Total Extreme Wrestling 2016

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    • Habe nicht alles gelesen. Steht irgendwo auch was von verbessertem Auto-Booking? Was mich immer von TEW 2013 irgendwann ferngehalten hat war das zeitfressende Booking von Weeklys - da würde ich mir mehr Autopilot wünschen.
      "... we can't pass on feedback through customer support, the WWE 2K Discord has been created as a place to ... have meaningful conversations with others in the community"
      - 2K Kundenservice
    • @David Von Verbesserungen im Auto-Booking Bereich habe ich bisher leider noch nichts gehört ... mal sehen, ob da noch etwas kommt.

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      GDS Forum schrieb:

      Mar 24: National Battle Upgrade

      Rather than simply being a battle of the best event rating of the month, the national battle system now has a focus on star power within a roster. So, at the end of the month the game compares the 'draw' of the rosters involved and the company who has the most star-powered roster will come out on top. There is a special screen in your office that gives you an exact breakdown of how things currently stand.

      This better simulates the Monday Night Wars era, which was always about who had the bigger and hotter stars rather than being about who actually produced the best show that month, and more importantly makes clashes between giant companies much more of a long-term and strategic war - stealing top talent now becomes a much bigger deal and can have huge ramifications due to the 'swing' it can create (i.e. the company the worker left is losing some of their star power while simultaneously boosting their rival who he has joined), and developing new, hot stars (and then protecting them properly) also becomes key.

      This does not affect the regional battle system, which remains as it was. This therefore creates a key difference between them: regional battles are much more volatile, with constant changes in winners and losers, while national battles become a long-term war, with it being perfectly possible for one company to go many months (if not years) on top before being toppled when their rivals manage to finally steal that one top worker or develop that one white-hot superstar of their own. This therefore better simulates how the wrestling industry works.

      Mar 24: Pay Rise Requests

      For the first time in the series, employees can request pay rises without requiring an entirely new contract to be negotiated. The user has the option not only of accepting of refusing the offer, but also giving partial pay rises if he's trying to save a buck of two. This adds a new layer to the strategy of managing a locker room \ finances and eliminates the previous 'loophole' whereby a worker could get trapped on a much lower pay than he deserved thanks to being stuck in a lengthy deal.

      Mar 24: Toxic Workers

      Workers can now become embroiled in scandals of various sorts which, once publicly reported, cause them to become 'toxic' for several months and therefore virtually unemployable due to the popularity damage they'd do to anyone who chooses to have them on their roster. This can cause top stars to fall from grace and create major changes in the game world, as well as creating nice dilemmas for the player - whatcha gonna do when an iconic star turns out to be a racist, brother? (Probably fire him.)

      Mar 24: Psycho Complaints

      Workers classified as Psychopath style are now far less likely to complain about doing sick bumps or dangerous bouts, even if they have a conservative personality. However, to balance this out, older wrestlers are now more likely to switch from Psychopath to another, less intense, style to extend their career.

      Mar 24: More Backstage Incidents

      The number of possible backstage incidents has been massively increased in order to create more variety.

      Mar 24: Detailed Match Display

      Double clicking a segment in any of the 'historical' data screens (i.e. match histories, results, company histories, etc) now loads an expanded view which shows the details of the bout, including exactly who was in it - clicking on any of the workers loads their profile. This solves the occasional issue whereby the user doesn't know who is in a match because they're using an alternate identity or unusual tag team name.
      Some people want it to happen,
      some wish it would happen,
      others make it happen.
      - Michael Jordan
    • GDS Forum schrieb:


      Mar 25: Excursions

      To better simulate the way that the Japanese industry works, young workers can now leave on an excursion to a foreign area. This allows them to hone their skills in a different environment. These tours will usually be between 6 months and 2 years, after which they'll return home, often directly onto the roster of the company that sent them out. They automatically become open in the area they choose to go to. Excursions can be preset in the editor too. Youngsters on excursion are less picky about who they'll work for, allowing them a better chance of landing a job.

      Mar 25: Japanese Weight Split

      To better simulate the Japanese industry, and New Japan in particular, there is a new option that allows a defined split between junior and heavyweight wrestlers. This means that they will be book primarily against each other with little crossover between the two classes. This also creates something of a natural roster split, with the AI understanding that it needs to keep both weight classes filled properly.


      Mar 25: Movies Upgrade

      In previous games a worker who left to film a movie did so immediately. In TEW2016 he will give a warning, allowing the user to book around his upcoming hiatus.

      Mar 25: Sticky Window Position

      The game window is now 'sticky' in that it does not reposition itself at the end of each loading process, now only moving back to the center of the screen when accessing the main title splash screen.

      Mar 25: Post Segment Incidents

      There can now be fights or arguments that break out immediately following a match if one worker injures or hurts the other. These are reported via the road agent.

      Mar 25: Auto Area Opening

      If a worker appears for a company then he will automatically then have that company's home area open to him (if not already). For example, if someone tours Japan then they become automatically open for all Japanese companies to hire in the future. This allows loans, etc, to open up that worker to new careers and makes for a more dynamic game world.

      Mar 25: AI Takeovers

      AI companies can now try and take over struggling companies, just like the player can. To do this they must have spare cash, a ruthless owner, and for the purchase not to put them in financial trouble.

      Mar 25: National Battle Impact

      National battle wins and losses now cause a knock-on morale effect on the locker room for the remainder of that month. This helps signify how important the psychological effects of the battles are and ties in to the stories about how the real life Monday Night Wars were received.

      Mar 25: Classic Agers

      The ager section now contains a 'classic' option; these pictures will be used when a worker dies or when they are displayed in places like the Hall Of Immortals. This allows a more appropriate picture to be displayed rather than what otherwise may have been them in old age.

      Mar 25: Venue Opening & Closing Dates

      Venues \ locations can now be given specific opening and closing dates, the same way that items like companies can. This allows for better simulation of reality.

      NB: There'll be a bonus journal entry tomorrow in preparation for the final week.
      Ich rechne mittlerweile ja echt damit, dass das Spiel pünktlich zu WrestleMania erscheint. Würde mich echt freuen :)
      Some people want it to happen,
      some wish it would happen,
      others make it happen.
      - Michael Jordan
    • 100 weitere Neuerungen. Viel Spaß beim Lesen :D

      GDS Forum schrieb:

      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.

      --

      NB: A lot of people have been asking about the release date. To confirm, the FAQ is still accurate and the game is scheduled for some time in April or May. An actual release date will probably either be announced next Friday or the following week.
      Some people want it to happen,
      some wish it would happen,
      others make it happen.
      - Michael Jordan
    • GDS Forum schrieb:

      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 Types

      Owners now have types, being either Lifetime, Purchased (i.e. they bought their way into ownership of the company) or CEOs; each affect how long they will remain in power, whether they can be fired, and whether they can pass the company on to family members when they retire or die. This allows a variety of real world situations to be modelled correctly.

      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: Owner-Booker Tolerance

      Some owners like to also set themselves as the head booker. This is based on personality and booking skill. The tolerance level for this has now been lowered, meaning that more owners will choose to employ someone else to book. This opens up more job opportunities, which is useful for human players in particular.

      Mar 28: Owner Investments

      When owners take over a company they have the option of investing some of their personal wealth into it. This can help give a company a boost or ease them out of debt.

      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: Owner Defers Pay

      Owners can now opt to defer their pay if the company is struggling financially. This means they don't take the money owed them, lessening the monthly wage bill.

      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.

      ----

      Mar 29: Gimmicks Upgrade

      The entire gimmick system has been completely overhauled to be both more realistic and far easier to understand. Amongst the changes are gimmick life cycles that allow worker's gimmicks to peak and wane, and gimmick tweaks that allow the user to try and extend the lifespan of successful gimmicks by adjusting them slightly. The way gimmicks are rated has also been revamped, making it less of a lottery, and their impact on the game has also been redone.

      Mar 29: Preset Gimmick Settings

      Mod makers can now use the editor to preset not only a gimmick's rating but also how long of a lifespan it has left and how freshly it was altered.

      Mar 29: Gimmick Copying

      For realism, if a company assigns a gimmick to a worker and he is already using it in another company, the rating will be the same to reflect that it is already well known how well he performs it.

      Mar 29: AI Gimmicks

      In previous games the AI did not alter its workers' gimmicks when turning them, leading to a messy roster. This has been altered so that the AI will switch the gimmick accordingly.

      Mar 29: Manual Gimmick Changes

      As with turns, the user can now manually decide when a gimmick change is to take place (rather than it happening the next time they appear on screen). This gives the user a far greater degree of control, especially if the gimmick change is being done at the same time as a turn.

      Mar 29: Gimmick Changes With A Turn

      The 'too soon for a gimmick change' penalty previously made turns tricky, as logically just changing a gimmick also then precluded a turn for a few months (unless the gimmick could work with both dispositions). A turn now allows a gimmick change to happen without this penalty if done simultaneously, thus eliminating this annoyance and allowing the player to be more creative.

      Mar 29: Default Gimmick Auto Pass

      To improve the way gimmicks work, a worker's default gimmicks are now automatically considered to be appropriate for them, irrespective of whether their stats genuinely fulfil the criteria. This is especially useful for mod makers who no longer have to check each gimmick for each worker using them.

      Mar 29: Harder Non-Aggression Pacts
      Mar 29: Harder Working Agreements

      In previous games it was too easy for human-controlled smaller companies to get non-aggression or working agreements with larger AI-controlled companies who had no real incentive to agree. This acted as a sort of loophole as the user got lots of advantages but few, if any, disadvantages. The AI is now smarter about rejecting relationship requests that have no benefit to them.

      Mar 29: Alliance-Mate Pacts

      If a human-controlled company attempts to create a positive relationship with another company who are in the same alliance then the likelihood of it being accepted greatly increases. This adds another benefit to being in an alliance.

      Mar 29: Pact Switching

      In previous games there was no easy way of switching your relationship with another company without first ending the original, risking a war. This has been addressed by allowing the company to propose moving directly from one relationship type to another.

      Mar 29: AI Alliance Joining

      AI companies can now choose to apply to join alliances whenever they want to. Previously it was limited to when the user actively made offers. This makes a more dynamic game world.

      Mar 29: Preset Alliance Membership

      By request, mod makers can now preset certain companies to join specific alliances when they debut.

      Mar 29: Leaving Alliance Reaction

      In previous games a company could quit an alliance with few consequences; this has been changed so that the remaining members can get annoyed or even declare war at the betrayal.

      Mar 29: Monday Night Wars

      A national battle is now triggered with two rivals, not three, so that the real life Monday Night Wars can be simulated.
      Some people want it to happen,
      some wish it would happen,
      others make it happen.
      - Michael Jordan

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von One ()

    • GDS Forum schrieb:

      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.
      --

      David schrieb:

      Habe nicht alles gelesen. Steht irgendwo auch was von verbessertem Auto-Booking? Was mich immer von TEW 2013 irgendwann ferngehalten hat war das zeitfressende Booking von Weeklys - da würde ich mir mehr Autopilot wünschen.
      Heute ist wohl etwas für dich dabei ;)
      Some people want it to happen,
      some wish it would happen,
      others make it happen.
      - Michael Jordan

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von One ()

    • GDS Forum schrieb:

      Mar 31: Halls Of Fame

      Companies now have the option of having a custom Hall Of Fame for their most successful alumni. This works like the Hall Of Immortals except that the criteria to get inducted is much easier, with even some successful midcarders having a shot at getting in, and the scope being wider - whereas the HOI is for wrestlers only, the HOF is open to owners, head bookers, announcers, and referees too. Being in the HOF is almost entirely cosmetic, but is a nice extra feature. The HOF can be viewed via a company's profile (or via the office if the player is running the company). HOF inductions are also listed in a worker's title history.

      Mar 31: Hall Of Fame Overview

      The website has a link to a HOF overview that lists the current standings for all companies; this removes the need to visit each HOF individually.

      Mar 31: Hall Of Fame Induction

      The user has the option of both forcefully adding someone to a HOF, irrespective of merit, or forcing through anybody who has earned it but has yet to be inducted. As the HOF is primarily cosmetic, the user also has the option of adding people to other companies HOF if he wants to - this allows the player to recognise workers who were key to a company but may not have hit the criteria for whatever reason (for example, a worker like Jake Roberts who didn't win any titles but would clearly be a WWF\E Hall Of Famer - although the AI wouldn't induct him, the player could rectify that manually with ease).

      Mar 31: Free Picture Criteria

      An additional set of criteria have been added to the Free Pictures section, allowing them to be subdivided by looks, athleticism, etc.

      Mar 31: Last Booked Reminder

      On the booking screen there is now a 'last booked' reminder, making it easier for the player to book.

      Mar 31: Learning The Ropes

      There is now a limit on how much psychology a worker can learn on his own; to reach the higher levels it is imperative that they work with veterans in order to learn. This adds to the challenge of booking and also adds more realism.

      Mar 31: Expanded Hiring Preferences

      Owners now have expanded hiring preferences, allowing them to bias towards workers with great physiques, for example.

      Mar 31: Announcers Affect Angles

      In previous games announcers did not impact on angle ratings; now they do.

      Mar 31: Event Location Settings

      Events can now be 'locked' to take place in certain areas or regions.

      Mar 31: Name & Picture Narratives

      New narratives have been added that allow workers (name, short name and picture), companies (name, initials, logo, banner) and broadcasters (name and logo) to be altered mid-game.

      Mar 31: Enhanced Founding Dates

      Company founding dates can now be done with 'not before' and 'not after' controls, giving the mod maker a finer degree of control.

      Mar 31: Pre Set Morale

      Morale can now be preset via the editor.

      Mar 31: Popularity Absorbing

      When taking over a company there is now the option for the buyer to absorb the popularity of the victim as they are essentially taking over their fan base.

      Mar 31: Pre Set Absences

      Starting absences can be preset via the editor.

      Mar 31: Movie Stars

      Workers can now be set to be movie stars; if they are, they will occasionally go and film movies. This affects their popularity and contract expectations.

      Mar 31: Mentor Tips

      Mentors can now give their proteges tips, such as how to work better as a heel. This happens backstage and gives a small boost to the protege.

      Mar 31: MMA Hiatus

      Workers can now be set as MMA fighters and will take an occasional hiatus to train and fight. Their success of failure can impact their popularity.

      Mar 31: Colour Commentary Skill

      There is now a dedicated colour commentary stat. This makes the game more realistic and intuitive.

      Mar 31: Pre Set Power 500

      Previous Power 500 rankings can now be preset via the editor.

      Mar 31: Models
      Mar 31: Bodybuilders

      To be more realistic, models and bodybuilders are two new backgrounds that generated workers can have.

      Mar 31: Personal Finance

      Potential owners now have a personal finance stat that lists their wealth; this plays into their investments into a company.

      Mar 31: Worker Refuses To Sign

      To add a new twist to hirings, some workers may refuse to join a company if someone they hate is on the roster.

      Mar 31: Day By Day Finances

      In previous games a lot of financial items were calculated at the end of the month only; to be more realistic, almost all items are now calculated daily to make them easier to understand.

      Mar 31: Data Dump

      From the Options menu there is now the option of 'dumping' the current database into a custom MDB file that isn't password protected and has all the different variables and fields given appropriate names to make it easy to read. This allows those who like to play with databases the chance to fiddle around with reports and other features without running the risk of corrupting anything or having to wade through data that is obscure.

      Mar 31: Advertising Impacters

      If a company experiences \ does something that would get their advertisers nervous then this is noted; revenue may be reduced until the drama passes. This allows shameful events to have a very real effect on a company's finances.

      Mar 31: Game Region Breakdown

      To clarify things for users, the game world screen now specifies exactly how each region does in terms of spillover and what the exact amount is. This can be useful for planning expansions.

      Mar 31: Affairs

      Workers can now have affairs, with appropriate consequences if they get caught.

      Mar 31: Loyalty Improvement

      Loyal wrestlers now give slightly higher value to exclusive contract offers from companies that they already work for (unless there's a reason not to, like morale). This means that anyone trying to steal them has to add a little more to their offer, simulating the impact of their loyalty without making them unsignable.

      Mar 31: Importable Narratives

      Narratives can now be imported, which was previously unavailable.

      Mar 31: Pre Set Starting Loans

      Workers can be preset to start the game on loan via the editor.

      Mar 31: Website Mail & Decisions

      The website now has handy quick link to a worker's e-mail and decisions screens, eliminating some clicking.

      Mar 31: Musicians

      Workers can now be set to be well known musicians. If this is the case then they will sometimes go off on tour, much like movie stars and filming.

      Mar 31: Global Morale

      In previous games morale was linked only to the player who caused it (or experienced it); it has now been switched to be global, to make things more realistic. This stops workers magically forgetting all their frustrations and unhappiness just because someone new took charge.

      Mar 31: Top Workers

      The website now contains a subsection where workers can be viewed in terms of worldwide or area-by-area popularity.

      Mar 31: Auto Bio Fill

      The editor now features an auto fill button that allows the bio to be filled in immediately using the new organic bio feature. This helps save mod makers time.

      Mar 31: Dynamic External Relationships

      In previous games a worker's external relationship was static; it has now been made dynamic so they can date, get engaged, marry, etc.

      Mar 31: Tour Days Reset

      The days that an AI company tours on are now reset between tours, replacing the old system where they were fixed forever. This makes for a more dynamic game world and stops smaller companies that share workers either always losing or always avoiding losing people dependent on their own schedule.

      Mar 31: Pre Set TV Announcers

      Specific announcer teams can now be preset for specific TV shows.

      Mar 31: Property Of Benefits

      If owned by a media group or broadcaster, a company now benefits by having much easier Minimum Quality requirements when dealing with their parent for broadcasting contracts.

      Mar 31: Attendance Gradient

      Attendances are now calculated on a gradient rather than stepped, relating to the company's popularity. This is more realistic.

      Mar 31: Sponsorship Gradient

      Sponsorship money is now calculated on a gradient rather than stepped, meaning that as a company rises or falls in popularity they can expect their income to move in relation. This is more realistic and makes financial planning easier.

      Mar 31: Bankruptcy Leniency

      New companies now get extra leniency from bankruptcy; the extra time gives them a chance to establish themselves and leads to less companies having a very short lifespan.

      Mar 31: Daily Contract Payments

      Instead of written deals being paid in a lump sum at the end of the month, they are now paid daily instead. This makes the system far more accurate as a worker who joins or leaves midway through a month does not gain or lose a substantial amount of money that they shouldn't have. This also makes finances a lot clearer for the player.

      Mar 31: Regional Industry Effects

      In previous games the industry effects were only calculated in relation to the region the event was being held in. This has been altered so that each region covered is calculated separately.

      Mar 31: Booker Stability

      In previous games the AI head booker could only really lose his job is the company fell in size. Under the new system, a long period of inertia can result in him deciding to move on. This is more realistic and opens up more jobs for the human players as well as making the game world more dynamic.
      Some people want it to happen,
      some wish it would happen,
      others make it happen.
      - Michael Jordan
    • Das Problem beim Modding ist, dass man aufgrund der vielen Neuerungen nicht einfach eine TEW 2013-Datenbank importieren kann. Dort würden dann zB viele Probleme mit dem ganzen Broadcasting-System auftreten, da dort alles neu ist. Aus dem Grund haben die Modder wohl viel zu tun, da vieles komplettt neu erstellt werden muss.

      Die C-Verse ist die im Spiel enthaltene Standard-Datenbank. Diese hat der Entwickler erstellt und ist mit erfundenen Workern, Promotions, etc. bestückt. Sie wird von vielen Fans der TEW-Games extrem gemocht.
      Some people want it to happen,
      some wish it would happen,
      others make it happen.
      - Michael Jordan
    • Ich glaub es hat bei TEW 2013 gute 2 Jahre gedauert, bis mal ein vernünftiger Real World Mod erschienen ist und selbst der war nicht wirklich gut angepasst oder aktuell oder wie auch immer. Es gab afaik immer einen von Cpt. Charisma oder wie der heißt, aber der Kerl hat außer der WWE kaum was aktualisiert und die Werte waren da auch teilweise übertrieben. Wenn man jetzt mal schaut, was alles bei TEW 2016 dazukommen wird, kann das ganze nochmal so lange dauern. Es finden sich auch kaum Leute, die dazu bereit sind oder das Wissen haben geschweige denn das Spiel verstehen, um einen guten Real World Mod zu erstellen.
    • GDS Forum schrieb:

      That now concludes the developer's journal.

      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.

      There will be no standalone editor released. The editor is available in the trial however.
      Some people want it to happen,
      some wish it would happen,
      others make it happen.
      - Michael Jordan