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Daudy

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Everything posted by Daudy

  1. Just quickly, I don't think it's possible to go from truly useless (aka 1 point) to 10+ points (aka Abysmal) in one session even with maxed coaches/learning/morale/energy. For you to go to Useless to Abysmal in one session, you'd need to have put in at least 3 or more points at creation I think, or had a few points gained there from a sparring session or from clinch training (for the other secondaries that affects). 1 day is definitely possible (aka 2 sessions), but that can be anything from an average to great learner. That said, it's a good general tip to test for your fighter's general learning capabilities to test it out on a skill you know is from scratch.
  2. You should go on holiday more often! This happens, one of my guys gets #1 p4p (no matter how brief it'll be....), I won the lottery (it was $12 but yeah).
  3. Yeah, I noted that in my lil notes down the bottom (may have been editing it in when you first read the post). At least it's not contagious. The opponents seem to go back to normal their next fights.
  4. Yeah there's been a few odd ones over the years. Another one I can remember is a particular fighter who never aged beyond 18. Just never got older, but luckily for everyone involved I think he was pretty slow learning and mediocre. Somehow, his creation date had been something really crazy (think a date pre-internet) which was maybe why. I think that one was spot fixed by Mike after someone made a forum post about it. Poor guy went from an evergreen 18yo to mid 30s overnight!
  5. I have an odd one that's been going on for a while. Some time ago, I picked up an FA who always has a slightly wonky PBP and TOTT here. It's slightly broken/wonky in the following ways (at least for me): 1) Besides his very first test fight done by his original creator, NONE of his MMA or KT fights since (3 different managers including his creator) have had TOTT display. Not in the play by play, not even when you view his fight from his history. 2) During the PBP of his fights, the formatting for notable actions (clinch, TD, break clinch, rocking someone, being rocked, knockdowns, etc) are broken not too dissimilar to the way text formatting is broken in the discussion about fighter bios or messages. However, unlike the broken formatting in messages it doesn't seem to correlate with any browser or platform. It's just broken. The images for those notable actions appear normally if you view the fight as a whole, but not in the PBP. These images of text do not appear in his pbp, but you'll see something like "CL" with a bunch of other characters instead of your standard clinch picture in red or blue. This leads me to believe that someway, somehow, image display during this guy's fights are bugged out. As you can see, it started occurring all the way back in his 2nd ever fight in early 2022 while still under management by his creator. It has remained the same way ever since including when managed by Sonny Muchacho and then myself. Other notes: As far as I can tell the only 'change' made to him between his test fight and his 2nd fight is a name change. This was done by the original manager Other things such as his weight has remained unchanged. His initial TOTT has the same weight as he does now, and checking his stats in training assistant indicate his weight is a whole number (no decimals) which means it's really unlikely he's had any weight products (e.g. he hasn't gone down and then back up to '209' again) Fights still view broken when accessed from his opponents' pages. The few I checked also don't seem to be affected by this bug in other fights, against other opponents, after fighting my guy. So it's not contagious at least haha
  6. I can confirm that at least for me, it is a phone vs PC issue. I looked at the same message from the same manager across all tests. On PC I have just checked with: Firefox v123.0 (my default) Chrome v122.0.6261.95 Edge v 122.0.2365.59 (so not quite the latest version) OS is just your standard 64bit Windows 10 Home No display issues. However, when I tested on my phone (android based), the same message did have the formatting issues up top. I tried on the following: Default Samsung Internet App Firefox Chrome And all yielded the same formatting issues. Really oddly though, I then emulated a different phone (also android based, though emulating a slightly more recent model than my real one, though not at all a recent model) and tested on Chrome and had no formatting issues. However, I was emulating that phone via Bluestacks on the abovementioned PC with no issues.
  7. Yeah I don't mind the idea of certain texts/techniques being unlockable either through your seminars idea and/or through skill thresholds (though what happens if people decline, you don't forget a technique even if you can't pull it off as well anymore). The idea of more options being 'earnable' in some spaces rather than just bought is definitely a nice idea. Actual game effect is a tricky one because A) You don't want things to be too pay to win or introduce too many obvious advantages that are gatekept behind criteria and most majorly B.) I don't think the engine is really setup for complexities like that. A successful head strike from distance is a successful head strike from distance no matter what it currently says. I could be wrong about the engine limitations or it could be part of some big engine revamp that's going to happen, but I figured just a cosmetic change for now would be less likely to upset any balance issues and also be much more feasible to implement in the short term.
  8. Given previous suggestions asking for more variety of flavour text and also offering different ways of potentially even unlocking these as 'signature moves', I was thinking that it could be cool to have some sort of flavour text toggle in your "Edit Fighter Details" page. What I mean by this is, assuming you've unlocked some signature techniques (purely flavour text) you'd like your fighter to attempt, these toggles would then enable you to filter for it and have some control in what kinds of techniques they 'attempt'. This would then mean that assuming your fighter scores a finish or a successful technique attempt of that type, the corresponding type of flavour text would appear. For example, if I've ticked only 'Axe Kick' then any time my fighter lands a successful head kick KO, I'll get the axe kick KO flavour text. My vision would be that this is a multi-selection enabled toggle, so that if you've unlocked a special signature technique, you can tick that along with other signature techniques and/or default skills to get a mix of flavour text. e.g. If your guy HATES armbars, select every other submission except armbars and default and he'll never attempt an 'arm bar' again. It'd look something like this: SUBS from Guard Default (default flavour text) Yes/No Armbar Yes/No Guillotine Yes/No Gogoplata Yes/No In this instance, my guy would only get flavour text about him trying/getting a gogoplata when attempting a sub in guard because I've made up that he's the gogoplata machine! If this is all a bit too much, it could also be turned into something a bit more general. e.g. a toggle for "Striking Style" where selecting "Brawler" would mean your flavour text is full of hooks and winged punches Wanderlei Silva style or selecting "Ring General" you'd just get more flavour text for jabs and straight punches. Ultimately as it stands, there's no difference between a successful overhand right and landing a slap - they're both a successful head punch from distance. In combination with a potentially community driven effort to expand flavour text along with the above suggestions on potential ways to unlock some of this flavour text (money sinks, etc), this could really be beneficial to the roleplaying aspect of the game and making fighters that little bit more potentially unique.
  9. 100% something many of us (including myself) are behind.
  10. Honestly, I'd be in favour of something like this if it's purely cosmetic plus that would mean it's easier to implement. Barring a really significant engine revamp, I'm not sure if it's capable of making so many significant distinctions between an attack of the same type. Currently a sub attack from guard is a sub attack from guard as far as I know, regardless of what kind of sub it says it is. Much like how the slap flavour text can still rock/cut people... because it's like any other non-finisher head punch while standing. But, if it's just a matter of giving people an incentive to spend some fighter money to unlock more flavour text, then I think that's pretty awesome. Enables a bit of fighter flavour and role playing elements. I actually have an idea in regards to personalising some flavour text which ties into this pretty well that I'll post up that would further help with making your guys a bit more unique.
  11. Personally, Team Georgia would have still won no matter how many fighters! (but yes listen to Alfred on tournaments, he has run a wide variety of good to great ones)
  12. For what it's worth, there already is some form of hidden 'experience' factor that apparently works pretty similarly to the intelligence hidden. Obviously one you can gain and the other you can't, and it's debatable what they actually do, but it's likely to do with whatever actually happens in fights themselves rather than anything training wise. Additionally, there are variable total skill point softcaps in place for fighters, but most majorly, learning speed variability that can actually severely limit a fighter's ability to fill out their skills and reach elite. Just like IRL, there actually are plenty of tycoon fighters who will never be elite no matter how long they train... it's just that as min-max managers who want to do well in the game and not wait even longer for training, we've sacked them all already and probably paid VIP or waited extra time to do so. The current system in place is also why even the fastest learners who have been trained perfectly will never have elite skills in every single secondary (also understanding that elite is anything from 140-150 points in said skill). As for your general suggestion, I know there are some *cough* Alfred *cough* who have always thought the game should have been steered towards something similar to what you envision where you can't really build perfectly rounded guys easily, so some people might like the idea. The only issue I have with it is how you're judging quality of opponent to advance along your experience chart. Hype/rank is not really a very good metric to determine how good an opponent is. They may have been farming hype in a lower tier ID org, or maybe they're part of Highlander. Those Highlander guys can get some massive hype, but the reason they stay in highlander is because they are no match for most 18yo creations of similar IDs. Nothing against those guys, I love the concept, it's just to point out that hype doesn't always really have correlation with how good an opponent is - which is why some people get grumpy if you match them against someone with similar skills with too low hype (it's all risk against what could be a pretty skilled guy for no reward). A better way of measuring opponent quality would be maybe their skill point total. Still flawed, but probably a better indicator of where they're at in skills relative to your fighter. A potential pitfall with this is that if it's an experience bar that you can see (which it has to be, because otherwise how do you know what skill cap you can get up to), then eventually people will be able to use that to reverse engineer and figure out the skill point totals of recent opponents (including information on how much certain older guys are declining even). Also, you'd have to think about whether this applies to primary skills and/or secondary skills. Primaries don't really necessarily correlate with what level your secondaries are at. Plenty of fighters are oversparred and have beefed up primaries with no secondaries, and also the flip side where there's plenty of fighters with elite secondaries in all the parts they want without (yet) being elite in primaries. Additionally, if it is for primaries, how does that look for the BJJ primary? I guess it probably works out, but some of the proposed caps straddle belt colours. EDIT: I've also just thought that this somewhat potentially exacerbates the gulf between the haves and have nots. I have a massive roster, including some very hyped guys across different stages of their development, and my own org. Assuming I want to totally slow cook prospects until they're maxed (I don't, that's never really been me), I have the means to bypass any sort of experience gate. That doesn't apply to everyone else, and definitely not a newer player. They now no longer have any option to cook if they were inclined and will have to fight more often with no real control over how much experience their next opponent will give them, which then leads to even more missed training sessions during their fighter's early development. Additionally, by the time they get that experience to get to the next cap, their prospect may already be a bit older than they'd like with diminishing training speed. By the time they reach the experience cap to get elite skills, they could already be too old and slow in learning to ever reach those levels (especially given it requires exponentially more the higher you go in each skill). If you then stop people organising fights against themselves to prevent the established players getting away with this, a lot of them will then have an established network of pretty good Tycoon friends that can help instead and now you've also basically made genuine initial prospect testing way more annoying for the entire playerbase. Ultimately it's a game and people will find a way to do things as optimally as they can. We should try and avoid situations where what is truly out and out optimal is only accessible by a limited number of players. I realise things like this already exist like private gyms (which people pay for), but at least with that there are things people who don't have access to that can do to somewhat be on equal footing in the long run (ironically slow cooking your prospect to maximise training, even if it's in public gyms, at their earlier ages is one of these things). All that said though, I would be in favour of the existing 'experience' hidden being more apparently meaningful in some way (even if it's just fight engine related).
  13. Thanks pal. (can you stop beating me up in game though please, you used to think it was the opposite but the actual truth is damning!)
  14. 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.
  15. I don't mind the premise behind the idea, but in isolation without any other tweaks this is a definite no from me especially regarding nutrition shops. Nutrition shops are already a massive cash and VIP sink. I effectively got paid to take mine with 3 160Q products already researched and I feel like an absolute dummy for paying that extra set of VIP days every week for that stupid thing. The one joy I do get out of it is that eventually it banks up enough units for me to be able to do a laundry swap with someone. It'd be more efficient for me to just close it and open a new one when I need laundry every week or so, but I keep it up because I occasionally do provide legit 160Q supplements to those who need it in Rio. I'm already paying a non-insignificant amount of extra VIP every week as a community service effectively. Penalising me for sitting stock and adding too many variables and more costs to production is a kick in the nuts that I effectively wouldn't be able to do anything about. One product lasts TWO WEEKS, and each product already cost millions each to research.
  16. 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.
  17. He hates pizza so he must love training! At least he doesn't have bad cuts?
  18. That would probably lead to better engagement, though you'd obviously have to watch for any vote manipulation. (Also can we maybe please hand out the 2022 awards)
  19. They're different levels of rare, but a lot of these are already there. Front kick/spinning back kick/push kick are semi-common body kick flavour texts, axe kick is a rare headkick KO finish and so is Flying Knee (which yeah, unfortunately has little to do with the actual knee secondary). I'm all for more flavour text and I think it could be a good thing to stir some community engagement, but head kicks landing are already pretty rare. I'd prefer concentrating on more text for your stock standard punches and clinch stuff. On another note entirely, apparently low kicks used to be some kind of broken and would really gas your opponents to an extent where it was problematic. So I hear from some of the Dino-saurs anyway. I personally used to think they were pretty useless in their current state, but I mix them in now and then because my opinion on them currently has changed a little plus also I think people were catching on that I didn't like throwing them. I do agree though on trying to maybe make an engine tweak (again, another topic) to make elbows/knees a bit more useful outside of just clinch. Give me a step in elbow! Terribly underutilised in real life mma and non-existent here.
  20. Yes it's not the most obvious button but it's there. Can't be equipped/be in use and fortunately/unfortunately it's all of them at once. Can't throw away part of a stack - it's 1 by 1 or all.
  21. I don't think there's any real technical issues preventing it, just that it's a menial task to go find all the buttons (every trophy, icon, etc) that doesn't have a transparent background, change them, then put them back up. Maybe if the community put in to re-do some of these icons....?
  22. I think Vlad of all people actually brought this up before. He had a prototype going as part of his Tycoon Tools 2.0. The issue unfortunately is that a lot of the button images do not have transparent backgrounds and instead have white backgrounds. Subsequently it all looks a bit... odd and would need a lot of those things to be redone. I think I said in the other thread though that it would still be a welcome change even with those issues, and they can be fixed over time.
  23. Eek the Pope's future in other people's hands now. Fingers crossed
  24. There are literally no bigger conquests left for Mr Pickles. Maybe next time he will have to fight TWO 300lb fighters in one weekend?
  25. Stemming from discussions with Mr Deflated Balls himself, CK, we suspect accumulated injury days may have some influence. I have had granites with 500+ accumulated days that started being pretty chinny (though maybe his heart wasn't the best who knows). Why else would that figure be tracked I suppose... and it correlates with more fights each guy has under their belt. I wouldn't be too much in favour of making everything too visual in terms of the specific formulas and nuts and bolts. Would turn a game that is already pretty min-max into more of one. There is some value in a little bit of fuzz, variance, and mystery. Anyway, going off topic a bit I suppose.
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