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Post by kalomika on Aug 24, 2018 6:56:58 GMT
I'm not sure if this is just a whole new mechanic that would have to be developed, but selling in these games has been always pretty absent. Selling animations have never been a thing which is a huge draw back so maybe reaction time to performed moves where they can be groggy a bit after heavy moves start kicking it? They tend to sometimes get up too fast after receiving a heavy or medium move that should have them down for a bit. Sometimes the move vicitm gets up faster than the move executer so it sometimes kills the realism aspect some of us sim for.
Anything in regards to this issue I and a few have with the poor selling?
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Post by view619 on Aug 24, 2018 13:12:21 GMT
I'm not sure if this is just a whole new mechanic that would have to be developed, but selling in these games has been always pretty absent. Selling animations have never been a thing which is a huge draw back so maybe reaction time to performed moves where they can be groggy a bit after heavy moves start kicking it? They tend to sometimes get up too fast after receiving a heavy or medium move that should have them down for a bit. Sometimes the move vicitm gets up faster than the move executer so it sometimes kills the realism aspect some of us sim for. Anything in regards to this issue I and a few have with the poor selling? It's a game mechanic issue. You can't string multiple big moves on a recovering opponent. You need to work the various recovery states to get the selling that you want. Otherwise, it would be possible to lock the opponent into constant recovery loops. Once you understand the mechanic, it's no longer an issue; although the ai may still ignore the rules in Sims. I should probably create a guide on how down time works this weekend.
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Post by Deleted on Aug 24, 2018 14:49:34 GMT
I'm not sure if this is just a whole new mechanic that would have to be developed, but selling in these games has been always pretty absent. Selling animations have never been a thing which is a huge draw back so maybe reaction time to performed moves where they can be groggy a bit after heavy moves start kicking it? They tend to sometimes get up too fast after receiving a heavy or medium move that should have them down for a bit. Sometimes the move vicitm gets up faster than the move executer so it sometimes kills the realism aspect some of us sim for. Anything in regards to this issue I and a few have with the poor selling? It's a game mechanic issue. You can't string multiple big moves on a recovering opponent. You need to work the various recovery states to get the selling that you want. Otherwise, it would be possible to lock the opponent into constant recovery loops. Once you understand the mechanic, it's no longer an issue; although the ai may still ignore the rules in Sims. I should probably create a guide on how down time works this weekend.
I'd read it.
Even though I'm pretty sure I know how the mechanic works, I'd still give it a read just to see if I missed anything, or you had any tips I hadn't thought about.
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Post by Deleted on Aug 24, 2018 15:46:11 GMT
Has anyone requested a Mod for speed adjustment during a match?
This already exists.
Active Com Level Control in the patcher and use the HOME / END keys to change speed.
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Post by LankyLefty17 on Aug 24, 2018 17:41:11 GMT
I'm not sure if this is just a whole new mechanic that would have to be developed, but selling in these games has been always pretty absent. Selling animations have never been a thing which is a huge draw back so maybe reaction time to performed moves where they can be groggy a bit after heavy moves start kicking it? They tend to sometimes get up too fast after receiving a heavy or medium move that should have them down for a bit. Sometimes the move vicitm gets up faster than the move executer so it sometimes kills the realism aspect some of us sim for. Anything in regards to this issue I and a few have with the poor selling? It's a game mechanic issue. You can't string multiple big moves on a recovering opponent. You need to work the various recovery states to get the selling that you want. Otherwise, it would be possible to lock the opponent into constant recovery loops. Once you understand the mechanic, it's no longer an issue; although the ai may still ignore the rules in Sims. I should probably create a guide on how down time works this weekend. This would be really helpful.
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Post by craig1974 on Aug 25, 2018 23:36:20 GMT
A search engine. It gets laborious when you have 1000+ to sift through. For what purpose? For example: say I have a 1000 + edits and I want to use Terry Funk. Instead of sifting through the different promotions how about a search engine where you type in the wrestlers name and all versions of Terry Funk pop up in a sub menu and then you pick the one you want.
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Post by view619 on Aug 26, 2018 0:32:52 GMT
Understood.
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Post by Phil Parent on Aug 26, 2018 3:22:38 GMT
Way out there but...
And I don't even know how to explain this to you.
You know how in one of the GBA games you started with a small number of wrestlers and you had to unlock the others by beating them?
I'd like to be able to make my own scenario like that.
Pick the edits that are a part of it... pick the edits available from the start... then you pick one of these and the game tosses you in a match with one (or many) unlockables. Win and unlock the losers, and on to the the next match, lose and maybe lose the guy you were playing with? It could get harder as you go, with matches having more people in them,difficulty levels being higher etc...
In my personal scenario, I'd lock all the series defaults and keep only Vince McMahon unlocked. If people want to unlock the whole roster of the series, it's there!
Under the hood, I don't know how you'd set this up. Do Wrestler entries have a Visible flag or something like that? These could be off by default and turned on via conditional statement if the wrestler loses, so he shows up on the roster screen.
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Post by eggie25 on Aug 28, 2018 18:12:42 GMT
For those who find level 10 still too easy, would it be possible for you to create a mod which would randomly cancel out user standing grapple input every few grapples? Im trying to be creative here.
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Post by craziej2k on Aug 30, 2018 16:39:32 GMT
The mods suite has an option to disable match UI graphics but I was wondering is there a way to customise them? maybe use old FiPro graphics for nostalgic purposes for example. Also is the audio for criticals editable?
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Post by amsterDAN on Sept 1, 2018 3:28:55 GMT
Not sure this is at all feasible, but how about a mod that dramatically increases the likelihood a wrestler goes outside to fetch a weapon when the referee has been bumped? I love ref bumps (especially when a probable pinfall isn't counted), but it can be slightly disappointing when nobody does anything illegal to take advantage of the ref being down.
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Post by Deleted on Sept 1, 2018 3:32:22 GMT
that can be done.
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Post by cultofnash on Sept 2, 2018 23:14:57 GMT
Why do you play at CPU Levels less then 8? Hi Carl, I was wondering if you could enlighten me on the difference between CPU Levels at high and at low in regards to simming matches, I’ve had them at 5 yet you seem to be adamant that they’re at least set to 8. I’m new to the game so I have no clue the difference in wrestlers reactions. It would be much appreciated.
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Post by Deleted on Sept 3, 2018 4:25:13 GMT
Reaction time in grapples...I hate seeing them stand there not doing anything before a grapple command is registered. It's also even worse if you use the no-lockup mod.
I also find that anything below 7 pretty much disables the inch-to-the-ropes mechanic.
And since the test of strength bug is fixed, there's really not a huge reason use lower levels in World, as I think a lot of people used them simply to avoid the test of strength spam.
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Post by eggie25 on Sept 3, 2018 14:40:14 GMT
Reaction time in grapples...I hate seeing them stand there not doing anything before a grapple command is registered. It's also even worse if you use the no-lockup mod. I also find that anything below 7 pretty much disables the inch-to-the-ropes mechanic. And since the test of strength bug is fixed, there's really not a huge reason use lower levels in World, as I think a lot of people used them simply to avoid the test of strength spam. Would you be able to have a mod which randomly cancels out user grapple input for standing grapples? This could help make level 10 or any other level more difficult.
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