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Post by Deleted on Sept 6, 2018 11:07:22 GMT
Yeah, people get reflexively annoyed if an edit has a high point total because they think it's like "pumping up your favorites" like a little kid would do. The community actively tries to teach newcomers that you dont have to have a 250 point Edit to have them put on solid matches in SIMs, and how to do more with less, and are having to battle it a bit more at the moment because Spike made the 4 cover-wrestlers extremely high points to be story-mode bosses, not good SIM AI. Having point bloat just to have it (and advertising it) is pretty much against the suggestion so it's being questioned. I'm a newcomer?
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Post by Deleted on Sept 6, 2018 11:15:59 GMT
Okay so now I am truly confused. I was basically being told I was crazy for having those edits at 250 and that no one would download them. So is it really that crazy for me to have Okada and Omega at 252, keep guys like Tanahashi, Naito and Suzuki where they are at (226, 224 and 207 respectively) while bumping someone like KUSHIDA (arguably one of the best juniors of all time) to 180? I'm not saying I am going to have the top 10 guys in NJPW at 250 and have ZSJ right at 230. I am just saying Okada is arguably the best wrestler of all time and him being at 250 isn't crazy if AJ is at 229. I wont say people didnt probably tell you that, but the jist of what some of us (myself, Maik) are doing is just pointing out that those shouldnt be the measuring sticks for the rest of your roster, and that they could likely be brought down to what Worm has and still be complete Main Event-scene beasts. The debate towards Cycklops has basically been that ("you dont have to be 250 points to do a 40m match"). Who said that you have to be 250 points to do a 40-minute match? You're making what's called "Strawman Arguments." Please learn about logical fallacies. And who told you that Okada is the only wrestler in Fire Pro History to have Reborn?
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Post by DakkoN on Sept 6, 2018 11:18:17 GMT
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Post by Deleted on Sept 6, 2018 11:57:48 GMT
[No. The match lasted 2 minutes because Bam Bam knew enough to hold on when mounted, wasn't finished by ground and pound when Kimo postured up, and ended up giving up his back and getting tapped. A person with a "1" would be like Art Jimmerson, who tapped as soon as he was taken down because he had no idea what he was doing, including how to even grapple or defend punches on the ground. To quote myself earlier about throwing Steamboat in an MMA match. "He would be a jabroni but he wouldn't be absolutely clueless." ... so, out of curiosity, what would you give Bigelow in both offense (of which he showed none) and defense? Because to me, he seemed absolutely clueless in a real fight against someone who has trained to be a professional fighter and not a showman. No, absolutely clueless would mean not even knowing how to defend position or hold on effectively, as Art Jimmerson did. That's why there are ratings like 2 or 3 as options instead of just 1. It was a worked sumo match, not an actual sumo bout. Using it as any kind of metric for Big Show, MMA Juggernaut would be counterintuitive. Otherwise, I'm not sure why you brought it up...[/quote] What we're discussing is that there are multiple other match types an edit may end up in in some rare circumstances. Not just MMA, but also things like Sumo, or comedy matches. And of course many others. That's been said several times. Once the opponent is down, the wrestler is going to follow their logic for large damage -> opponent down, which is going to be different than the beginning of the match. If they're set to pin, work the leg arm, etc., at that stage, then they'll do that. Sometimes they use a simple transition move like a bodyslam or (in Flair's case), a leg trip which is actually a weak grapple move. The latter one has the double benefit of being both accurate to how Flair wrestled and increasing the length of the match, which is the subject of the thread. And thus, yes, in some cases the wrestlers have medium or even weak grapple transition moves in large damage, and it helps the matches and is more accurate. So I would highly suggest that for OP or anyone making a Flair. Several posters in this thread only half-paid attention to the point and responded in a childish manner as a result. Not saying it's you, but there are definitely people who did. I'm not reliant on RNG, the "large damage down" or "near death" sections tell the wrestler what to do when the opponent is down in larger or critical damage. Sometimes Flair and Steamboat used simpler moves to put the opponent down. Anyway... The core of what you're actually saying is that only large damage grapple moves are supposed to be done in large damage. Your approach is clearly that the build in the match comes from the pre-programmed progression from small damage moves to large moves, and after that the wrestlers should just do large moves until one of them gets a win. That's why you said that it's "artificial," to do otherwise, and earlier, that essentially you don't think long matches can be done well. I actually agree with you. If you assume that, then you're right. And you wouldn't be able to have good long matches. But if you actually watch how Flair and Steamboat worked their long matches, they progressed the match by selling more over time, and in many cases used simple moves even late in the match. And having them do strong moves, but also continue with those weaker moves, causing them to eventually sell body part pain, kick out slower or be pinned by simple roll-ups, droop their arms etc., gives you the variety and long-term progress that makes 30 and 40-minute matches actually watchable, AND is more accurate to their style. Over the course of years of designing these wrestlers in this engine, this is the absolute best approach that I found and what I shared with the OP. I've played this game for a long time and I have good reasons for what I do. And I think anyone who reads what I'm saying should be able to tell that.
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Post by Deleted on Sept 6, 2018 12:14:56 GMT
You misread your guide. Before it was translated to the English name "Reborn" it was called "Neverending Spirit," and Riki Choshu had it. Now who was talking about "teaching newcomers" how to make edits?
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Post by Deleted on Sept 6, 2018 12:28:44 GMT
1) No, two 1-1 Params Edits would put on the exact same match as two 10-10 Params Edits. Damage is affected by the difference by their params, hence why we say 'lower offense and up defense for easy longer matches.' 2) The guide is still good, but general consensus just says '250 is high, like legend/god tier' status. Obv Spike made Okada and Kenny god-mode, boss-tier edits because they were the kings of 2017/early 2018. Remember they both have level 3 skills (Kenny has Do or Die, and Okada has Reborn. Okada is the ONLY WRESTLER EVER IN FIPRO HISTORY WITH REBORN. No, really, he is.) which bulk them up by 35 extra points. Even Tanahashi only has a Tier 2 skill and has lower skills to drop him by ~30 under those two. If we had a FiPro during God-Tier Tana's reign, he'd have likely been really high as well, same with Nakamura (who was 205 when he was 'super rookie'). That's the reason most people tend to drop down to 200 as a rough ceiling for 'normal main eventers.' Okay so now I am truly confused. I was basically being told I was crazy for having those edits at 250 and that no one would download them. I looked at LordWorm's stuff and he has the following: Bret Hart: 216 Daniel Bryan: 206 Shinsuke Nakamura: 203 Jushin Liger: 196 AJ Styles: 229 Pentagon Jr.: 196 Chris Jericho: 222 So is it really that crazy for me to have Okada and Omega at 252, keep guys like Tanahashi, Naito and Suzuki where they are at (226, 224 and 207 respectively) while bumping someone like KUSHIDA (arguably one of the best juniors of all time) to 180? I'm not saying I am going to have the top 10 guys in NJPW at 250 and have ZSJ right at 230. I am just saying Okada is arguably the best wrestler of all time and him being at 250 isn't crazy if AJ is at 229. What Severla is telling you is just flat-out wrong. Okada is not the only wrestler to have Reborn and most people who played since the Pre-English days know that.
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Post by pfadrian on Sept 6, 2018 12:59:29 GMT
Okay so now I am truly confused. I was basically being told I was crazy for having those edits at 250 and that no one would download them. I looked at LordWorm's stuff and he has the following: Bret Hart: 216 Daniel Bryan: 206 Shinsuke Nakamura: 203 Jushin Liger: 196 AJ Styles: 229 Pentagon Jr.: 196 Chris Jericho: 222 So is it really that crazy for me to have Okada and Omega at 252, keep guys like Tanahashi, Naito and Suzuki where they are at (226, 224 and 207 respectively) while bumping someone like KUSHIDA (arguably one of the best juniors of all time) to 180? I'm not saying I am going to have the top 10 guys in NJPW at 250 and have ZSJ right at 230. I am just saying Okada is arguably the best wrestler of all time and him being at 250 isn't crazy if AJ is at 229. What Severla is telling you is just flat-out wrong. Okada is not the only wrestler to have Reborn and most people who played since the Pre-English days know that. Wow, this thread has totally spun off course! An interesting debate though. People’s point ranges only matter so far as sharing CAWS. Which is also why people get argumentative about which editing approach gets taught to newcomerss, because they don’t want to have to deal with edits that don’t play nicely with their own THE SOLUTION? When sharing CAWS on Workshop, include point total (or notable skill ratings) in your summary. If I see a lot of edits well over 200 pts, I can know to pass on them.
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Post by DakkoN on Sept 6, 2018 13:34:43 GMT
You misread your guide. Before it was translated to the English name "Reborn" it was called "Neverending Spirit," and Riki Choshu had it. Now who was talking about "teaching newcomers" how to make edits? I wasn't the one who said anything about newcomers. You asked where he got his info and I linked you to Phil Parent's almanac that he's putting together. Even if it is incorrect, so it's TWO wrestlers out of literally a thousand. That doesn't mean just toss it on every Tom, Dick, and Harry for the sake of making matches longer. You can do that without having to give someone literally the most overpowered skill in the entire game. It sounds like your matches aren't long because of the logic and parameter settings. They're long because one of the wrestlers has fuckin' Reborn and nobody can put him down.. I also like how you said Severla was "flat-out wrong" when literally one sentence out of a paragraph and two answers was incorrect.
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Post by dnmt on Sept 6, 2018 14:13:21 GMT
I did end up lowering Omega and Okada slightly. Okada is at 250 and Omega at 248 lol. I am going to keep everyone else on scale with their game stats and what I found when looking at LordWorm's edits as well. There's going to be a tiny group of guys over 200 (those two, Tanahashi, Naito and Suzuki). That's it and no one else.
However, I did end up totally changing my move logic and put on two of the best Fire Pro matches I ever had.
Essentially, I went from having a larger spread of moves in each damage column to having less moves in each column but more diversity across columns. So instead of having the weak Elbow Butt at 12/12/12 or whatever, I have it at 0/8/10, as it is a weak move but is done much more in the middle to late stage of an NJPW match by Okada.
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Post by Severla on Sept 6, 2018 15:43:12 GMT
I did end up totally changing my move logic and put on two of the best Fire Pro matches I ever had. Happy to hear that you're still getting results you enjoy despite the slight cluster going on around your question The grapple variance can certainly work to keep some moves fresh, yeah.
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Post by pfadrian on Sept 6, 2018 15:59:30 GMT
I did end up lowering Omega and Okada slightly. Okada is at 250 and Omega at 248 lol. I am going to keep everyone else on scale with their game stats and what I found when looking at LordWorm's edits as well. There's going to be a tiny group of guys over 200 (those two, Tanahashi, Naito and Suzuki). That's it and no one else. However, I did end up totally changing my move logic and put on two of the best Fire Pro matches I ever had. Essentially, I went from having a larger spread of moves in each damage column to having less moves in each column but more diversity across columns. So instead of having the weak Elbow Butt at 12/12/12 or whatever, I have it at 0/8/10, as it is a weak move but is done much more in the middle to late stage of an NJPW match by Okada. Good call. I find move logic the best way to manipulate match length.
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Post by dnmt on Sept 6, 2018 16:05:09 GMT
I did end up totally changing my move logic and put on two of the best Fire Pro matches I ever had. Happy to hear that you're still getting results you enjoy despite the slight cluster going on around your question The grapple variance can certainly work to keep some moves fresh, yeah. Thanks. You guys did a good job showing me that having a ton of edits at 200+ might not be the best idea. Overall, I understand Okada and Omega at 250 and 248 are crazy anomalies. Is the scale for the rest of the guys a bad idea as well? Having Naito, Tanahashi around 220, Suzuki around 200, the next tier of guys (Goto, Ishii, Fale, Ibushi, Shibata) right around 180? Top Juniors prob at 170, mid carders around 150, lower midcards floating around 120, young lions around 80?
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Post by Severla on Sept 6, 2018 16:18:33 GMT
Overall, I understand Okada and Omega at 250 and 248 are crazy anomalies. Is the scale for the rest of the guys a bad idea as well? Having Naito, Tanahashi around 220, Suzuki around 200, the next tier of guys (Goto, Ishii, Fale, Ibushi, Shibata) right around 180? Top Juniors prob at 170, mid carders around 150, lower midcards floating around 120, young lions around 80? It's workable to leave them there, yeah. I havent scoped Naito, but I know Tana is basically only at 226 because he has Superstar. I dont know if his Logic is setup to where he's actually properly using it or not (wherein he should have prios to Taunt before hitting High Fly Flow or the Slingblade), but you could simply lower him to Finisher (keeping HFF strong) for an easy -10 to him. The others all fall into the standard point spread, so they're functional values to go off of, yes.
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Post by dnmt on Sept 6, 2018 16:24:09 GMT
Overall, I understand Okada and Omega at 250 and 248 are crazy anomalies. Is the scale for the rest of the guys a bad idea as well? Having Naito, Tanahashi around 220, Suzuki around 200, the next tier of guys (Goto, Ishii, Fale, Ibushi, Shibata) right around 180? Top Juniors prob at 170, mid carders around 150, lower midcards floating around 120, young lions around 80? It's workable to leave them there, yeah. I havent scoped Naito, but I know Tana is basically only at 226 because he has Superstar. I dont know if his Logic is setup to where he's actually properly using it or not (wherein he should have prios to Taunt before hitting High Fly Flow or the Slingblade), but you could simply lower him to Finisher (keeping HFF strong) for an easy -10 to him. The others all fall into the standard point spread, so they're functional values to go off of, yes. Awesome. I will keep that in mind when editing Tanahashi. Thanks for helping out as I appreciate the effort to give some guidance on what is going to work well. When thinking about it more I shouldn't want my edits to be completely incompatible as that seems silly, but luckily the default NJPW parameters aren't really that far off from what I was thinking. Some seem off (TAKA is higher than Juice and Elgin?) but overall the general outline is smooth. Thanks again for the advice!
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Post by Deleted on Sept 6, 2018 16:42:51 GMT
I wasn't the one who said anything about newcomers. You asked where he got his info and I linked you to Phil Parent's almanac that he's putting together. Even if it is incorrect, If I were you, I would consider listening to the person who I thought was a newcomer but who actually seems to know a lot of things about the history of the game that I don't. Alright, now let me teach you something, newcomer. Every skill and parameter exists to potentially give you results you want. If reborn makes matches unfun, unrealistic in length, repetitive, or something similar, then it shouldn't be used. If it allows you to increase someone's defense or results until it gets to what you want. Reborn can do that. Whether or not someone "used Reborn" (aka Neverending Spirit, newcomer), is not a judge on whether the edit works, but whether it gives desired results when it's used. So now you're half-reading what I say and then commenting on it without understanding just like you did that guide. Not good. That was actually one example just to jog your thoughts into reconsidering who might actually know more about the game.
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