FPW: Fórum de Pro Wrestling
EWR/TEW: Discussão Geral - Página 86 Novo


O FPW, Fórum de Pro Wrestling, é uma comunidade com mais de oito anos constituída por centenas de users cujo o assunto que os liga é o wrestling! Temos os últimos shows, PPV's, passatempos, debates, votações, e ainda uma vasta zona multimédia. Para teres acesso a tudo isto, só necessitas de te registar! Junta-te a nós.
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FPW: Fórum de Pro Wrestling
EWR/TEW: Discussão Geral - Página 86 Novo


O FPW, Fórum de Pro Wrestling, é uma comunidade com mais de oito anos constituída por centenas de users cujo o assunto que os liga é o wrestling! Temos os últimos shows, PPV's, passatempos, debates, votações, e ainda uma vasta zona multimédia. Para teres acesso a tudo isto, só necessitas de te registar! Junta-te a nós.
EWR/TEW: Discussão Geral - Página 86 Arrow_54_512

EWR/TEW: Discussão Geral

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EWR/TEW: Discussão Geral - Página 86 Empty Re: EWR/TEW: Discussão Geral

Mensagem por Chó Sex Mar 18 2016, 18:03

Court escreveu:Ah. Peço desculpa não esmiuçar mais esta página. Estava mesmo a ficar preocupado. Comecei imensas, procurando usar apenas o melhor de cada wrestler e eles teimam em dizer que não são interessantes.

[Tens de ter uma conta e sessão iniciada para poderes visualizar este link] o que modificaste concretamente?

Obrigado mesmo.
O pessoal que considero mesmo Main Eventer meti o mínimo de popularidade necessária acho que 79 nos USA, depois foi uma questão de ir vendo o que sacavam nas promos e combates e ajustar o que estava a mais e a menos nos atributos.
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Mensagem por Renato Sex Mar 18 2016, 20:51

Mais umas excelentes novidades para jogar nos Real World Updates.
Mar 18: Development \ Child Split

'Child' companies now have two defined types: Development Territory and Child Company.

A Child Company is how it functioned in TEW2013, basically being self reliant; it can hire its own talent whenever it needs.

A Development Territory is the new method and means that the company is essentially isolated. It cannot hire its own workers, instead being totally dependent on the parent company to stock its roster.

Using the latter option gives the user tighter control, as you're guaranteeing that the roster will only contain people that you want it to have. However, this does put the onus on you to keep an eye on the Dev Territory as if the roster gets too small it won't be able to hold shows and will have no way of dealing with that.

The user can swap between the two options whenever he wants, it's a one click change.

Mar 18: Control Of Development Upgrade

The user now has a much greater degree of control over all his child companies.

Via the new Child Companies button the user can access the following controls: Roster, Schedule, Product, Teams, Titles and TV Controls. In each case, these are almost identical to the version the user has access to for the parent company, meaning you can do the same actions for both. For example, the Schedule screen is literally exactly the same same, so everything you can do for the parent company (changing schedule, adding or modifying events, etc) you can do for the child company too.

There are also two new controls: Staff and Own Broadcaster.

Staff allows you to assign, replace or fire the owner and head booker of the child company. The user has total control of this area, so doesn't have to worry about the AI bringing in a new owner out of the blue - it will always be someone the user specifically went after. Own Broadcaster, as discussed earlier in the journal, allows a parent company that owns its own broadcaster to use it to give the child company air time.

These new options give the user a really fine degree of control over his or her child companies, basically being able to fine tune everything bar the actual booking of shows.

Mar 18: One Night Developmentals

Similar to the already-announced ability to hire a local worker to make a one night only appearance, players who have a development territory now also have the option of calling up any of the workers from there for a one night only appearance. This is done via the booking screen while putting together a show.

As with the Hire Local feature, this is a special one night deal that has them become available for the show and then disappear off the roster without any of the associated blocks or penalties on rehiring. The big advantage to this, as well as ease of use, is that bringing a developmental worker up for one night does not affect his status with the child company; i.e. he does not have to vacate titles, does not lose his contract, does not split up any teams, etc, etc.

This also, of course, helps simulate reality by allowing development workers to be brought up for try outs, to temporarily bulk out the roster if there have been injuries, etc.
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Mensagem por Renato Qua Mar 23 2016, 11:08

We'll do a themed day today; 10 things that directly affect your matches.

Mar 23: Cash Ins

To simulate 'cashing in' there are now Midway Addition and Late Addition road agent notes. These mean that the targetted worker does not wrestle the full match but instead appears either partway through or right before the finish. This obviously penalises their ring work somewhat as there were not fully involved.

These notes allow real world situations to be simulated without the need for a complex set of booking instructions. For example, if you wanted to model the last WrestleMania main event you'd actually book it as a three-way bout to begin with, but have Rollins set as a Late Addition; this way he can be involved only in the finish while the in-ring stuff is primarily handled by the other two. This saves you from having to go the messy route of having a singles match with a no contest ending followed immediately with a short three-way, which would potentially cause a lot of penalties and tank your show rating.

These notes also allow you to indulge your inner Teddy Long and have a singles bout spontaneously turn into a tag bout, simply by booking it as a tag match to begin with but having one partner from each team be listed as a Midway Addition. Again, this makes booking much cleaner as you're not having to make two separate bookings for what is essentially the same bout.

Mar 23: Keep It Simple

A new road agent note, this targets a specific worker and tells them to stick to the basics. This means that the worker has far less chance of botching anything, but naturally also gives a penalty to his ring work due to him being limited. This note is useful for building up green workers slowly or stopping clumsy workers crippling the rest of the roster.

Mar 23: Intentional DQ

A new road agent note, this allows a worker to intentionally get himself disqualified.

Mar 23: Intentional Count Out

A new road agent note, this allows a worker to intentionally get counted out.

Mar 23: Rage DQ

A new road agent note, this allows one worker to get disqualified because he went insane with rage, a la Ken Shamrock.

Mar 23: Eating Up

A selfish wrestler who is the far better worker in the match now has the option of using his advantage to take too much of the match himself, purposely 'eating up' his opponent and ruining the match slightly to make the opponent look worse. This may happen due to a quirk of his personality, because he was having a bad day, or because he just didn't like the other wrestler.

Mar 23: Make Not Break

The counterpoint to Eating Up, generous workers who are booked to win and are in the ring with an opponent who is weaker and lower down the card than them can now intentionally go out of their way to make the opponent look great in defeat, giving them an extra popularity boost and potentially creating a friendly relationship.

Mar 23: Enhanced Match Report Details

The match reports have been enhanced in two ways. Firstly, it can now contain comments on people being carried, who the MVPs were, etc. Secondly, individual performance levels are now noted by the road agent too. This allows the user to get a better sense of who is actually doing the work in a match and who is just coasting along.

Mar 23: Stunt Bumps

A companion note to the Crazy Bump, a Stunt Bump works the same way except that the bump is more controlled (and possibly gimmicked) and is therefore safer (but slightly less spectacular). This would cover, for example, when a guy gets tossed off the stage onto crash mats, with the padding quickly being removed before the cameras get there to give the illusion that it was much more dangerous than it really was.

Mar 23: Better Jobber Matches

By request, the penalty about "the fans were put off by a match between jobbers" no longer applies if the match is safely stowed away in a dark match.

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Mensagem por Colt Sex Mar 25 2016, 16:54

Tanto hype para o TEW. EWR/TEW: Discussão Geral - Página 86 1018958430
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Mensagem por Colt Dom Mar 27 2016, 00:47

Mar 26: Bits & Pieces (x100!)

With only a week of the journal to go we still have a huge amount of content to get through, so today's bonus entry is a run through of a massive 100 items. Yes, 100.

These are all entries that fell under the category of 'Bits & Pieces'; i.e. they're not game changers and they're not going to cause anyone to spontaneously break into their happy dance, but they're nice to have.

Because there's so many and I didn't want to spend my entire weekend writing, I've simply copied their title across from the "What's New In 2016?" feature from the game's title screen; I've only provided deeper explanations if the title isn't completely self explanatory. I'll apologise now for any spelling mistakes, as given that I've got an absolute ton of writing to do and no automatic spell checking available on this site, some are bound to slip through.

--

Move Level Separation: By request, a move's level (i.e. finisher, secondary finisher, etc) is now defined at the move set level, not within the move itself. This means, for example, that one person can have Choke Slam as their finisher while another can have it as a secondary finisher without the need to make two different moves with slightly different names.

Title Prestige Change: In previous games title prestige was tied directly to absolute match ratings; this made it extremely hard for smaller companies to reach or maintain high levels for any of their titles. This has now been altered so that it's based on match ratings relative to the size of the company.

AI Call Ups: In previous games the AI always called up workers from development; now it is more picky and can choose to ditch people who aren't up to scratch.

B Shows: In previous games the AI always tried for as many 'A' shows as possible and never went for 'B' levels. This could put a big strain on the main event crew. This has been altered so that the AI can now go for 'B' shows too.

Additional Backstage Rules: Some extra backstage rules have been added, giving the user more control over how strict or relaxed he wants to be.

More Walk Outs: The tolerance levels before an unhappy worker chooses to quit a company have been lowered. This leads to higher turnover and makes morale management more key.

Negative Morale Impact: Unhappy workers now get more of a morale penalty in matches, getting worse the more miserable they are. This makes it more important to keep a tight grip of the locker room.

Personality Changes Upgrade: Young workers who are being successful now become more big headed over time, basedon the size of their employer, etc. On the flip side, young workers who are stuck working tiny indy shows will become more humble.

Power 500 Filtering

Non-Wrestler Creative Control: In previous games there was a loophole where you could offer CC to a non-worker to lower his asking price, knowing that it would never actually impact you. This has been closed.

Small Company Turnover: Small companies have a higher turnover of workers, with more emphasis placed on workers choosing to go elsewhere due to disputes with management or because they've grown stale.

Manager Turnover: In previous games the AI had very low turnover of managers. This has been increased.

Quick Help For Sizes: Many users posted questions about what the worker sizes mean. To aid them, the details from the help file are now right next to the size menu, via a "?" button.

Ager Auto Naming: In the editor.

Company Wide Bonuses: By request, the user can now offer company wide bonuses rather than having to do it individually.

Weight Change Time: When a worker changes size the effects are no longer instant, they take time. This is more realistic. While changing size there are also extra effects to simulate the transition.

Ageing Popularity Loss Change: By request, the popularity loss suffered by workers who were past their prime has been vastly reduced.

Import Areas And Regions: To aid mod makers, area and regional settings can be imported.

Battle Royal Timings: The AI has been improved to know that not everyone in a battle royal type match is working the whole time and most are only in there for a short duration. This affects stamina and refusals.

Loyalty Mass Edit

Lifestyle Mass Edit: i.e. smoking, drinking, etc.

Popularity Maximum Filter: By request the user can now filter by maximum popularity as well as minimum.

Change Brand With Push: By request the user can now change a worker's brand at the same time as their push.

Stricter Loyalty: The loyalty feature has been made to apply more strictly to make it more realisitc.

Alliance Women Wrestling: Alliances now have criteria options for women's wrestling.

Storyline Usage: Previously when creating a storyline you could see who was already in one but not who wasn't; now you can.

Discovered Chemistry Filter: By request, the filter for discovered chemistry now allows a user to limit search results to only those workers who are currently on the roster.

HoI In Title History: A worker's title history now displays Hall Of Immortal entries.

No New Titles: By request, you can set a company to have no new titles during gameplay. This prevents them creating any, which may be useful for some mods and scenarios.

Injury Retirement Upgrade: When a worker will be retired by an injury they will now announce the retirement immediately, not wait until the injury 'heals'.

Battle Royal Ratings: The way battle royals are rated has been upgraded to be more realistic, with less emphasis on selling and psychology.

Tour Name Settings: By request, potential tour names can now be defined by company and time of year.

Search By Based: You can search by where a worker is based. This is useful for travel costs.

Wage Bill: In the finance screen there is an easy overview of what the likely monthly wage bill is going to be.

Pre Set Last Turn: You can preset when the last turn for a worker was via the editor.

Mass Edit Filter: There is now a filter on the mass editor screen, removing the need to go back one level each time.

Dormant TV Shows: You can now classify TV shows as dormant, meaning they are hidden from view on the various lists. This tidies things up and is more user friendly.

Title Filter: The filter options for title belts in the editor has been expanded.

No Gimmick Filter: You can now filter the editor by workers with a missing gimmick.

No Bio Filter: You can filter the editor by workers with an empty bio.

Scripted Promos Change: The scripted promos feature confused many users. It has been rewritten from scratch to be easier to understand.

Dark Storylines: By request, dark matches and angles no longer impact storylines as they are not seen by the majority of fans.

Title Prestige Penalty: By request, the penalty for low title prestige has been removed.

Mass Assign Move Sets: By request, the mass editor now allows workers to be automatically assigned move sets.

No Employment History Filter: You can now filter workers by not having any employment history.

Match Name Value Filter: You can filter matches by name value in the editor.

Agers For Retirement: You can now set agers that are specifically for when a worker retires (i.e. suited pictures).

Agers Save & continue: The agers section of the editor now has a Save & Continue button for ease of use.

AI Prioritise Own Venue: The AI has been altered to better prioritise the use of its own venue.

Last Used Analysis Upgrade: By request, the 'last used' part of the analysis screen now shows day and week as well as month and year.

Apply Agers Now: Via the mass editor you can now auto apply any valid agers to workers' default settings.

Angles Rated On Selling: By request angles can now be rated on selling.

Low Popularity Mechanics: The mechanics whereby a low-level worker appearing for a large company gets a popularity boost to bring him up to a minimum level have been overhauled to be more realistic and more powerful. This makes it easier to get an unknown rookie up to at least a viable opening match worker.

Increase Maximum Appearances: By request, the maximum number of appearances that can be offered in a contract have been substantially increased.

Alter Ego Everywhere But...: By request alter egos can now be applied 'everywhere but X', allowing the worker's default name to be their most famous identity and to have alter egos used when they worker anywhere but their most famous employer. i.e. you could have Undertaker as the character's default name, making him easier to find in searches, etc, and give him an alter ego for 'everywhere but WWE' to simulate the fact that if he ever left he couldn't take the gimmick with him.

Alter Ego Searching: Alter egos are now searchable in the editor by missing pictures and empty bios, the same as workers can be.

Short Contract Blocks: If a contract ends that was only ever for a small number of appearances or a short length of time the game will automatically recognise that it was not a proper full-time deal and therefore will not activate the traditional six month block on rehiring them. This allows better simulation of try-outs and short term deals.

Auto Reset Filters: Right clicking on a Filter \ Search button will automatically cause it to change to its default state.

International & Global Criteria: The requirements to reach the top two size levels have been refined to be more natural and a little stricter, making things more realistic.

Shortlist Auto Removal: Clicking to shortlist someone who is already shortlisted will now automatically give the option to reove them; previously this was limited only to certain screens.

Morale Notes With Names: When viewing a worker's morale pros and cons it will now give specific names when another person is involved. I.e. "Pleased about a hiring" is now "Pleased about the hiring of X".

Upcoming Changes: On the roster overview there is now the option of listing everybody who has an upcoming turn or gimmick change, making roster management a little easier.

Alliance Criteria View: Previously the user had to go to the editor to see an alliance's membership criteria; it is now listed on any alliance screen.

Walk Out Tolerance: The tolerance level before an unhappy worker will choose to walk out on a company is now lowered for those with a PPA deal as they have less reason to bother staying if they're unhappy and fewer obstacles to just heading home. This matches reality a lot better as it will increase the number of low-level indy workers who simply quietly disappear off a roster over time.

More Title Defences: The number of defences was capped at 255 in previous games. As one user managed to go past this limit, the cap has been raised significantly.

Downsides: For realism, smaller companies are no longer expected to offer downside agreements. This has the knock on effect of easing their financial burden.

Mass Edit Worker Popularity

Mass Edit For Companies: Includes various items.

Easier Comedy Matches: Comedy bouts in previous games were hard to pull off successfully. The way they are rated has now been altered to make it a lot easier, as well as being clearer as to what is expected.

Indy Show Off: Young rising indy stars are now more likely to put in extra effort in matches to try and attract attention.

Battle Royal Botches: The risk of botches is naturally lowered for battle royals due to their nature.

Gimmick Match Botches: The risk of botches in highly risky bouts like ladder matches is increased.

Battle Royal Perks: Being the runner up, iron man or having the most eliminations in a battle royal now count as minor victories; in previous games only the winner was seen as having any sort of success.

Match Report Modification: In previous games the match reports for smaller companies would almost always complain about the quality of wrestling or heat due to the fact that they would rarely have the talent to do better; the reports are now done relative to the company's size.

Contract Amount Round-Up: For visual appeal, in large AI contract offers the amount is rounded to the nearest hundred (or thousand if possible) rather than just to the nearest ten.

Title Vacation Stories: When the AI vacated a title due to a 'bad' champion or lack of challengers in previous games, no story or confirmation was created. To address this, news entries and web site stories have been added.

Mass Edit Injuries

Child Product: When controlling a parent company the user can now easily alter the product settings for any child company that he owns, with the AI understand that they're subservient to you. This allows the user to alter things like match ratios to better serve their needs.

Product Analysis Help: Some users were confused by some of the terms used in the product analysis screen; double-clicking a line of text will now generate a more detailed explanation.

Preset Backstage Rules: The backstage rules for a company can be preset via the editor.

Random Area Order: When the AI looks to add new companies to the game world it always does so in the traditional area order (USA, Canada, etc). This causes the areas further down the list to get an unfair bias against them. This has been addressed by making the area order random each time.

AI Pact Stories: Previously not every AI-led change in company relations generated a web story or new items; this has now been addressed.

Auto Delete Mail: By request, hitting Delete removes the currently viewed e-mail regardless of whether it has been ticked or not. This makes the e-mail system a lot more user friendly.

AI Contract Lengths: By request, AI contract length offers are now more random as before they had little, if any, variance.

Standardise Event Lengths: The user can now standardise all his event lengths in one click rather than having to do them all individually.

AI Firings Change: Small companies used to slavishly stick to their maximum roster size limits in previous games; this has been adjusted so that companies who have nobody with a downside won't start firing people because they have no reason to; unused workers don't cost them anything. This removes the annoyance of smaller companies constantly trimming their roster.

Minor Walk Out: If a bold worker is unhappy, but not seriously so, and has at least two other employers then he can now choose to walk out rather than stay with a company he doesn't enjoy being with. This adds realism and makes the game world more dynamic.

Graduate Debut Year: By request, when adding new dojo graduates their debut year is shown on screen, making it more user friendly.

Company Ranking Fairness: The ranking of companies was previously heavily biased towards areas that had a large number of regions. This system has been redesigned to remove this bias.

Minimum Quality Guide: In the editor, when making broadcast deals there is an on-screen guide to what the minimum quality setting would be under normal game conditions; this is more user friendly for the mod makers and removes the need to test it out in-game.

Expanded AI Teams: In previous games the AI would rarely have more than eight active teams; the maximum has now been increased for larger company, making for a more vibrant tag scene.

Era Sexuality Controls: Eras can now be used to alter the ratio of heterosexual, homosexual and bisexual workers being created or regenerated during gameplay.

Development Trainers: The user can now specifically tell a worker that you want to hire them to development to be a trainer, not a trainee; this gets round the issue whereby the worker would reject you because he didn't understand what you were trying to do.

Sensitivity To PPV Death: Eras can now be used to simulate a drop-off in PPV figures; the AI is sensitive to this change, and if it drops too low then they will start biasing towards other reveue sources like subscription-based models.

More Screwy AI Finishes: When running entertainment based companies the AI will now be far more likely to throw count out, DQ and no contest finishes into the mix, especially on TV. This leads to more realistic looking results.

Absence Removes Pay: When a worker is away (for example when filming a movie) the company will automatically pause their pay. This removes the unfairness of having to support a worker who is earning elsewhere.

Owner Bonus Block: The loophole whereby you could make your own boss happy by giving him a bonus (i.e. with his own money) has been closed.

Worker News Archive Change: The News Archive available directly from a worker's profile now automatically displays all years by default, not just the current year. This makes it more useful as it is unlikely that much will happen to any worker in a single year.

Mass Edit Positions: By request, the user now has the option of mass editing the vacation of owner, head booker and announcer positions rather than having to do it manually on a company by company basis.

Development Morale: The first time that a worker complains about being stuck in development is now a 'freebie' that does not generate a morale hit; this means the user at least has the time to address the problem before getting morale problems to deal with.

Que tenham paciência para ler tudo.
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EWR/TEW: Discussão Geral - Página 86 Empty Re: EWR/TEW: Discussão Geral

Mensagem por Renato Seg Mar 28 2016, 14:11

Mais umas quantas novidades no Journal de hoje. As que interessam mais:
Mar 28: Game Changers

A new series of random events known as 'game changers' have been added. These major events, which occur every 2-4 years usually, have a significant impact on certain workers or companies and thus, as the name suggests, change the entire course of the game. One example of a 'game changer' is a worker turning whistleblower to reveal hardcore steroid usage backstage to the press.

Mar 28: Owner Min & Max Sizes

Via the Business subscreen of the editor, workers can now be set to have minimum and maximum sizes for companies that they can take over as owner. This stops, for example, virtually unknown workers being handed the reins of power for gloval companies just because they have high skills.

Mar 28: Company Strategy

Companies can now be set to have a specific strategy, ranging from the traditional 'events and TV' model to being entirely dedicated to TV. This allows some idiosyncratic real world companies to be simulated better.

Mar 28: Scumbag Owners

If an owner of a sub-Cult company has a particularly ugly personality then he now falls under the heading of Scumbag Owner. Workers who get this categorisation - and they'd have to be pretty rotten people to do so - generate special incidents where they stiff employees on payments, do scummy behaviour like organise fraudulent kickstarter campaings, beat up rookies backstage, etc. They are also extra likely to develop bad relationships with their employees and have walk outs happen. This adds to the realism of the game.

Parece que isto irá sair lá para o fim de Abril, início de Maio.
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Mensagem por Fundertaker Seg Mar 28 2016, 19:18

Mar 28: Scumbag Owners

If an owner of a sub-Cult company has a particularly ugly personality then he now falls under the heading of Scumbag Owner. Workers who get this categorisation - and they'd have to be pretty rotten people to do so - generate special incidents where they stiff employees on payments, do scummy behaviour like organise fraudulent kickstarter campaings, beat up rookies backstage, etc. They are also extra likely to develop bad relationships with their employees and have walk outs happen. This adds to the realism of the game.

Finalmente podemos recriar a IWA-MS como deve ser! EWR/TEW: Discussão Geral - Página 86 789324
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Mensagem por Renato Qua Mar 30 2016, 20:47

Mar 30: Auto Booker

As a companion piece to the existing Assistant Booker, players now also have access to a full Auto Booker. This will create an entire show based upon the same code (with only mild alterations) that the AI uses when putting together its shows. This can be used for players who, for example, don't wish to book 'B' shows or have two TV shows a week and want to hand one off to the AI. The shows, once booked, can be edited by the player as they would if they'd booked it themselves, or can simply be re-run through the Auto Booker to create an entirely new one.

Mar 30: AI Angles Upgrade

In previous games the AI was limited to using three people per angles. This has now been expanded to six, allowing, for example, tag teams to interact properly.

Mar 30: AI Tournament Events

In previous games if a show had a tournament in it then that's all the AI would book. It can now put extra matches on to fill out the show if it's a small tournament. If the tournament is for a midcard title the AI is now smart enough to choose to put something else as the main event, having the finals in the semi-final spot instead, saving the show from potentially getting a bad grade.

Mar 30: AI Morale Impact

In previous games morale changes were only created for events in human-led companies. This has now been altered so that AI companies can create them too.

Mar 30: More AI Turnover

The AI now has increased turnover when it comes to midcard deadwood, increasing the dynamic nature of the game world and giving lower level wrestlers more of a chance of moving up the card in a natural fashion.

Mar 30: More Varied Reign Lengths

In previous games AI title reign lengths were quite static, always being in or around the same number of defences. More variety has now been added, with an emphasis on good champions reigning longer.

Mar 30: Better AI Expansion Planning

The AI that governs how companies go about gradually expanding has been enhanced to be more realistic, with companies now being more proactive about growth.

Mar 30: AI Loops

The AI has now been upgraded to be smarter about planning tours. This goes all the way from regional companies making more stops outside their home region to help grow to larger companies doing more realistic international tours where they stay in a foreign company for a few dates in a row. National tours, especially in the US, are also more geographically sensible in terms of what order the regions are visited.

Mar 30: More Mixed AI Booking

In previous games the AI would primarily book people of the same level of push together; this has been altered so that it can throw in more mixed pairings, for example to give squash matches. This makes AI booking more realistic.

Mar 30: AI Disposition Handling

The way that the AI handles turning people has been upgraded, with it only happening during shows now too. This includes smarter turning of tag teams.

Mar 30: AI Six Man Booking

In previous games six man teams were booked as if three individuals. This has been enhanced so that the AI will try and book it more as one individual and a tag team when appropriate. This makes AI booking more realistic.

Mar 30: More AI Angles

To mimic reality and human booking more closely, the AI will now use far more angles when booking, if appropriate. They can also use the same worker in more than one segment.

Mar 30: AI Booking Skill

The AI head booker's bookoing skill is now far more impactful, actively helping or hindering the match ratings and angles that he runs. This can lead to great bookers actively enhancing companies and leading them to glory, or bad bookers taking a promotion down.

Mar 30: Assistant Booking By Division

By request, the assistant booker can now take divisions into account.

Mar 30: Worker Profile Quick Jump
Mar 30: Company Profile Quick Jump


Both worker and company profiles now include a quick jump feature that allows you to 'jump' to see someone else's profile without having to close the window and find that person \ company in a list.

Mar 30: Employment Quick Tab

A fifth quick tab, Employment, has been added to all worker screens. It shows the worker's estimated value, whether they will negotiate with the user, and any relationships that exist with members of the user's existing roster. This is far more user friendly and takes a lot of guesswork and clicking away

Mar 30: Mask Log Enhancements

The existing mask history log has now been enhanced to include both unmaskings and head shavings and also notes who, if anybody, the mask or hair was lost to.

Mar 30: Victor Displays Mask Log

In previous games the log of mask changes was only referenced in the loser's profile; this has been altered so that the winner also shows them.

Mar 30: Preset Mask Log

Mod makers can now preset mask and hair histories to be displayed in a worker's title history section.
Gosto muito do primeiro ponto e das melhorias na IA.
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EWR/TEW: Discussão Geral - Página 86 Empty Re: EWR/TEW: Discussão Geral

Mensagem por Chó Qua Mar 30 2016, 21:06

Muitas mudanças nisto da AI o que era sem dúvida um dos pontos fracos do jogo.
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EWR/TEW: Discussão Geral - Página 86 Empty Re: EWR/TEW: Discussão Geral

Mensagem por Renato Sex Abr 01 2016, 09:58

Release Date

The trial \ public beta of TEW2016 will be released on Monday April 25th.

The trial will allow two months of gameplay per save game; i.e. you can start as many save games as you want, but only play two months with each. You can play in any year (so historical mods are eligible to be played) but only in the months of January and February. Save games can be continued with the full version of the game.

The full version of TEW2016 will be released on Monday May 2nd.

In both cases the release will be sometime between 4pm and 10pm GMT. A more accurate time will not be given. If you do not know how GMT relates to your own time zone I would suggest searching for a time conversion website, there are many easily and freely available.
E há muitas novidades destes últimos dias de "Developer's Journal", demasiadas para estar a copiar tudo.
[Tens de ter uma conta e sessão iniciada para poderes visualizar este link]
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Mensagem por Conteúdo patrocinado


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