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Post by Love Wilcox on Mar 20, 2019 8:26:12 GMT
A couple of observations:
Edits losing their voice (LITERALLY). This has been happening to me on a semi frequent basis since the last patch but it may be a known issue? I’ll boot up World and sim a match only to find that one of the edits (typically in the player 2 slot but this could be coincidence?) is no longer using any of their voice samples. So I go check their moveset / voice settings and everything seems normal, I overwrite their data and then everything is fine for the rest of the play session. Weird.
Also, edits now tag out after reaching certain damage thresholds? Now they still tag out on a timer as per their logic but quite a few times I’ve seen edits with low tag % get tagged into a match, get hit with a big move (signature or finish) and then IMMEDIATELY tag out despite only having been in the ring for a very short time.
Anyone else notice either of these things?
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Post by DM_PSX on Mar 20, 2019 8:34:42 GMT
I've had the voice problem since release day. Especially on referees. It's very rare they have the correct voice. It's often the wrong gender. Sometimes wrestlers play the wrong voice samples too.
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Post by OrochiGeese on Mar 20, 2019 20:39:12 GMT
A couple of observations: Edits losing their voice (LITERALLY). This has been happening to me on a semi frequent basis since the last patch but it may be a known issue? I’ll boot up World and sim a match only to find that one of the edits (typically in the player 2 slot but this could be coincidence?) is no longer using any of their voice samples. So I go check their moveset / voice settings and everything seems normal, I overwrite their data and then everything is fine for the rest of the play session. Weird. I haven't noticed that but only because I've been primarily simming in the background with sound turned off. 🤫 Also, edits now tag out after reaching certain damage thresholds? Now they still tag out on a timer as per their logic but quite a few times I’ve seen edits with low tag % get tagged into a match, get hit with a big move (signature or finish) and then IMMEDIATELY tag out despite only having been in the ring for a very short time. Anyone else notice either of these things? I've been enjoying tag sims more over the past few weeks. But it's really hard for me to tell if I have been enjoying them cause I've started to lower my expectations for the tagging or if the tagging has been fixed a little so that damage is taken into account a little more than it was after the huge change favoring time. I'm still seeing WAY too many dropped priorities though on account of tagging out. That could be fixed by Spike without even changing the new touchwork system. All they have to do is "prioritize" finishing priorities over tagging out. It's not really that big of a deal in theory but perhaps its more complicated in practice. I think the more likely reason though is that they have just moved on to other things they want to do. In most cases, I absolutely hate seeing a wrestler get hit by a finisher and refuse to tag out only to then hit their own finisher 30 seconds later and immediately tag out then. For a quick "fighting spirit" spot (think Kawada getting hit by a Lariat, no-selling it, then hitting a Gamengiri) it could be cool but for that spot to work there can't be a lot of time elapsing between the two finishers. A lot of the time the spots are separated by like 2 or 3 unrelated moves so it just badly exposes the shortcomings of the new touchwork mechanic. That should never happen and can be fixed just by allowing the completion of priority logic to win out over tagging.
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Post by baronfreebird on Mar 20, 2019 22:12:19 GMT
Am I tripping or was there a front grapple European Uppercut B(that doesn't knock down) version? Could have sworn there was one.
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Post by Fuee on Mar 20, 2019 22:47:16 GMT
I don't think there was Sure you're not thinking of the strike exchange or combo versions?
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Post by LankyLefty17 on Mar 20, 2019 23:41:22 GMT
I'm still seeing WAY too many dropped priorities though on account of tagging out. That could be fixed by Spike without even changing the new touchwork system. All they have to do is "prioritize" finishing priorities over tagging out. It's not really that big of a deal in theory but perhaps its more complicated in practice. I think the more likely reason though is that they have just moved on to other things they want to do. In most cases, I absolutely hate seeing a wrestler get hit by a finisher and refuse to tag out only to then hit their own finisher 30 seconds later and immediately tag out then. For a quick "fighting spirit" spot (think Kawada getting hit by a Lariat, no-selling it, then hitting a Gamengiri) it could be cool but for that spot to work there can't be a lot of time elapsing between the two finishers. A lot of the time the spots are separated by like 2 or 3 unrelated moves so it just badly exposes the shortcomings of the new touchwork mechanic. That should never happen and can be fixed just by allowing the completion of priority logic to win out over tagging.
I seem to be seeing this more and more. I've been (relatively) fine with the tag changes but it is a bummer seeing guys tag out mid priority.
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Post by Love Wilcox on Mar 26, 2019 11:22:26 GMT
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Post by spencer24 on Apr 6, 2019 18:33:21 GMT
All of a sudden my game has stopped doing the Download when you open the game. It shows downloading 0000/3746 or however many I have, but then it just skips to the start game menu. As a result any new content I get from the workshop is not downloading.
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Post by Love Wilcox on Apr 6, 2019 20:01:37 GMT
All of a sudden my game has stopped doing the Download when you open the game. It shows downloading 0000/3746 or however many I have, but then it just skips to the start game menu. As a result any new content I get from the workshop is not downloading. Did you make sure Steam isn't in offline mode?
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Post by spencer24 on Apr 6, 2019 20:38:32 GMT
All of a sudden my game has stopped doing the Download when you open the game. It shows downloading 0000/3746 or however many I have, but then it just skips to the start game menu. As a result any new content I get from the workshop is not downloading. Did you make sure Steam isn't in offline mode? Thank you. It didn't appear to be exactly that, but it led me in the right direction. After switching to Offline mode and back onto Online a couple times it finally started working properly.
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Post by DM_PSX on Apr 6, 2019 22:00:32 GMT
All of a sudden my game has stopped doing the Download when you open the game. It shows downloading 0000/3746 or however many I have, but then it just skips to the start game menu. As a result any new content I get from the workshop is not downloading. Sometimes things like this happen when your DNS cache gets too old and has outdated entries. This is a list that maps domain names to actual server network ip address. Sometimes those addresses change and your cache links up the wrong names to the wrong server, and you get weird issues like this. You can open up a command prompt window and flush it. 1. Hit the windows key, then type 'cmd' and hit enter. This opens up a command prompt shell window. 2. enter the command 'ipconfig /flushdns' 3. enter the command 'exit'
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Post by Nth on Apr 25, 2019 3:05:54 GMT
New general fix patch just went live.
Patch notes:
Version2.07.6 Published Patch Notes [ONLINE] Fixed issue where application would freeze if host had a communication error after a match. Fixed issue where chat log would sometimes carry over when you changed rooms. Fixed issue where certain wrestler parts would sometimes not display on the wrestler select screen.
[FIRE PROMOTER] Fixed issue where application would crash if you tried adding new wrestlers to existing save data after renaming the SWA promotion. Fixed issue where, if a promotion went bankrupt, the previous month results for promotions below them on the list would not display properly.
[GENERAL] Fixed issue where application would sometimes crash when overwriting an edit wrestler with the move Corner European Uppercut.
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Post by OrochiGeese on Apr 25, 2019 3:41:22 GMT
[GENERAL] Fixed issue where application would sometimes crash when overwriting an edit wrestler with the move Corner European Uppercut. Wow, I didn't realize that occurred! That was like Spike's version of a "protected move" LOL. I imagine that any edit who kicked out from a pin after that move would automatically be deleted 😁
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Post by DM_PSX on Apr 29, 2019 20:55:39 GMT
Just a shower thought this morning.
I'd love to see the taunts where you point at your chin, and/or put out your chest out as options for your basic strike in the strike battle.
Hit me Hit me again Hit me AGAIN!@ LARIAT
Also, I spent a lot of time giving people priorities off tag team moves for the next show I am running, and they almost never fire off because it seems like it only works on the initiator of them move, and they need to be the legal man. So double team -> pin 100% gets to be really rare.
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Post by OrochiGeese on Apr 30, 2019 5:03:24 GMT
Just a shower thought this morning. I'd love to see the taunts where you point at your chin, and/or put out your chest out as options for your basic strike in the strike battle. Hit me Hit me again Hit me AGAIN!@ LARIAT Imagine if they could just give us ALL the taunts and ALL the strikes available!? It doesn't seem like such a ridiculous request either. It would open the game up so much. Especially if they allowed us to use different strikes for each of the turns. Like: Turn 1: Wrestler 1: Chop. Wrestler 2: Elbow Turn 2: Wrestler 1: Low kick. Wrestler 2: Middle kick And so on. Even allowing us to set percentages for which moves occur could be cool. Also, I spent a lot of time giving people priorities off tag team moves for the next show I am running, and they almost never fire off because it seems like it only works on the initiator of them move, and they need to be the legal man. So double team -> pin 100% gets to be really rare. Sigh, it really is rare. When it happens its magic but it rarely happens. I really wish that we could allow "tag priorities" (even if each edit only had like 1-2 of them) that allowed them to follow off their partner's move. One thing you can do is try to "stall" the person who isn't the initiator of the move so that the person who is the initiator at least has the chance to pin without their partner getting in the way first.
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