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Post by pfadrian on Dec 20, 2018 15:10:25 GMT
In their attempt to "fix" problem of tag team members not tagging out, the developers - with today's update - really screwed the pooch, causing wrestlers to continue tagging out no matter how low their touchwork and cooperation logic. Someone even tested a match with one wrestler's logic at 0 percent, and he still kept tagging in and out at the same rate, even after 30 minutes.
Just wanted to warn you. If you have an e-fed, you may want to avoid updating.
PS The mods don't work anymore, because of so many changes in the new update.
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Post by Timberwolf on Dec 20, 2018 15:20:32 GMT
That someone was me. I can confirm this.
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Post by LankyLefty17 on Dec 20, 2018 16:08:37 GMT
I dont agree that they broke the tag team logic, I'm actually enjoying what they did. And mods always break on any update. Modders always need to tweak things (some major some minor depending on the size of the update). Always good to just exercise patience right after a patch/DLC...
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Post by DM_PSX on Dec 20, 2018 19:29:36 GMT
In their attempt to "fix" problem of tag team members not tagging out, the developers - with today's update - really screwed the pooch, causing wrestlers to continue tagging out no matter how low their touchwork and cooperation logic. Someone even tested a match with one wrestler's logic at 0 percent, and he still kept tagging in and out at the same rate, even after 30 minutes. Just wanted to warn you. If you have an e-fed, you may want to avoid updating. PS The mods don't work anymore, because of so many changes in the new update. That sucks. I always use that slider to help with my characterization. Heel teams are supposed to make frequent tags, cut the ring off, and do lots of double teaming. The face teams have the star get his ass beat until the 11th hour when he makes a hot tag.
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Post by LankyLefty17 on Dec 20, 2018 19:35:26 GMT
EDIT (per Carl looking at the code): Touchwork has been re-defined. It now dictates the amount of time an edit goes before tagging (higher the number, the less time between tags) as opposes to whether or not they will tag. So a "0" will still see tags, but at longer lengths...
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Post by Timberwolf on Dec 20, 2018 22:00:02 GMT
Seems a longer run in on ref setting will help. Non legal worker stays in ring longer and therefore takes damage more quickly.
I'm now getting matches ranging from 18 minutes to 30 minutes. But typically in the low to mid 20s.
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Post by Zealot on Dec 20, 2018 22:13:32 GMT
Mods not being compatible is no surprise, but this touchwork stuff should be interesting. I shall test it out with some ref settings.
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Post by DM_PSX on Dec 20, 2018 22:14:21 GMT
*tearing up my guide * lol
I'm working on teams now, the results of my last 3 matches were surprising. Had my face stars tagging out constantly when they were set to never tag out until they had their heads kicked in.
Just like the dragging solution, it makes no sense how it's implemented. So now all tag matches play out like those fast paced spot fests, and not worked pro wrestling matches. The problem was that they weren't tagging when they should have, not that they weren't tagging enough.
But I can see how human players could get frustrated when they get stuck on the apron the whole match.
On a side note, the old issue of a wrestler coming in to help and deciding half way there to change their mind remains.
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Post by Timberwolf on Dec 20, 2018 22:28:28 GMT
Mods not being compatible is no surprise, but this touchwork stuff should be interesting. I shall test it out with some ref settings. Carl put out a test version in the discord.
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Post by Zealot on Dec 20, 2018 23:06:55 GMT
That's cool. I still have not messed with mods since the DLC dropped, but it's nice to see that is still going.
After a few sims with my fast ref Tapkar officiating for quick falls, tag teams with 90% touchwork are most definitely tagging frequently enough to get to almost 30 minutes every single time. The ratings are 85% and above though so quality is still there. I agree though that touchwork should probably be decreased a tad.
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Post by DM_PSX on Dec 21, 2018 18:19:36 GMT
I’ve had multiple apron moves in most of my tag matches now. They tag in and immediately apron move someone on the other team.
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Post by Blehschmidt on Dec 22, 2018 0:33:29 GMT
EDIT (per Carl looking at the code): Touchwork has been re-defined. It now dictates the amount of time an edit goes before tagging (higher the number, the less time between tags) as opposes to whether or not they will tag. So a "0" will still see tags, but at longer lengths...
This is confirmed?
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Post by Zealot on Dec 22, 2018 1:23:20 GMT
Considering the constant looks he gives to the skeleton of the game, I don't doubt Carl's findings. Pretty evident in sims so far where touchwork is at least 90% as I'm seeing at least 20 tags.
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Post by OrochiGeese on Dec 22, 2018 9:44:38 GMT
Tonight was the first time I had a chance to try out the update - specifically the changes to touchwork.
I.HATE.THIS.
& touch eww
The new update went beyond breaking tag team logic, it made a mockery of it.
Basing touchwork on time intervals rather than damage just destroyed tag matches for me.
This doesn't make any sense. First, tag psychology in pro wrestling operates off of damage (perceived damage, but damage) not off random intervals of time (apologies to Kevin Dunn). Secondly, the awful results of this are already ruining my matches and will continue to ruin them no matter what settings the edits have.
The old system had edits make tags only when they were damaged enough to do so. Now I'm seeing edits tag out at inopportune times because a random interval of time has passsed...even though they built momentum up against an edit or even cornered an edit who was going to make a hot tag (which is no longer even a term that makes sense in FPW).
Right before I typed this, I saw a 30 minute time limit match end with two tags by both teams IN THE LAST MINUTE. One tag happened about 29:00 and the other at 29:50...for BOTH teams.
The old system had edits break a move->pin priority just to make the hot tag but that was okay (at least understandable) because they were damaged. That big move wasn't seen as a match ender but as a momentum changer leading to the hot tag. Now, edits break a move->pin priority just because a random interval of time has passed. That is CRAZY.
This is one of the worst changes Spike has made to FPW and the entire Fire Pro series. I'm speechless.
The old team made a ton of mistakes but the new team just showed a painful misunderstanding of how FP tag matches are supposed to work. I hope we can get Spike to change things back.
There's no way to set touchwork logic now in a way that actually makes sense. All we can do is just assume that some edits need to be in the match longer before they probably get hurt enough to need to tag. But due to the RNG, there's no way to guarantee anything more than a correlation that lower touchwork will also mean more damage for that edit (and hence a logical tag out). At the very least, we can say that when they finally tag, maybe they'll be a bit fatigued in breath. But they could be dominating and winning 3-5 minutes worth of grapples, hit their finisher, then tag the F out. Any edit that we set to tag often with (high touchwork) is an edit we're setting up to look stupid in allowing them to botch more opportunities for them to win a match or even stay in the ring long enough to make an impact.
This really doesn't make sense. While good tag matches are still possible, that result will now occur independently of this setting. This setting will now be used to just stop edits from constantly tagging out and making frequent fools of themselves.
Tag matches had become my favorite part of FPW in the past few months.
Now it's like I'm watching a different game.
Maybe the next update for FPW will have edits base their move % on random intervals of time rather than opponent damage 🙄 I'll finally have that official "7 minute Ganso."
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Post by DM_PSX on Dec 22, 2018 9:59:01 GMT
Yeah I ran a stream tonight with my new teams and it was a complete disaster. Non stop tagging and apron moves (Hana, Firehawk, and Dawnbr3ak3r saw it all). It only make sense in terms of human players getting stuck on the apron with a partner who never tags out. In that case, it's a great change. For simming not so much.
Also, it's good at letting matches actually end. Before they'd all go to 40-60 minutes. Now all the wrestlers are tired out and it ends around 30, where it should.
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