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WWE 12 Retail Early Impressions

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Old 11-15-2011, 03:01 PM   #217
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Re: WWE 12 Retail Impressions

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Originally Posted by PVarck31
They really need to work on the pin system. No way Big Show should be pinning Mark Henry after he pulls his legs out from under him. They need to give you more leeway to kick out after moves like that. The CPU would at least have to use a high impact move or preferably their finisher to get the pin.
I haven't watched the video, but I haven't seen many cheap pins at all and I'm playing on Legend. Kickouts for users are definitely tougher this year with the new meter. And there doesn't appear to be any way to switch back to the old button-mashing method. At least if it's there, I still haven't found it.
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Old 11-15-2011, 03:11 PM   #218
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Re: WWE 12 Retail Impressions

Quote:
Originally Posted by jrider99
I haven't watched the video, but I haven't seen many cheap pins at all and I'm playing on Legend. Kickouts for users are definitely tougher this year with the new meter. And there doesn't appear to be any way to switch back to the old button-mashing method. At least if it's there, I still haven't found it.
Yea it was user error as the bar was too small.

The problem with that is, a move like a normal leg trip (I say normal because someone could actually use that as a finisher irl lol) shouldn't reduce the bar especially since the bar was much larger a minute ago.

I personally don't like the concept of having damage determine who's "winning" the match.

Momentum should have that job.

If it was up to me, I would just use damage as a tool to slow down superstars by limiting their recovery, mobility and maybe the ability to pull off certain moves.

Last edited by Jukeman; 11-15-2011 at 03:16 PM.
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Old 11-15-2011, 03:19 PM   #219
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Re: WWE 12 Retail Impressions

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Originally Posted by Jukeman
Yea it was user error as the bar was too small.

The problem with that is, a move like a normal leg trip (I say normal because someone could actually use that as a finisher irl lol) shouldn't reduce the bar especially since the bar was much larger a minute ago.

I personally don't like the concept of having damage determine who's "winning" the match.

Momentum should have that job.

If it was up to me, I would just use damage as a tool to slow down superstars.
OK, I see what you're saying. Momentum does seem to be more tangible this year -- I can feel when I have it and when it's shifted as reversals are less likely and guys stay groggy longer. Or at least that's the way it seems to me. Could be a placebo effect, I guess. I'm going to mess around with some of the sliders tonight and see if I can better determine how much momentum really plays into the equation.
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Old 11-15-2011, 03:26 PM   #220
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Re: WWE 12 Retail Impressions

Just spitballing here, but this is how I would do the momentum stuff:

Give each dude a momentum bar, and eventually when the other guy's gets low enough things called Match Ending Moves become available to you. Basically these would be finishers, or if the ref is knocked out or something a shot with a weapon. Pinning after one of these match ending moves would have a much, much greater chance of getting the 3 than pinning after a standard move (In fact, I would even consider making it impossible to win a match on a standard move, but getting a 2 count off of one could take a little more momentum away from the other guy). Because matches IRL never end without a finisher or a spot of some kind.

The guy would still have a chance to kick out of these, but the thing on the kickout meter would be much smaller than it is after a normal move. If he does manage to kick out, he gets a big boost of momentum, replenishing his bar a little and causing both dudes to have to go back to using normal moves to try to weaken the other guy again.
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Old 11-15-2011, 03:26 PM   #221
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Quote:
Originally Posted by jrider99
OK, I see what you're saying. Momentum does seem to be more tangible this year -- I can feel when I have it and when it's shifted as reversals are less likely and guys stay groggy longer. Or at least that's the way it seems to me. Could be a placebo effect, I guess. I'm going to mess around with some of the sliders tonight and see if I can better determine how much momentum really plays into the equation.
I stand corrected,

He used resiliency so his bar went up.

The bar was already a fraction low before the leg trip.

I still stand by my view on damage and momentum tho lol

Until then, I'll just have to do some edits.

Also I dont think its placebo if your seeing momentum having a effect because @stephensonmc (community manager) said it had an effect last year but I and im sure many others didnt notice it because the game was super easy on legend.

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Last edited by Jukeman; 11-15-2011 at 03:32 PM.
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Old 11-15-2011, 03:30 PM   #222
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Re: WWE 12 Retail Impressions

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Originally Posted by Jukeman
If it was up to me, I would just use damage as a tool to slow down superstars by limiting their recovery, mobility and maybe the ability to pull off certain moves.
Perhaps I'm misremembering since it's been years since I played the N64 games, but in those games didn't more powerful moves require some "softening up" of the opponent first? Is there something comparable in WWE12?

I that vein, I'd rather have a more layered approach to move accessibility, even at the expense of freedom of choice. I remember some scuttlebutt about this topic coming out of the early info and community day feedback from EG. Any feedback on this from the full version, jrider?
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Old 11-15-2011, 03:31 PM   #223
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Re: WWE 12 Retail Impressions

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Originally Posted by jrider99
Well so much for finding a work around for the tag titles. Unlike every other minor belt, those can only be assigned to someone from Raw or Smackdown. And since they can't be vacated...well, you get the picture.

I think I'm just going to go ahead and manually move them to the unified champs whenever those titles change hands.
Wait, so you can't get rid of the unified straps?
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Old 11-15-2011, 03:32 PM   #224
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Please please PLEASE answer this one lol (if you already have I'm sorry Ive searched everywhere) how editable is Thursday Night in Unverse?? Can you change the superstars logo to something else I was told before by either marcus or another thq guy we could but someone on caws said we couldnt. I know their is no roster or titles associated with it but I want to change it to either nxt or fcw and I wanted it to show up that way on the calendar. Can we do this or not??
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