|
Post by markrocker on Aug 5, 2021 12:12:25 GMT
The Tier/Hierarchy idea is a good one and can save you some time as you now can pick edits from each tier and not from the whole roster to book them for shows, and you can keep track of who has or hasn't been booked on each tier.
In FPR I made 500 male and female edits, and it's cool to have the variety, but it was an absolute headache having so many edits because when was I going to be able to use them all? So I came up with the idea of putting all the male edits in 4-man teams, and I had 4-on-4 matches all the time just for fun.
Now I want to have something simple with SPWBA. I'm currently thinking between keeping the 12 man roster for each division, or lowering it to 8, but I am attached to the originals I brought from FPR and coming up with 4 to remove is a bit difficult. I can think of 4 to permanently retire, but it's a bit heartbreaking because they all have a story in my head.
EDIT - I just thought of a way of not having to retire any of my older edits, and is to start the Grand division with edits that I originally created in VPW2, and they are exactly 8 from the 12 I re-created from FPR. So now, the Grand division will have an 8 man roster, and the Junior division will have 16. I like this idea better because this would be like the "main eventers" portion of my promotion, and having the same amount as lower carders kind of diminishes the whole Grand division concept.
|
|
|
Post by OrochiGeese on Aug 6, 2021 7:09:06 GMT
The Tier/Hierarchy idea is a good one and can save you some time as you now can pick edits from each tier and not from the whole roster to book them for shows, and you can keep track of who has or hasn't been booked on each tier. Yeah, booking was getting kind of confusing for me so I thought the list would help. So far it really has. Then I managed to think up an alternate version of an edit to book while looking at the list!! 🤦♂️ In FPR I made 500 male and female edits, and it's cool to have the variety, but it was an absolute headache having so many edits because when was I going to be able to use them all? So I came up with the idea of putting all the male edits in 4-man teams, and I had 4-on-4 matches all the time just for fun. Damn - that's a TON of edits!! I like the 4-man teams and general faction warfare. That keeps things interesting and I always felt multi-person matches in FPR went really well and hid some of the issues of 1 on 1 matches. Much less likely to get squashes since the RNG has time to even itself out if one guy goes on a run.
|
|
|
Post by markrocker on Aug 6, 2021 15:06:20 GMT
The way I could use the Tier/Hierarchy system is using the rank thing in the Skill submenu. All the edits in each division start at the lowest rank. For Grand I will use ranks S, A, and B. For Junior I will use C, D, and E. And the ranks are dynamic. I'll give each rank a point value range and edits go up or down the ranks by winning or losing matches.
For the Grand and Junior divisions I will do something similar. For example, the junior division will go from 0 to 30 points. Each win will be worth 3 points (4 points if the win is via Critical!). Any edit needs 30 points or more to be able to challenge the lowest ranked guy in the Grand division for his spot.
|
|
|
Post by OrochiGeese on Aug 6, 2021 20:29:00 GMT
The way I could use the Tier/Hierarchy system is using the rank thing in the Skill submenu. All the edits in each division start at the lowest rank. For Grand I will use ranks S, A, and B. For Junior I will use C, D, and E. And the ranks are dynamic. I'll give each rank a point value range and edits go up or down the ranks by winning or losing matches. This is a great idea!! 💡 I'm going to do that too. I haven't had a formal, fixed system for my in game edit rankings so connecting it to my own tier list makes a ton of sense 😎 Up to this point I've basically been doing: S = Legend at height of career on top of the promotion or uncommonly elite wrestlers/story characters. A = Current Champion or established Main Eventer. B = Rising Upper Midcarder. C = Midcarder. D = Rookie. E = Jobber. That system still makes sense to me but it would help a lot to connect it to my actual tier list. For the Grand and Junior divisions I will do something similar. For example, the junior division will go from 0 to 30 points. Each win will be worth 3 points (4 points if the win is via Critical!). Any edit needs 30 points or more to be able to challenge the lowest ranked guy in the Grand division for his spot. Also makes sense to tie it to actual points so that edits on a hot streak have a chance to go up a level. I used to have pretty good in game point hierarchies in FPR for each tier but somehow that got completely lost in FPW. It also seems like power wrestlers are much more effective in FPW than in FPR so that skews things. I have some 200 point main event technical juniors that can't always reliably beat 150 point midcard power wrestlers. The size disparity and impact of power moves can really skew point tiers.
|
|
|
Post by markrocker on Aug 6, 2021 22:17:35 GMT
Also makes sense to tie it to actual points so that edits on a hot streak have a chance to go up a level. I used to have pretty good in game point hierarchies in FPR for each tier but somehow that got completely lost in FPW. It also seems like power wrestlers are much more effective in FPW than in FPR so that skews things. I have some 200 point main event technical juniors that can't always reliably beat 150 point midcard power wrestlers. The size disparity and impact of power moves can really skew point tiers. For SPWBA I'm giving all of the edits the Vicious fight skill, Fighter as return skill, and Striking as Critical! ability. Since SPWBA is hybrid wrestling, I'm using the Vicious style because it mixes pro wrestling and MMA, and has a 50 for striking Critical! so all edits have the same chance, and what will make some difference is how they are developed in Skill and Parameters. I have been cloning pro wrestling moves, strikes, and submissions, and assigning them Striking as Critical! so they all fit into the whole MMA/Pro Wrestler deal. And it works well because a match can end with a German Suplex Critical!, a Backfist Critical!, or an Armbar Critical!.
|
|
|
Post by OrochiGeese on Aug 6, 2021 23:44:21 GMT
Vicious is such a fun fight skill to use for pro wrestling and MMA edits.
I like that you standardized things so that they all have the same CRITICAL! chance too.
I love those surprise back fist CRITICALS! especially when they send an opponent over the top rope!
I'm really impressed with the points and skill planning you are doing for your promotions.
My edits are kind of all over the place cause I didn't enforce the same tier system that I used to. As a result, I'm seeing too many low carders beating higher carders more consistently than I want. And if I change just a few parameters of an edit, it can then throw off their internal points ratio and mess up their balance.
I've just found that my edits and world in FPW are a lot harder to manage than in FPR but part of that is all the time and effort I continually put into FPR. With FPW it's not anywhere near as much consistent. That being said, I do think that my FPW edits put on better matches and I have a lot of reliable main eventers now.
|
|
|
Post by markrocker on Aug 7, 2021 1:58:28 GMT
Thanks. It's all with the intention of having standardized edits and a set of rules to follow in an attempt of having an easy way to make shows down the road. I fell off the wagon today and moved some of the new edits to a new pro wrestling promotion, and then I felt the urge to make new ones to replace the ones I moved from Junior. But I only made the appearance of an edit I used to have in FPR.
So now I have 12 in Junior instead of the 16 I had before I moved the ones that I feel don't fit well in SPWBA. I initially moved Cricket, Eelectrico, Izzie King, and Victor Lopez because I feel those are mostly comedy edits. Then I thought about making more to be part of a comedy pro wrestling promotion. Then I realized that is how I got to 500 edits in FPR and I said no way. SO I then moved Celestial, Rey Muerte, and Super Mask to join them. I'm OK with it being that way.
I'm in no rush to work with 3 promotions. I will start with SPWBA, and have a few SFS shows as well. The third one can wait.
|
|
|
Post by OrochiGeese on Aug 7, 2021 7:53:49 GMT
Thanks. It's all with the intention of having standardized edits and a set of rules to follow in an attempt of having an easy way to make shows down the road. Yeah, you start with a good plan so that all of the new edits can fit in well and shows are easier to do 😎 I fell off the wagon today and moved some of the new edits to a new pro wrestling promotion, and then I felt the urge to make new ones to replace the ones I moved from Junior. But I only made the appearance of an edit I used to have in FPR. So now I have 12 in Junior instead of the 16 I had before I moved the ones that I feel don't fit well in SPWBA. I initially moved Cricket, Eelectrico, Izzie King, and Victor Lopez because I feel those are mostly comedy edits. Then I thought about making more to be part of a comedy pro wrestling promotion. Then I realized that is how I got to 500 edits in FPR and I said no way. SO I then moved Celestial, Rey Muerte, and Super Mask to join them. I'm OK with it being that way. Sounds like you ended up finding a good compromise. But I know how you feel. I have a tendency to make new promotions sometimes when I see a pattern that edits are following. I made a ridiculous fourth promotion once. Ridiculous because I literally created it and booked a show for it as a swerve to lead people into a surprise about my main promotion. But even though I was initially in on my own joke, the joke started to get the better of me and I started to actually create legitimate edits for the new promotion! I basically worked myself on that one 😁 I still have the promotion around as canon/kayfabe rivals but haven't done anything with it. I also have a tendency to create new title divisions, new shows based around new title divisions, and new factions. I probably create new factions the most and also book their future. I have 4 future edits not even fully made yet who are part of an existing faction that, as of now, barely exists 😭 My imagination and long term booking plans run away with me sometimes 😁
|
|
|
Post by markrocker on Aug 7, 2021 12:29:20 GMT
It's just that there are some many options now with FPW. And when you think about things like move craft, parts craft, adding your own music, logos, everything, it get ridiculously distracting at times. I have been listening to music and suddenly thought about creating an idea based on a song that is playing.
|
|
|
Post by OrochiGeese on Aug 8, 2021 8:45:59 GMT
Yeah, that's exactly it. There are so many more options in FPW than we ever had in FPR. It causes every decision, from edit-building to e-fed development, to be so much harder to make.
Maybe I should start putting time limits on making the initial versions of edits 😁
|
|
|
Post by markrocker on Aug 8, 2021 16:30:45 GMT
Yes. Time limits sounds good. Also liked Lanky's method of creating an edit with only default moves. That speeds up the process, instead of thinking about moves you need to create for a specific edit. Get the basic part out of the way first. I will have to try that out.
|
|
|
Post by OrochiGeese on Aug 8, 2021 22:49:12 GMT
I decided that I needed to find a compromise that I could handle 😁
For news edits I will allow myself to:
- Create/modify moves for Finishers. - Use Workshop moves for Specials or for specific moves in the Moveset that I already have ideas for. (rather than scrolling through the literal 6700 moves I downloaded!) - Use default moves for everything else.
Use my standard Priority plan for everyone unless I have a specific idea for an edit. This is rather than spending hours thinking of differentiating edits and not making any actual progress.
My standard priorities are generally this:
Finisher -> Pin (unless the finisher is a submission and then the priority is usually Taunt -> Finisher) Specials -> Pin (same as above with submissions or autopins) C2C -> Pin Combo Clincher -> Pin/Sub or Taunt into Running move. Strike Exchange -> Taunt (early in match) Corner Move -> Pin
Just about all of my edits have the set-up above. Some also have:
Run Counter -> Pin Avalanche Counter -> Pin Tag moves -> Pin (if they are in a tag team)
If I use this template for new edits, I should be able to have them operational soon and putting on good matches. And then I can tweak them and differentiate them more down the line as I get new ideas.
|
|
|
Post by markrocker on Aug 9, 2021 1:54:12 GMT
I got sidetracked again today. I was messing around with the S-1 match type and I started using move craft to clone some moves and change their class to shoot fighting strike (I think thats the name), and you can use throws in S-1. I tried the overhead german suplex and the ref starts a 10-count every time. I also tried the german suplex but since that move ends in a pin, and there are no pins in S-1, the guy releases and the opponent immediately stands up dizzy. But then I removed the pin flag in move craft and the ref starts a 10-count after the german suplex is done. Did it with the final jumping powerbomb and removed the pin flag and the ref starts a count. Also tried the back switch, which works, but no back grapple moves or strikes can be done and the guy just pushed the opponent away. There is so much to try LOL. It is also possible to use MMA mount moves and the ref will ask the opponent if he gives up. You just need to clone the MMA takedowns and change the move type.
Anybody knows if when a pinning powerbomb causes a Critical! the ref counts 1-2-3, or the move is released?
EDIT - So I just gave it a try and while I was playing I got a pinning powerbomb Critical! and the ref counted 1-2-3. I guess the question now would be, will a COM controlled edit allow the ref to count after a pinning powerbomb Critical!?
|
|
|
Post by OrochiGeese on Aug 9, 2021 7:34:42 GMT
I got sidetracked again today. I was messing around with the S-1 match type and I started using move craft to clone some moves and change their class to shoot fighting strike (I think thats the name), and you can use throws in S-1. That is a really clever and productive plan, as far as getting sidetracked goes!! Really cool idea to allow grapples to be used in S-1 💡 Also tried the back switch, which works, but no back grapple moves or strikes can be done and the guy just pushed the opponent away. There is so much to try LOL. It is also possible to use MMA mount moves and the ref will ask the opponent if he gives up. You just need to clone the MMA takedowns and change the move type. I love screwing around with a game engine and seeing what's allowed 😁 Anybody knows if when a pinning powerbomb causes a Critical! the ref counts 1-2-3, or the move is released? EDIT - So I just gave it a try and while I was playing I got a pinning powerbomb Critical! and the ref counted 1-2-3. I guess the question now would be, will a COM controlled edit allow the ref to count after a pinning powerbomb Critical!? I actually had something REALLY weird happen last week with 2 CPU edits. I saw a powerbomb pin CRITICAL but the guy kicked out at 2...then laid in the CRITICAL! position. I kind of didn't remember that happening. It's peculiar that they don't kick out right away if they are going to kick out at all. Like why do it at 2 and not 3 or right away? I didn't understand it. Not sure if it was a glitch though so you may want to test more with CPU edits.
|
|
|
Post by markrocker on Aug 9, 2021 14:12:22 GMT
Thought about combining the hair whip with some sunning kick or knee.
In my case the guy was Critical!'d and the 3 count was made. I want to try it our with COM controlled edits. Hopefully it works in the ring. I know that in the dodecagon pins don't occur. I powerbomb a guy yesterday and sat there for a good 7 seconds and the ref just stood there watching, then I broke the pin and the guy was left there knocked out.
|
|