TEW2013 Announced - Page 7 - Wrestling Forum : WWE, TNA, Debate League, Wrestling Videos, Women of Wrestling Forums
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Old 10-19-2012, 04:16 AM   #61 (permalink)
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Default Re: TEW2013 Announced

Seem like contracts has gotten a lot of changes/improvements
Quote:
#77-78: Contracts (Parts 5 and 6)

Today we will look at two more terms that are part of contract negotiations.

The first is intended push; as simple as it sounds, this guarantees an active wrestler that he'll have a minimum push for the duration of the deal. This ranges from Never Lower Than Main Eventer all the way down to Opener, and includes "Normal Push" (the default setting, means there is no guarantee). Obviously the higher the push you guarantee, the more attractive the offer.

The second is availability; this covers what shows a worker will be contracted for. The options are All Shows, PPV Only, Major TV Shows And Above and Everything Except House Shows. So if a worker was contracted for Major TV Shows And Above then he wouldn't be available for booking on 'B' shows or house shows. Again, the terms affect the attractiveness of the offer and are strictly enforced.

We will look at some more terms in the next entry.
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Old 10-22-2012, 06:35 AM   #62 (permalink)
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Default Re: TEW2013 Announced

Contracts (yet again, man updates for contracts much)
Quote:
#79-81: Contracts (Parts 7, 8 and 9)

As well as Creative Control, which was in previous games, there are now two other clauses that can be used as "sweeteners".

The first is Hiring Veto; as simple as it sounds, if a worker has this clause in his contract then he has the right to stop you making offers to anyone who he doesn't want in the promotion (this only applies to new signings, not re-signings).

The second is Auto Wage Match. If Worker X has this clause and Worker Y is signed to a deal of the same type for a higher wage, then Worker X's contract is automatically updated to match it.

Of course, both these clauses make the contract more attractive to the worker but sacrifice some of your control.

Another new part of contracts is the Non-Compete Clause, which is only available for written contracts. If a worker is under a non-compete clause then he cannot leave the company unless the contract expires or he is released; i.e. no matter how unhappy he gets, he is locked down to that promotion. Of course, as the worker has less freedom under a non-compete clause including one in negotiations makes the offer less attractive.

It is important to note that workers who are not under non-compete clause always have the option of handing in their notice if they get too unhappy - even if they are under a written deal. This is different to previous games where all a worker could do is request a release if he got too miserable.

#82: Sit Outs

Related to the previous entry, workers now have the ability to sit out their contracts if they are under a non-compete clause but are extremely unhappy. This means their is a stand-off - the worker will not turn up for any shows and so cannot be used, but as he is not working the company does not have to pay him. This then continues until the deal expires (or the company releases him). This is quite a rare occurrence though, and would only happen in extreme circumstances.
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Old 10-23-2012, 08:35 AM   #63 (permalink)
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Default Re: TEW2013 Announced

Battle Royal notes
Quote:
#83: Battle Royal Road Agent Notes

When booking battle royals, there are now four extra road agent notes to give you more control over how it unfolds. The four are:

Finalist: The worker makes it to the "final four".

Runner Up: The worker is the last person eliminated.

Most Eliminations: The worker eliminates more people than anyone else.

Iron Man: The worker lasts longer than anyone else.
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Old 10-24-2012, 07:24 AM   #64 (permalink)
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Default Re: TEW2013 Announced

Road agent notes
Quote:
#84-86: Road Agent Notes Improvements

Today we'll take a look at three time-saving improvements that have been made to the road agent notes section; all of them are relatively small, but will save you a lot of time in a section of the game you use a lot.

Firstly, they are now context sensitive; this means that road agent notes that don't make sense are left out of the selection entirely, meaning you have a smaller, more efficient list that therefore makes it easier to find what you need. For example, if you are running a standard singles match then you won't see the ladder match finishes, the cage match finishes, etc.

Secondly, the road agent notes are now in a large list box rather than a drop down menu. Again, this is a small change, but it does speed up the process as you can both see most of the list immediately and it means it takes one click, not two to get to what you want. Also, the list is now broken up with sub-headings to make it more logical and ordered.

Thirdly and finally, the simplest of the three changes - you can now double-click any road agent note to add it, rather than having to select it and then click on a button further across the screen. This simply speeds up the process (especially if you are doing multiple items).

Tomorrow we'll look at some of the new road agent notes that have been added.
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Old 10-25-2012, 09:48 AM   #65 (permalink)
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Default Re: TEW2013 Announced

New finishes
Quote:
#87-89: New Finishes

We will look at three of the new road agent notes today.

Injury Infliction: This means the match is stopped because one worker has beaten up another so badly that they have to be stretchered out.

Kayfabe Injury: This means that one of the worker's get injured during the match and so it has to be stopped (but he's just working the audience, the worker isn't really hurt).

Replacement Referee: The original referee gets knocked out near the end of the match and is replaced by the worker specified; he is then the referee for the finish.
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Old 10-25-2012, 03:07 PM   #66 (permalink)
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Default Re: TEW2013 Announced

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Originally Posted by Tinkerbell View Post
New finishes
You'd think that they would already have that in the game by now.
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Old 10-26-2012, 07:21 AM   #67 (permalink)
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Default Re: TEW2013 Announced

Limited involvement, manager client list & chemistry off
Quote:
#90: Limited Involvement Note

Another new road agent note is Limited Involvement; this indicates that a specific worker should have as little ring time as possible (obviously this can only be used in matches where there are enough partners or opponents to cover his or her 'absence'). As they are barely involved they have a much smaller impact on the match's final grade, are ineligible for certain penalties (such as those related to stamina, etc), cannot get injured, etc, etc, but also cannot gain as much popularity or momentum. There are also some penalties involved in using it to stop it being abused. This note therefore allows you to protect workers or hide glaring weaknesses.

#91: Manager Client List

On the Roster screen there is now a "Managing" button; this generates a pop-up that will show who that worker is currently the manager of. This is simply for ease of use, as in previous games you could only see who a worker's manager was, not the other way around.

#92: Turn Off Chemistry

You can now turn all chemistry-related features off via the Options menu if, for whatever reason, you don't believe chemistry exists in reality.
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Old 10-27-2012, 12:02 PM   #68 (permalink)
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Default Re: TEW2013 Announced

What turns people away from TEW and towards EWR? TEW is more for the people who want more control. I played the crap out of EWR when it first came out, but I spend most of my time, when playing these type of games, playing TEW. Just the amount of stuff you can do.

I always plan by booking the PPV, and working backwards.
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Old 10-27-2012, 03:32 PM   #69 (permalink)
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Default Re: TEW2013 Announced

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Originally Posted by shoe1985 View Post
What turns people away from TEW and towards EWR? TEW is more for the people who want more control. I played the crap out of EWR when it first came out, but I spend most of my time, when playing these type of games, playing TEW. Just the amount of stuff you can do.

I always plan by booking the PPV, and working backwards.
TEW does give you so much more control, but it takes quite a while to progress and book shows. It does in TEW 05 anyways, I haven't played any of the others.

I'm seriously tempted to give TEW2013 a whirl though when it comes out. Most of these features sound great.
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Old 10-29-2012, 07:52 AM   #70 (permalink)
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Default Re: TEW2013 Announced

Post Show speech
Quote:
#93: Post Show Speeches

After large events the user will have the option of giving a speech to the locker room. These speeches allow the user to single out between one and three workers who appeared on the show and give them specific praise (ranging from Given Some Encouragement to Praised For A Great Performance) or criticism (ranging from Told They Could Do Better to Ripped Into For Their Night's Work).

The choices go towards a worker's motivation. However, it is not simply a case of picking some praise and getting a boost. Firstly, the game keeps track of recent speeches, and it will normally take at least two or three positive comments to build up to a motivation boost. Secondly, some workers will actually get lazy if you're constantly praising them, and may need a few harsh words to keep them focussed. Thirdly, it is not only the workers you choose to comment on who are affected - if you praise one worker repeatedly, then someone who dislikes him may get annoyed that they're not also getting praised. Similarly, some workers may get upset if you haven't praised them in a while. It therefore requires some juggling to make sure you don't end up giving some people worse motivation.

You will get on-screen responses and notes to help you see and understand who is being affected by your speeches. Also, a history of previous speeches is available on-screen so that you can keep track of what you've done previously.

The feature is entirely optional and can therefore be skipped entirely if you wish.
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