

As far as skills are concerned, I could see this being a valid tactic to "seed" the world with people whose performance skills aren't capped at a low level. As we know, the game world begins to collapse on itself when you get 15+ years in since people don't tend to have the performance skills to really support a thriving scene (mainly psychology is lacking). Think of how many new workers debut with basics under 50 and abysmal psychology. So, you take a few workers, give them a maximum potential skill level in basics, psych, safety, selling, consistency, and release them "into the wild".

Or, you can do something like Eidenhoek said.
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  #13922  
Unread 04-24-2012, 09:35 AM
jjohns44 jjohns44 is offline
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What am I doing wrong with gimmicks? When a worker has really bad momentum or a bad gimmick rating I try to freshen them up with something new and usually fit them with a gimmick that suits them as well as a gimmick that would be around their heel/face performance but more often than not when they change the gimmick it ends up getting a horrible rating and then the worker gets pissed for having a crappy gimmick and personally I don't feel it's all that crappy for them, it's not like I make them the Gobbly Gooker.
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  #13923  
Unread 04-24-2012, 10:26 AM
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Harmor Harmor is offline
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Quote:
Originally Posted by Remianen View Post
I think you're missing the point of it.

In previous games (when I used this tactic actively), TEW had a really hard cap on certain things (overness/popularity being one of them). So let's say you start a game intending to push a worker to 'International Superstar' but then you find out their overness is capped at 45. You'd use this tactic to "bust" that cap so you could actually get the worker to the level you want. In previous games, this happened a lot with women (which is why I used it so much) because so many of them lacked star quality in large amounts (which led to their destiny rolls/caps being low).

As far as skills are concerned, I could see this being a valid tactic to "seed" the world with people whose performance skills aren't capped at a low level. As we know, the game world begins to collapse on itself when you get 15+ years in since people don't tend to have the performance skills to really support a thriving scene (mainly psychology is lacking). Think of how many new workers debut with basics under 50 and abysmal psychology. So, you take a few workers, give them a maximum potential skill level in basics, psych, safety, selling, consistency, and release them "into the wild".

Or, you can do something like Eidenhoek said.
Gotcha - to follow your example, if I set the worker with the 45 overness cap to 100 overall in the editor, would the game (cause of the cap still at 45) reduce the guy again, say after a loss or so...?
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  #13924  
Unread 04-24-2012, 04:36 PM
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Quote:
Originally Posted by jjohns44 View Post
What am I doing wrong with gimmicks? When a worker has really bad momentum or a bad gimmick rating I try to freshen them up with something new and usually fit them with a gimmick that suits them as well as a gimmick that would be around their heel/face performance but more often than not when they change the gimmick it ends up getting a horrible rating and then the worker gets pissed for having a crappy gimmick and personally I don't feel it's all that crappy for them, it's not like I make them the Gobbly Gooker.
How often are you changing a gimmick for a single worker? Pretty sure you need to wait at least 6 months or the gimmick rating is going to tank anyways.
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  #13925  
Unread 04-24-2012, 05:28 PM
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Originally Posted by Harmor View Post
Gotcha - to follow your example, if I set the worker with the 45 overness cap to 100 overall in the editor, would the game (cause of the cap still at 45) reduce the guy again, say after a loss or so...?
No. The worker would lose overness after a loss, yes, but they'd probably never see 45 again. You see, once you get to a certain level of overness (I think it's 91.1%), you gain what's called an overness floor. It was a feature added to prevent people from jobbing popular workers to oblivion (i.e. 0 overness). I believe once you break 91, the floor is 60 or something.

But to bust the cap, you'd set their overness back to its original level. Then, once they pass whatever the floor is, they won't be able to fall too far beneath it.
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  #13926  
Unread 04-24-2012, 07:18 PM
jjohns44 jjohns44 is offline
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Quote:
Originally Posted by Jaysin View Post
How often are you changing a gimmick for a single worker? Pretty sure you need to wait at least 6 months or the gimmick rating is going to tank anyways.
Does the game predetermine when the wrestler started with the gimmick like how it predetermines a wrestler's last heel/face turn, I'm not sure how to find that out and it may be the cause of it.
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  #13927  
Unread 04-24-2012, 07:33 PM
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Quote:
Originally Posted by jjohns44 View Post
Does the game predetermine when the wrestler started with the gimmick like how it predetermines a wrestler's last heel/face turn, I'm not sure how to find that out and it may be the cause of it.
If you are trying to change the gimmick that a worker started the game with then it shouldn't penalize you for changing the gimmick to early, but when you change a gimmick then you have to wait a minimum of 6 months from the time you changed it before it can be changed again.

As far as penalties go there are penalties for switching to a gimmick that requires time off-screen, too early. Like if you pick say the Biker gimmick at the bottom of the gimmick change screen it will say "In order for this gimmick change to be properly effective the character must be kept of screen for X amount of days". If you pick a gimmick that has that and you put them on screen the next day the gimmick will bomb also. Another thing is if you assign a gimmick change on the same show a worker is set to turn it tends to get a lower rating also. Its better to turn the worker on one show, and then change their gimmick on the next show. I'm not sure but I also think the segment rating the gimmick change takes place in might have an effect on the rating of the new gimmick.
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  #13928  
Unread 04-25-2012, 02:20 AM
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Quote:
Originally Posted by jjohns44 View Post
Does the game predetermine when the wrestler started with the gimmick like how it predetermines a wrestler's last heel/face turn, I'm not sure how to find that out and it may be the cause of it.
If you click on the gimmick button on the worker's profile (the hat iirc) then at the top it tells you the current state of the gimmick (stale / stable / too soon to change etc) - so long as it doesn't say it's too soon, then you can safely change gimmick
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  #13929  
Unread 04-25-2012, 06:24 AM
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James Casey James Casey is offline
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It's one of the things I find annoying about the game - you can't easily have a worker turn and switch to a completely different gimmick in close succession. I understand why not, but it seems so difficult to improve a gimmick rating that the simulating a truly drastic character shift is virtually impossible.

It'd be nice to be able to have a slow-burn turn option, for things like CM Punk's conversion from straight edge face to straight edge cowardly cult leader - not to mention how big a penalty the game'd give for his switch last summer from New Nexus leader and JTTS to straight edge company MVP
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  #13930  
Unread 04-25-2012, 08:23 AM
jjohns44 jjohns44 is offline
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I think that is the problem, having the eye to switch when it is stale or keep it if its's stable despite how the gimmick rating is before trying to switch. The old if it aint broke adage. Another problem may be that running a show on the booking screen and going to the roster to switch a wrestler's gimmick and then having them debut it on that show may be a factor, even if the note says they can use it immediately.
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  #13931  
Unread 04-25-2012, 01:17 PM
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Quote:
Originally Posted by Remianen View Post
No. The worker would lose overness after a loss, yes, but they'd probably never see 45 again. You see, once you get to a certain level of overness (I think it's 91.1%), you gain what's called an overness floor. It was a feature added to prevent people from jobbing popular workers to oblivion (i.e. 0 overness). I believe once you break 91, the floor is 60 or something.

But to bust the cap, you'd set their overness back to its original level. Then, once they pass whatever the floor is, they won't be able to fall too far beneath it.
Dang never knew this, thanks a bunch.
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  #13932  
Unread 04-25-2012, 05:05 PM
emc4canes emc4canes is offline
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Hey all. New. Ish. So bear with me please. Couple questions.

1. Is momentum/overness related to the entire game world or to your promotion only? As in if it's whole world, I have a guy with C, then for this small company he's in, that's pretty much maxed out. Vs if it's in the promotion then he should be able to get to A.
2. With the Antidote Web as his finish, is there some sort of spider infatuation to Joey Poison? If so, was thinking of bringing him back, turning face, & team with Jett as Spiders on a Plane.
3. Had some others but can't recall at the moment. Be back when I do.

Thanks.
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  #13933  
Unread 04-25-2012, 05:09 PM
Super Nova Super Nova is offline
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Does post match and pre match affect rating?
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  #13934  
Unread 04-25-2012, 05:17 PM
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James Casey James Casey is offline
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1. Momentum is internal to the company. Overness is the same wherever - C is a C whether you're in MAW, SWF or WEXXV. As you say, though, a C is worth more in a smaller company than a bigger one.

2. There's a Japanese worker with a spider attached to his face, I think. Sort of a mask-but-not-really. Might even be called Spider something. As for Joey, I think it's just a Poison/Antidote thing.
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  #13935  
Unread 04-25-2012, 06:01 PM
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Quote:
Originally Posted by Super Nova View Post
Does post match and pre match affect rating?
Short answer: No.
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