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#201 |
Hey Mister!
Posts: 54,947
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Surfer Tatanka vs Biker Tatanka
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#202 |
Hey Mister!
Posts: 54,947
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ahahaha the ref can get busted open
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#203 | |
Hey Mister!
Posts: 54,947
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Quote:
Suicide dives not happening in simmed matches was one of the current issues, and BOOM spike takes care of it right away again. I fucking love this developer. Last edited by Fignuts; 07-21-2017 at 02:08 AM. |
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#204 |
Hey Mister!
Posts: 54,947
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RKO as a standing strike is fucking genius by the way.
If they lock up, you know it could be coming, but as a strike it could literally come OUTTA NOWHERE |
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#205 |
Hey Mister!
Posts: 54,947
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Tatanka has reached over 1,000 subscribers.
We did it, you guys. |
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#206 |
I am the cheese
Posts: 51,037
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*native American screeching*
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#207 |
Celestia's Left Hand
Posts: 17,359
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BUFFALO!
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#208 | |
Hey Mister!
Posts: 54,947
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Notes from the live twitter chat with director matsumoto
Quote:
Biggest downer is that asymetrical designs and gradients aren't happening. |
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#209 |
President of Freedonia
Posts: 58,167
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Finally went and got this. Have yet to play or even sim a match as I've just been on a downloading spree, up to around 300 so far. And I'm organizing like a madman as per usual.
Current WWE -Raw Faces -Raw Heels -SDL Faces -SDL Heels -NXT Faces -NXT Heels -UK (gonna move these guys to a proper British Indy fed once I download more edits) WWE HOF -1993-1999 -2000-2009 -2010-2017 -Legacy Wing (George Hackenschmidt motherfuckers!) Former WWE -Recent Alumni -Ruthless Aggression NJPW -Bullet Club -Chaos WCW -WCW Faces -WCW Heels -nWo -The Flock -Luchadores (set to neutral cause there really weren't any faces or heels in there) Longgggggggggg way to go but definitely itching to do some matches, might run a tourney tonight. |
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#210 |
Hey Mister!
Posts: 54,947
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Version 0.9003 was published today.
Please refer to the patch notes below. We have been watching the forums and are working to address the issues reported. We thank you for your patience and understanding as we continue to make improvements through Early Access. Please post patch-related comments to this thread this thread so that we may better track your feedback. [ONLINE MODE] Fixed issue preventing thumbnails from generating when uploading items to the Workshop. Can now select alternate wrestler costumes. [OFFLINE MENU] Fixed issue preventing you from assigning players with Tornado rules on in a Single Match, Tournament and League. Can now assign player to a slot before selecting wrestler. Can now press Start button to begin a match. Can now remove a wrestler from a slot by moving the cursor over a slot and pressing X (Xbox) / Square (PS4).. Can now clear all wrestler slots in a Single Match and Battle Royal by pressing Y ((Xbox) / Triangle (PS4). [EDIT MODE] Fixed issue where game would freeze if you deleted an edit wrestler created before a wrestler won a championship title, then tried to play a title match with the champion wrestler. Renamed moves now properly displayed on match result screen and CPU logic menu. Team Edit now properly recognizes wrestler weight class. Improved stability of Team Edit Mode. On the Moveset Edit/Move Rename menu, holding RB (Xbox) / R1 (PS4) speeds up the menu by 10x. Improved preview playback in Moveset Edit/Move Rename menu. CPU LOGIC Fixed CPU logic where a wrestler would taunt instead of performing a rope slingshot attack. Slightly increased CPU range of tolerance for diving attacks to outside the ring/slingshot attacks. [Rope Slingshot Outside the Ring][Running to Outside the Ring] attacks. Made setup action for diving attacks to outside the ring/slingshot attacks look more natural. Wrestlers no longer climb corner post unless they have an appropriate post move set. Fixed issue preventing wrestler from performing a diving attack from a corner post against an opponent dazed in the top or bottom corner. Fixed issue where a wrestler would attempt a run-up corner post attack against an opponent dazed in the top or bottom corner. Fixed issue where a wrestler would continue to hold a weapon between rounds if the weapon was held at the end of a round. [OTHER] ”Signature Move” changed to “Finishing Move,” (Noted by a “F”) “Favorite Moves” changed to “Signature Moves.” (Noted by an “S”) Fixed issue in Move List where Defense parameters were displayed instead of Offense parameters under Compatibility. Added “clean pause” and frame-by-frame playback function to Pause menu. Press Y (Xbox) / Triangle (PS4) to use. New Move Added corner-to center attack (BIG): Canadian Destroyer Move isn't coner-to-center, it's running corner. Also more of a Lucha whip than a destroyer. Volador Jr and Pentagon Jr use it, I believe SPOILER: show |
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#211 |
Hey Mister!
Posts: 54,947
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Already a few mods up at the arena. Blood mod that stops the blood on the mat from disappearing. Mod that allows for custom colors in ring editor instead of the 10 presets. Texture mod that allows you to change the logo on entrance nameplates.
Couple other ones. |
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#212 |
I am the cheese
Posts: 51,037
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Why are the patch notes covering PS4/XBONE?
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#213 |
Hey Mister!
Posts: 54,947
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A lot of people, myself included use an Xbox or ps4 controller to play.
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#214 |
Prince Of The Forum
Posts: 3,545
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I haven't seen anything referencing a Logo editor, Am I still to assume this is coming down the line since it was something that people loved using in Fire Pro
Well people who actually knew how to use it...me not so much, but I imagine with it being on PC and eventually PS4, image upload is possible. |
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#215 |
Hey Mister!
Posts: 54,947
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Still on the way. Incomplete version is already in the games code. Will have the image creator from fpr as well as image uploading.
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#216 |
Hey Mister!
Posts: 54,947
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So with custom entrance themes on the way, I'm assuming you won't be able to add them to downloaded edits. So begins the long process of copying around 1,000 edits.
Which I wanted to anyway, since the logic on a lot of these are shit. Not to mention overpowered. Bingo hall star like superdragon should not be 200+ and kicking the shit out of Yuji Nagata |
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#217 | |
Hey Mister!
Posts: 54,947
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One of the main guys modding world right now, on the subject of adding new moves through mods:
Quote:
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#218 |
Celestia's Left Hand
Posts: 17,359
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Is it really too much to ask for breakable tables and a ladder or two?
I am super pumped for post match possibilities. |
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#219 |
Celestia's Left Hand
Posts: 17,359
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#220 | |
Hey Mister!
Posts: 54,947
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Quote:
Keep in mind there are only 10 people working on this game. |
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#221 |
Hey Mister!
Posts: 54,947
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#222 |
I am the cheese
Posts: 51,037
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While i would welcome tables and ladder s i would much rather the limited labor available be spent things like the edit features assuming its an either or senerio (which is is)
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#223 |
President of Freedonia
Posts: 58,167
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I'm doing a WWE version of the G1 with Raw and SmackDown each having a 10 man block and holy shit - the Big Cass edit I downloaded is insane.
He's started off 3-0 having defeated Balor, Strowman, and Brock goddamn Lesnar all via CRITICAL. |
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#224 |
Hey Mister!
Posts: 54,947
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Yeah, one thing you will note is that you can never truly control who wins and loses, even if you adjust stats and logic. Its especially difficult when you get into different creators who have different ideas for where a certain wrestler should be at.
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#225 |
President of Freedonia
Posts: 58,167
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Yeah, right now I only download wrestlers that have it indicated that there is logic (the few WWE jobbers I haven't collected yet) but it's definitely up to interpretation. So far though I've only really seen people bitch about an Okada edit saying he's rated at Inoki levels.
Of course while Cass is doing amazingly, I can't tell if Lesnar is a huge jobber starting off 0-3. Lost to Cass by KO, Rollins by clean pinfall in under 10 minutes, and he tapped out to The Miz |
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#226 |
Hey Mister!
Posts: 54,947
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Ukemi, discretion, flexibility, fight style, return style, and special skills all play a role in how well an edit does, but at the end of the day, they don't have any effect on how many grapples a wrestler can win. RNG is RNG.
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#227 |
Hey Mister!
Posts: 54,947
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Again, that's why I am going through and tweaking all my downloaded edits. You can't really make a complete jobber squash, but you can make it harder for an indy guy to beat a megastar. Though it can still happen.
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#228 |
Hey Mister!
Posts: 54,947
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Honestly, I could see Okada having close to Inoki levels. Many consider him the best wrestler in the world right now, and he has cemented one of the greatest iwgp title runs of all time. He just lacks Inoki's legendary charisma.
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#229 |
Hey Mister!
Posts: 54,947
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Also, there's like 100 okada edits. Who is so lonely that they are bitching about ones stats instead of just downloading one of the others?
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#230 |
President of Freedonia
Posts: 58,167
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Seriously - and the top few look nearly identical to one another. Bitching about it seems laughably pointless.
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#231 |
President of Freedonia
Posts: 58,167
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To me, the RNG factor of it makes me absolutely love this game for simming. Yeah maybe I'll need to fix some stats later but for now I love that my game has decided to make Big Cass a complete badass while Lesnar is now working the opening G1 match of the evening.
Countless SmackDown/WWE2k games I've run sim feds in and there were so few upsets at all especially with the heavy reliance on stats in those games. I remember my nips basically being blown off when my first day with WWE '12 saw Alex Riley (back when he looked like he could become something important, lol) win a 6 man battle royal to earn #1 contendership and then actually beat Punk at the PPV for the belt. I was like holy shit - they finally made a game where the results aren't predictable and any CPU character has a fighting chance. Nah, he ended up dropping the belt in a squash at Mania and almost every match went how the ratings said they should go. I see no point in doing a sim fed if the results are gonna be predictable 95% of the time. WWE is bad enough with that as is. |
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#232 |
Hey Mister!
Posts: 54,947
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Yeah, one thing a lot of people don't realize is that parameters play a very small role in the game. A 100 pointer can beat the crap out of a 200+ pointer, depending on the logic. That's what matters.
Pretty informative discussion on the subject here: http://www.fpwarena.com/forum/viewtopic.php?f=16&t=1412 |
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#233 | |
LUV CABBAGE/H8 JEWS
Posts: 42,497
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Quote:
Confused. |
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#234 |
President of Freedonia
Posts: 58,167
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You can control whoever you want or have the CPU fight it out and treat it like a simulator. Dealer's choice.
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#235 |
LUV CABBAGE/H8 JEWS
Posts: 42,497
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Oh, so you can run a whole fed, is that correct?
This sounds great. |
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#236 |
I am the cheese
Posts: 51,037
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SIM'ing is life
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#237 |
LUV CABBAGE/H8 JEWS
Posts: 42,497
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I used to play this fed simulators when I was a kid. Text-based, though.
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#238 |
Hey Mister!
Posts: 54,947
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New update today.
[OFFLINE MODE] When selecting a wrestler with multiple costumes, you can now cancel and return to the Wrestler Select screen. Added keyboard functionality for the following gamepad buttons: X(Square) is now mapped to the Z key. Y (Triangle) is now mapped to the X key. LEAGUE MODE SPECIFIC CHANGES Fixed issue where you could start a match by selecting a blanked-out square. (I.e. the space representing Wrestler A vs Wrestler A) In a league with multiple blocks, you can now move freely between blocks instead of being forced to hold matches in order. To switch between blocks in a league, you now use left/right on the analog stick/keyboard instead of LB(L1)/RB(R1) Fixed issue causing match rules (time, etc) to reset during the finals. Fixed issue where the proper wrestler would not be selected in the finals. [EDIT MODE] Fixed CPU logic category name: Run Up Turnbuckle (MED) > Run Up Turnbuckle [MATCHES] Fixed CPU logic for] Opp. Dazed Near Corner > Rope Slingshot from Apron to Inside of Ring Fixed issue where a wrestler would be unable to move if they ran out of breath near the stage entrance. Revised CPU logic so wrestlers no longer attempt to breathe while on the entrance ramp. Reversal (somersault) now working as intended for side corner Irish Whips. (Only applies to applicable Fight Styles) Added new walk animation when far away from opponent. Fixed issue preventing wrestler from exiting to apron when close to the corner post. Fixed issue preventing Stamina and Spirit from carrying over in Best of 3 match. (These stats now carry over and each recover slightly between matches.) Keyboard controls: Changed Pause button from Tab key to Space key. Keyboard controls: With the game paused, press S key for Clean Pause and Frame-by-Frame mode. [NEW MOVE] Opponent Down - Face Up, Near Head: Sliding Elbow Butt |
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#239 |
Hey Mister!
Posts: 54,947
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#240 |
Hey Mister!
Posts: 54,947
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Love that they continue to add a new move with every update. I get super excited every time I see a new update posted.
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