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WWE 12 Retail Early Impressions

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Old 11-17-2011, 02:27 AM   #345
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Re: WWE 12 Retail Impressions

Quote:
Originally Posted by jrider99
The only sliders I've messed with are finisher strength and foreign object damage. I jacked both up to the max and have no complaints. Guys will still get up from a finisher, especially if you hit it early without softening them up first.

Here's R-Truth's stats
Strike Power 80
Grapple Power 70
Submission 70
Strike defense 85
Grapple defense 80
Speed 80
Agility 85
Adrenaline 80
Recovery 80
Durability 75
Charisma 85
Tag Team 70
Overall 85
Thanks. They had a typo on his agility being 82. Ok..list is updated!
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Old 11-17-2011, 02:30 AM   #346
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Re: WWE 12 Retail Impressions

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Originally Posted by Streets
That kind of sucks for me because my brother-in-law and I like to set it up once then be completely hands-off and let the Universe create our experience. We each pick 3-4 guys and let the Universe guide where our careers end up with us playing the matches assigned to us. We had a blast last year though, so I'm sure it'll be the same this year.
Yeah, but you're not simming everything. That's what I was talking about. If you actually participate and play the matches, even if it's just one per show, you're likely to see more cutscenes and trigger more moments than if you just sim every show.
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Old 11-17-2011, 02:38 AM   #347
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Originally Posted by jrider99
You can use a CAW, but he will be thrown into an angle even if you move him to another brand. You can edit him out of the matches until the angle runs its course, but it has happened every time I've added a CAW to my universe.
ah, see now THAT is kind of an annoyance because I want to use everybody in my universe. but I don't want all of those belts in there mucking things up, and it's weird that CAWs will still pop up even if they're put on a dead brand but other people stay away when placed on a dead brand.
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Old 11-17-2011, 02:40 AM   #348
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Re: WWE 12 Retail Impressions

Jrider when you get a chance can you play an exhibition match with damage at the lowest setting (and all other settings at defualt with maybe reversal damage toggled off) and see if it noticebly increases the match length.
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Old 11-17-2011, 02:43 AM   #349
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Re: WWE 12 Retail Impressions

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Originally Posted by ctr05
ah, see now THAT is kind of an annoyance because I want to use everybody in my universe. but I don't want all of those belts in there mucking things up, and it's weird that CAWs will still pop up even if they're put on a dead brand but other people stay away when placed on a dead brand.
They only show up for one angle once you place them in your Universe (or at least that's what I've seen the 3 or 4 times I've introduced one). That angle only lasts a couple of weeks, so it's easy enough to skip past their storyline and then they are never heard from again.
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Old 11-17-2011, 02:54 AM   #350
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Re: WWE 12 Retail Impressions

Quote:
Originally Posted by Seymour Scagnetti
Jrider when you get a chance can you play an exhibition match with damage at the lowest setting (and all other settings at defualt with maybe reversal damage toggled off) and see if it noticebly increases the match length.
I know this is a big deal for a lot of people, but I personally am not concerned with match length as much as I am pacing. Having 20 minute matches doesn't concern me. As long as the pacing and flow to a match is good, I can live with a faster game speed for video game purposes. There are naturally going to be less restholds and downtime after big spots in a video game, but as long as the down time is appropriate in comparison to smaller moves, that's all that matters to me. From everything jrider has said in his impressions and I have seen in videos, this appears to be spot on.
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Old 11-17-2011, 03:14 AM   #351
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Re: WWE 12 Retail Impressions

OK, instead of lowering the damage for finishers and weapons, I lowered the momentum bars. Wow what a difference that made!

I took Kofi against R-Truth and had what is probably my favorite match so far with WWE 12. With the momentum turned down, it took longer for each guy to reach his finisher. This led to more wear-down moves and a better pacing overall. The match was back and forth for the first 5 minutes or so, then as soon as I got a signature move, Truth rolled out of the ring to halt my momentum.

I went out after him and hit him with the SOS on the floor, thinking I could win by countout. But he got up at 7 and slid back into the ring. Having used my finisher, my momentum was completely empty, whereas his was almost full. He countered a grapple and next thing I know, I'm getting hit with his finisher and it was all over.

I don't know if I've mentioned this or not, but you can't see the CPU's momentum bar, so you never know how close they are to getting a finisher until it's too late. Personally I like it this way as I never know when that match-ending moment could occur. It keeps me on my toes at all times.

Anyway, I think lowering momentum might be the way to go, both if you want longer matches and matches with a better natural flow. I'll some more matches like this tomorrow and see if this trend continues.
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Old 11-17-2011, 03:23 AM   #352
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Quote:
Originally Posted by jrider99
They only show up for one angle once you place them in your Universe (or at least that's what I've seen the 3 or 4 times I've introduced one). That angle only lasts a couple of weeks, so it's easy enough to skip past their storyline and then they are never heard from again.
Okay, so I could easily just edit their matches to have different participants for those couple of weeks that they're featured and they would still fade away?
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