thelodger
JIM MINY
Building an efed
Posts: 63
|
Post by thelodger on Dec 4, 2018 14:44:50 GMT
I've apparently reached a ceiling in my edit making ability. I'm happy for the most part with the way they are simming, having matches that I personally find entertaining as I'm working on launching an honest-to-goodness efed, but I can't seem to get over the high 80s in the Mecha Meltzer rating. Do you have any tips or suggestions for tweaks and adjustments that might get me over the hump? Thank you in advance.
|
|
|
Post by DM_PSX on Dec 4, 2018 14:49:49 GMT
I've apparently reached a ceiling in my edit making ability. I'm happy for the most part with the way they are simming, having matches that I personally find entertaining as I'm working on launching an honest-to-goodness efed, but I can't seem to get over the high 80s in the Mecha Meltzer rating. Do you have any tips or suggestions for tweaks and adjustments that might get me over the hump? Thank you in advance. Look at my advice in the “ukemi setting for balance” thread. This will give nice traditional matches that will often have the fans screaming in the last part.
|
|
|
Post by ligerbear on Dec 4, 2018 22:27:09 GMT
hmmm. my edits tend to get high 80s-90s usually and even the occasional 100. dont know if id be any particular help though. i mostly try to clean up the random sub wins
|
|
|
Post by pfadrian on Dec 5, 2018 23:43:00 GMT
I recently improved my match ratings dramatically by editing my logic, and some parameters, closer to how Spike edited the NJPW roster - overall, increasing big move percentages so they waste less energy and time on the small moves and spend more in the exciting back and forth. So, besides looking at the NJPW edit logic,
1. Are you using seconds? Because they can lower your match rating (match ratings uses a formula that includes the performance logic of your characters. Bringing in a low charisma character who doesn’t do much can cost points.
2. Is the venue you use right for the style of wrestlers? Apparently they aren’t all the same. One prefers strong style, another Lucha, where Big Garden and SCS are your American-Showtime Wrestling.
By improving my ratings, I mean where high ‘90’s to 100% is now my expectation, and standard.
|
|
|
Post by Brick9mm on Dec 6, 2018 0:41:01 GMT
A 100% rating means less than nothing when the system is less advanced than those found in the GBA games and KOC, even there your personal enjoyment means more than any number the game can spit out at you.
It's tied to a few things. I won't go into extensive detail as I'm far from an expert (couldn't be without looking at the code)
1. Wrestler rank, I believe. Charisma is tied to how loud the crowd pops sometimes but I don't think it's part of match rating. 2. The individual arena ratings. Big Garden Arena is the most lenient but I hear the Lucha arena's pretty damn lenient too. 3. Both wrestlers getting into Large damage. This is pretty simple. 4. Managers do effect ratings. I dunno why.
The game has many different rating systems as you can see by using the Mod Suite. Each arena has its own system and several levels of that system, in fact, basically establishing that "main event" wrestlers will be able to get 90%+ in their sleep.
So my advice to get higher ratings? Well, guaranteed higher ratings would be to build everyone to go 20 minutes and get into large at the 10 minute mark. Hell I'm sure that'd give you 100% every time. My actual advice; don't bother.
|
|
thelodger
JIM MINY
Building an efed
Posts: 63
|
Post by thelodger on Dec 6, 2018 15:00:30 GMT
I used DM_PSK's tips about utilizing the ukemi and it really does make a difference. I'm not married to the 100% or anything, I just noticed the matches weren't going as long and were pretty mild. I raised the Ukemi floor for all of my edits and it has improved the matches a lot, not just the MechaMeltzer score.
|
|
|
Post by DM_PSX on Dec 6, 2018 16:48:34 GMT
I used DM_PSK's tips about utilizing the ukemi and it really does make a difference. I'm not married to the 100% or anything, I just noticed the matches weren't going as long and were pretty mild. I raised the Ukemi floor for all of my edits and it has improved the matches a lot, not just the MechaMeltzer score. I've started turning down submission offense and raising submission defense so the heels can REALLY lay the beatdown during the heat. The medium damage period is short enough as it is. This helps it go the extra mile.
|
|
|
Post by Dawnbr3ak3r on Dec 6, 2018 17:03:06 GMT
I've been working on an Eddie Guerrero-like edit for the last week and she's got maybe a 5 in Stretch Offense. She's able to do the Torture Neck Crank Head Lock in Ground At Head Grapples deep into Late Damage since she's not pushing Spirit too hard. Her matches have averaged about 25 minutes game-time, compared to some of my other edits who are finishing matches in 15 to 18 minutes depending on who it is.
|
|
|
Post by DM_PSX on Dec 6, 2018 21:08:45 GMT
I've been working on an Eddie Guerrero-like edit for the last week and she's got maybe a 5 in Stretch Offense. She's able to do the Torture Neck Crank Head Lock in Ground At Head Grapples deep into Late Damage since she's not pushing Spirit too hard. Her matches have averaged about 25 minutes game-time, compared to some of my other edits who are finishing matches in 15 to 18 minutes depending on who it is. My edits are more old school heel like, and really like to make the babyface suffer with mean spirited submission holds. That lets me spam them to make up for not being able to hold them on for a long time, it also helps with the match rating because the babyface makes their big comeback, and some crowds (especially the lucha one) really like lots of holds. It covers both bases nicely, and it's just plain wrestling 101. Just to add to this; The whole point of a second in the first place is to make up for a lack of charisma on a wrestler and help them get heat. ALL seconds should have high charisma, or they aren't doing their job.
|
|
|
Post by pfadrian on Dec 9, 2018 2:08:31 GMT
On seconds: Yes, managers sometimes help offset less charismatic wrestlers, but they are also useful for storyline. They can give a heel an edge, allowing the face to have reason for losing; valets or managers also help branch out story paths.
AS FOR POINTS: The Match ratings calculation involves an average for each match participan. So throwing in another participant who’s usually low ranked and contributes little to nothing to the performance equation, will hurt your final rating.
|
|
|
Post by pfadrian on Dec 9, 2018 2:14:32 GMT
While match ratings are overrated, for people looking to improve their match flow and performances, it’s not a bad way to do it. If you’re getting 60s or 70s, the matches are probably lopsided or ending without enough offense from the losing wrestler. If that happens consistently with an edit, tweaking and testing until you’re getting high 90s-100 % is a good measure.
But just because a match doesn’t get into the 90s doesm’f mean The match wasn’f great. It’s great if you think it was.
|
|
rsws
JIM MINY
Posts: 66
|
Post by rsws on Dec 11, 2018 0:54:11 GMT
Turn down offensive params. I nerfed all of my edits' offensive stats, and now I'm consistently getting 90%+ with a good number of them.
|
|
|
Post by turrible666 on Dec 11, 2018 1:50:19 GMT
Typically, the longer a match is, the higher its rating is, so a quick, easy, kinda cheating way is simply to slow your referee down a little. You're more likely to get 2.9 counts on big moves that would end the match quickly with a fast ref that way, but don't overdo it. If the ref is too slow, you might never get a finish at all unless someone submits, gets CRITICALed, or hits a pinning move a foot away from the ref, and I'm sure the computerized rating will adore things like that, but it's pretty awful for actual human eyeballs. There's a very thin line between "epic match" and "I thought that stupid thing would never end," and you could get a match with a 100 rating that's impossible to actually watch if your referee does everything at the slowest speed. Keep the outside count sloooow though, (or turn it off) because I'm pretty sure every arena likes fighting on the outside.
Also, I don't remember if anyone's mentioned this, but setting the logic to keep using a lot of small and medium moves in higher damage situations helps, too. That way, it's not just constant match-ending moves nuking both wrestlers' health toward a short match.
Aside from just drawing out the match time, signature moves don't necessarily always have to be match-enders. Think Ric Flair chopping people while the crowd goes absolutely nuts for it. Got an edit with a devastating headbutt or a picture perfect dropkick? Throw an S on the sumbitch, and pop the crowd every time they use it.
|
|