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Showing content with the highest reputation on 03/09/2024 in all areas

  1. Having run with the above set up for just under 6 months I learned that the 10 points in Wrestling for Sub Offense & the 10 Points in Muay Thai for Punch Technique never gained like all of the others so those "secondary requirements" might be fake or possibly not working as intended, they do not appear to be being learned by coaches like the others are which makes me think a single-point for those will be fine. I then thought it might be an interesting experiment to see what happens if I put a minimum 1 point in all skills so I've done that & will see how that works out. Here's how my Gym is set up now: POINTS CAP 3000 Assigned 3000 503 780 780 642 295 Remaining 0 Priority Coaching Type Primary Requirement Secondary Requirement BX MT WR BJJ FIT Signing Fee Starting Wage 1 CIRCUIT TRAINING FIT -- 1 1 1 1 140 4658 2330 2 CIRCUIT TRAINING FIT -- 1 1 1 1 140 4658 2330 3 CLINCHWORK MT/WR BX 70 140 140 1 1 5116 4388 4 DEFENSIVE GRAPPLING BJJ WR 1 1 70 140 1 8774 2559 5 ESCAPES (TRANSITIONS / DEFENSIVE GRAPPLING) BJJ WR 1 1 70 140 1 5116 2559 6 GROUND AND POUND WR BJJ 1 1 140 70 1 5116 2559 7 KICKS MT -- 1 140 1 1 1 4658 2330 8 KICKS (KNEES/ STANDING ELBOWS) MT -- 1 140 1 1 1 4658 2330 9 KNEES MT -- 1 140 1 1 1 4658 2330 10 PUNCH TECHNIQUE BX MT 140 1 1 1 1 4658 2330 11 PUNCH TECHNIQUE BX MT 140 1 1 1 1 4658 2330 12 STANDING ELBOWS MT -- 1 69 1 1 1 1438 720 13 STRIKING DEFENSE BX/MT -- 140 140 1 1 1 8318 4159 14 SUB OFFENSE BJJ WR 1 1 1 140 1 4658 2330 15 TAKEDOWN DEFENSE WR -- 1 1 140 1 1 4658 2330 16 TAKEDOWNS WR -- 1 1 140 1 1 4658 2330 17 TRANSITIONS BJJ WR 1 1 70 140 1 5116 2559 Total 85574 42803
    3 points
  2. In game avatar business Instead of just selling avatars on the forum, there would be a way in game to create an avatar business. You would not need VIP for this business. Once you create your business and make an avatar, when you submit an avatar for sale it goes directly to Mike, who has to prove it before it can be sold. So then it can be paid for straight up and can’t be stolen as easily. There would be a tab on the in game menu called avatars, where a player can view all avatar’s currently for sale. Avatars can be listed as Buy Now, or Auction. Pros: People not on forums have more access to avatars More people would sell avatars cons:
    2 points
  3. For me its been around long before I was born, and Toriyama has shaped my interests in more ways than I can even imagine. The domino effect caused by his creations (Dragon Ball birthing the whole modern shounen anime/manga genre and Dragon Quest shaping J (and western) RPGs as we know them) is really hard to imagine. I'm not sure I'd even be an artist if it weren't for him lol
    2 points
  4. Unban him quick! His brain will blow up soon because of all his ideas and suggestions that he can’t share.
    1 point
  5. Suggestion: Fix KT lack of hype problem Suggestions Description: Enable KT hype to get high enough to be able to have PPV's. I get that IRL MT/Kickboxing doesn't attract the same audience MMA does, but there's no reason grappling (in game) should be getting more hype than KT! Pros: Keeps KT a viable option for KT managers and org owners. A strong KT scene could potentially help with new user retention. KT is a little easier to manage if you're new to the game, not as daunting perhaps. Good option for older fighters, who are done with MMA (sparbots), to have some fights before retirement - especially if we make KT have less energy/injury use than MMA fights. Cons: I've heard people argue that IRL KT fighters/orgs don't generate as much financially as MMA does - which is true for the most part - but neither does grappling. Not asking for KT to be as hyped as MMA but dont see why it cant be at least on par with Tycoon grappling.
    1 point
  6. They better be ready for the MMA version of Ruotsi-ottelu if they sign up for this.
    1 point
  7. I might be blind or something too, but why is this avatar that bad? Has an avatar face, blended well, maybe a little far away but I feel like it’s not bad. I agree though, most of those bad example were WAY off.
    1 point
  8. There are actually people who call it Brabo choke for no-gi as well, and possibly a few slightly different definitions floating around. It's not exactly as if there is a naming standard enforced in the sport. Still replacing it with the more widely used Darce choke would make sense. TWGC is supposed to more or less be ADCC I think, so no-gi. Something even more silly is the text lines that mention someone wearing gloves or faking a punch that can appear for grappling.
    1 point
  9. That photo of him reminds me of Arnold Schwarzenegger circa 1984 for some reason. RIP Dragonball was something I just could not get into because it was about 8990 levels of absurd & ridiculous more than I could process but a lot of my friends were very passionate fans of it.
    1 point
  10. I usually only select fighters with 6.3 or higher learning speed, considerably above average, and for my fighters in my private gym with Elite coaches and a max of 0-2 other fighters with the same coach fighters keeping their energy at the 90% + Range going from 1-8 in skill it is average about 4 to 5 training sessions per skill point raise. It begins to slow down after that point and ramps up in amount of training required for pretty much every point of skill raised after that, its a curve that starts shallow at the low end & gets steeper the close you get to 150 basically, like an exponential growth curve but a little flatter at the lower end of the scale. So beginning with average learning speed you would see slower development than that example, and your fighter would probably struggle to hit the overall skill points cap prior to the age drop-off lowering their skill-point cap. Depending on the amount of Conditioning a fighter has the energy drop off will be scaled, at 12 conditioning though I could run a non-cardio non-weight regime with 12 secondary or 6 sparring sessions & 6 secondary skill workouts and be over 90% by the end of the week, I can at 14 Conditioning throw in 2 weight sessions or 2 cardio sessions or 2 circuit training sessions and still finish the week on a touch above 90% - I recall that at 8 conditioning a weight session was taking just below 3% of my fighter's energy. At 6 Conditioning a secondary session was just over 1% at 14 conditioing its around 0.6%
    1 point
  11. At 12 cardio I think it is 0.5 or 0.6% so with 6 you lose 0.9% maybe? Just guessing here. This is also assuming you use a 160q supplement for less energy loss.
    1 point
  12. I've never made an Avatar but given the originals were all made in 3ds Max which is not exactly entry-level in terms of access or cost I think the idea all should be of that same quality is a bit of a stretch, what some users manage to do with refacing garbage is actually pretty solid given that very few people are going to be professional 3d artists in a largely free to play game. While I understand wanting some consistency & wanting to keep the standards up I can also see why the avatars that get passed do, if there were an army of full-time 3ds Max artists cranking these things out it might be less of an issue. And let's not forget that appearance/aethetics/cosmetics etc are very highly subjective hard & fast rules are very hard to maintain consistency within because even how your mood is on any given day has a big effect on how your perception of any image is going to be, this is especially true of colour images and one reason black & white photography is still very popular when doing subject study. So an Avatar that might pass one day might not on another and you can't eradicate the biases causing that without resorting to removing the human equation from the process - not sure anyone's managed that yet, even AI image analysis contains biases from the material it was trained on. This game's avatar system would massively benefit from a "Character Creation" tool similar to how some MMORPG's do with a broad selection of faces, features & adjustable parameters - but that's far too expensive for a text-based fighting RPG/sports manager game to consider.
    1 point
  13. The thread about laundering got me thinking that if we're looking for more things for fighters to spend money on, why not have a $ sink they can pay regularly (say every week like training/gym fees) for them to have their own PA that changes their clothes or buys new ones for them much like the current PA system does. This new PA wouldn't be tied to a retired fighter or something (or it could be for flavour, just a link on the active fighter's profile or something to avoid seriously clogging up your fighter list) and would be individual to that fighter who pays the fee. That way if you have 20 fighters, they each have the option of paying extra $ every week to their own individual PA OR people can continue to use the current PA (one stop shop) at the cost of having to dedicate a fighter slot to it. Or you could have both just for the sake of it. Therefore the tradeoff becomes spending a fighter slot for a PA vs your fighters each having to spend some of their $ for an individual PA every week or a mix of both. Ideally for me the PA system stays the same or expands AND doesn't take up a fighter slot (something I inherently disagree with the current system), but I'd go for this compromise.
    1 point
  14. I would still like to see some mechanic for managers to access some fighter funding more than they are currently naturally able to though, whether it be tweaking the %s of each of their paypacket or something else. Otherwise, it could realistically have flow on effects like newer to mid players literally never reaching a point where they have the millions to bankroll an open ID org like the rest of the old farts who already have bank stashed away out of their fighters. Ultimately there's not really anything other than that and sinking it into a new nutrition store (the most pointless VIP sink in the game) for managers to also spend it on. Other spending flow-ons include people being able to spend it on community driven avatar sales and tournament prizes which are both positive for engagement levels with the game. I guess long story short, rather than getting rid of the ability to transfer funds from fighters to managers, the focus should be on creating more avenues for people to WANT to keep money on their fighters. Funds in manager hands do contribute to a lot of different parts of the game (including on the forums/tournaments) that wouldn't be as accessible. If you come up with alternatives that make people WANT to spend cash as a fighter, then that's the way to go. I think eliminating the relatively easy transfer of funds from fighter to manager is not the right choice instead of providing more equally lucrative options. Make people make a decision between a good choice and another good choice. EDIT: Additionally, how do you fundamentally get rid of laundry anyway? You cut manager to manager transfers and/or increase their fees? Put item spending limitations on fighters? Increase the real world time between being able to open and shut new stores? You'd probably have to do a combination of these things too, all of which is taking away functionality and is a completely backwards take on development in my opinion.
    1 point
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