Obviously if you're having a world title match main event you don't want it to end in 4 minutes. Much like you don't want jobbers to drag their matches on for half an hour. So far I've tweaked the referees' speeds and the actual game speed itself, but what are some other ways to make sure sims go either faster or slower?
Its all controlled by cpu logic and priorities, although referees help. I'm new to edit making and the reason I don't publish edits is because I'm not yet happy with my logic creation but it takes alot of practice and simming to perfect your preferred style - I go for match rating over length and favor a more sports based approach than a traditional booking approach. I want any edit to be able to have a good match, rather than the traditional jobber role.
I started with the guides on this forum, my preference is to use Spunks guide (Spunk's SCFL-themed mega-giant CPU Logic Guide) which is absolutely amazing as a one stop shop, but theres tons of old threads on here that give hints and tips - one of the best tips is having small moves still being used in large damage range for variety and to extend matches. The other guide thats fantastic is Denizen/Carlzillas (TheDenizen/Carlzilla's Original Edit Guide UPDATED for FPW) which I use mainly for personality (parameters/skills/special skills etc) - if your parameters and skills are overpowered than matches will be shorter. You will only really understand by reading as much as possible from the guides and trial and error but one other thing I have done is checked the e-fed forum, looked at efeders match results that go-long with good match ratings then downloaded their edits and studied the logic to see whats different to mine.
Personally I don't mind if a main event title match ends quicker than a mid card match - its about the edits involved. I actually prefer my workhorses to have the longer matches in the mid to upper mid card (20-25 minutes) and my main eventers are more your heavyweight brawlers who have shorter matches (10-15 minutes). Despite the difference in length of matches I care more that both styles regularly get over 90pct match ratings.
Post by wrasslinisreal on Dec 3, 2019 14:51:02 GMT
Many things can come into play. At the moment I am updating my Wrestle-1, All Japan and Noah edits. What is interesting is when you make edits based on real people/promotions you have some sort of reference point; you'll know how long a match should roughly last between 2 edits and more or less who should win. Even though it can get complicated I've found that the balance between offensive parameters vs defensive parameters and the % certain moves occur (finishers/specials/ moves that you want to end the bout) are the biggest factors. I'm sure everyone in this forum can tell you at length what can affect the match length (and each person would probably be right), but fundamentally I've found these 2 factors affect match length the most.
I agree that there are lots of factors that go into match lengths, and they all play off each other.
However, parameters can be an easy way to influence match times since they directly deal with how much damage an edit gives/takes. Lowering offensive parameters and increasing defensive parameters will go a long way to lengthening out matches. One approach can be going with the 1-10 off/def ratio, then adjusting down/up till you get the match lengths you want.
Ref movement and count speed is a huge factor. Take the same 2 guys put them in matches with fast mid and slow movement/counting ref and it will make drastic changes. It's also about how fast you get into large damage because that playing off of the ref will determine at what point the match is actually winnable. If you get into large damage in say 7 minutes a fast move/count ref means the match can pretty much end right around that 7 minutes. With a slow ref you can stay in large damage for a lot longer before getting a pin fall.
I generally use fast refs when I want a match to be short and slow ref for the long drawn out main events.