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Post by tvirusinfected on Nov 7, 2019 5:44:13 GMT
Good evening all,
Just wondering how you all keep your tag matches at a more manageable time frame when simming.
I have my ref moving fast and counting fast and recently lowered the interference time to the lowest, and I still has a 25 minute tag match.
I would like to run a fed where multi man matches are the build to feuds that end up in a one on one blow off (like new japan).
I don't have mods because I'm working on ps4.
I was thinking of making alternate versions with lower defense stats so that they would take damage quicker but that's a big work around. Am I missing something or is there no way to shorten tag matches?
As always your assistance is appreciated.
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Post by OrochiGeese on Nov 7, 2019 5:55:09 GMT
In addition to tweaking parameters, I suggest considering that you turn off rope breaks for two reasons:
1) Effectiveness: It clearly will allow more pins and submissions.
2) Psychology: So much of tag team wrestling is "cutting off the ring" and doing double-team moves. In real life, wrestlers actually know when they are going to finish a match and avoid rope breaks. Accidental rope breaks aren't a thing in actual pro wrestling absent a major botch. FPW gives us no such power. So if an edit just just pulled off an awesome double team spot near the corner and their partner is fighting the opponent off, it SUCKS to have a rope break kill the potential finish.
I turned rope breaks off for tag matches in FPR and I'm considering doing it again in FPW.
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Post by tvirusinfected on Nov 7, 2019 6:03:31 GMT
In addition to tweaking parameters, I suggest considering that you turn off rope breaks for two reasons: 1) Effectiveness: It clearly will allow more pins and submissions. 2) Psychology: So much of tag team wrestling is "cutting off the ring" and doing double-team moves. In real life, wrestlers actually know when they are going to finish a match and avoid rope breaks. Accidental rope breaks aren't a thing in actual pro wrestling absent a major botch. FPW gives us no such power. So if an edit just just pulled off an awesome double team spot near the corner and their partner is fighting the opponent off, it SUCKS to have a rope break kill the potential finish. I turned rope breaks off for tag matches in FPR and I'm considering doing it again in FPW. I had rope breaks off in FPR and I don't know why I didnt turn them off for FPW.. I will turn rope breaks off and that should improve all matches really. I would rather not adjust defensive parameters because as single wrestlers I would like them to survive for a bit... so any other tips would be appreciated However I may need to adjust the parameters for shorter tags. I may just have to face that eventuality.
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Post by Severla on Nov 7, 2019 7:56:18 GMT
There's a thread or two buried in General that addressed tag matches and their logic tweak ideas (which, surprisingly, is suggested to be dirt low Cooperation/Tagging even for actual Tag Teams).
Dedicated Tags are also suggested to simply have lower defenses to help the flow.
For Singles it's a harder topic.
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Post by dnmt on Nov 7, 2019 14:45:46 GMT
Long story short, it's not possible to have the NJPW-style 10-15 minute multi-man tags with the same edits that are made to go 15-20 minutes in a singles match.
I worked really, really hard on this, and there are ways to shorten match length, but overall it's not possible (on PS4) to replicate the NJPW booking style unless you have two different versions of edits, and EVEN THEN it's still possible for tags to go 20+ minutes with ease, let alone six- and eight-man tags, which can go up to 40 or longer.
The best way to have a short match is to keep all defensive parameters at 1 and crank up all offensive parameters, then throw on the Start Dash skill, then make the M damage section in CPU Logic pretty similar to the L Damage section. I have a handful of PS4 edits built like this, and they still put on long matches at times.
If you want an example, download my Satoshi Kojima, Hiroyoshi Tenzan, Yuji Nagata and Manabu Nakanishi. Then do a TenKoji vs. Nagata & Nakanishi tag. I got them down to maybe 15 minutes on average, but they occasionally go 20 to 30, even tho all 4 of these edits basically have 1's in every defensive parameter and Start Dash. I noticed no difference with Cut Play on or off, as it seemed like Cut Play with a lenient ref allowed more double team moves that did more overall damage to the edits involved, and kept the match length basically the same as the ones without Cut Play.
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Post by tvirusinfected on Nov 7, 2019 16:03:41 GMT
Thank you so much, it's good to know that others have tried to effect the length and that it seems kinda of a lost cause to work on it. This post saved me a lot of time. Thank you all for your assistance.
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Post by Love Wilcox on Nov 7, 2019 18:30:58 GMT
In addition to tweaking parameters, I suggest considering that you turn off rope breaks for two reasons: 1) Effectiveness: It clearly will allow more pins and submissions. 2) Psychology: So much of tag team wrestling is "cutting off the ring" and doing double-team moves. In real life, wrestlers actually know when they are going to finish a match and avoid rope breaks. Accidental rope breaks aren't a thing in actual pro wrestling absent a major botch. FPW gives us no such power. So if an edit just just pulled off an awesome double team spot near the corner and their partner is fighting the opponent off, it SUCKS to have a rope break kill the potential finish. I turned rope breaks off for tag matches in FPR and I'm considering doing it again in FPW.
To be honest I have rope breaks turned off period for this very reason. Functionally rope breaks work as they would in real wrestling but in terms of psychology, drama and storytelling rope breaks in FPW come nowhere near actual matches. If anything rope breaks in game ruin so many spots (highflying moves in particular) that I'd go as far to say that they're an active detriment to the quality of our sims.
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Post by invader3k on Nov 9, 2019 13:31:00 GMT
Another thing that can help is to turn Criticals to "High."
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