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Post by AkibaSasha on Sept 18, 2018 18:12:12 GMT
So I've been simming matches as testing for stuff, but every time I get matches that only go 9 to 11 in game minutes on average. Short of bumping up parameters (which I've done already to a degree that isn't "they're way too strong on defense now") is there any way to generally get matches to go for a fair amount longer?
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Post by Spunk on Sept 18, 2018 18:29:18 GMT
Are these your own characters, defaults, etc?
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Post by AkibaSasha on Sept 18, 2018 18:33:48 GMT
Are these your own characters, defaults, etc? Mostly my own characters right now, though I've been doing mock NJPW character matches on the side as well, and....well, uh, Hiroshi Tanahashi just beat Kota Ibushi in only 11 minutes for the IWGP title and didn't even do his finisher, so there's that.
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Post by dnmt on Sept 18, 2018 18:39:10 GMT
This has become my wheelhouse as of late, at least for the NJPW roster. Here are my edits. My average match length for an Okada vs. Omega sim was 33 minutes. I have a lot of boring data on match results here too. Essentially, there are a lot of factors that go into this. - Low Offensive Parameters, like an average of 3-4 across all 12. - High Defensive Parameters, like an average of 8 across all 12. - CPU Logic with clearly defined Small/Medium/Large damage categories. - Strict finisher gates. Basically highly specified logic/priorities in "Near Death" to ensure guys go for their finishers. Download my Okada and Omega and try some sims. You can reverse engineer the Logic/Parameters from them to fit your own edits from that point on.
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Post by Severla on Sept 18, 2018 19:04:11 GMT
Slower moving, slower counting refs (though if you're defaulting with Red Shoes, he's pretty slow to start). Slower moving tends to create a slight 'dead spot' when you're in the opposite top/bottom corner area from him, though, where he just putts a little too much to almost ever get a reliable pin down there (submissions are a bit more forgiving).
Otherwise, DNMT hit on some good points, and he's basically been a walking pen and paper to different methods as of late.
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Post by pfadrian on Sept 18, 2018 19:19:03 GMT
Are these your own characters, defaults, etc? Mostly my own characters right now, though I've been doing mock NJPW character matches on the side as well, and....well, uh, Hiroshi Tanahashi just beat Kota Ibushi in only 11 minutes for the IWGP title and didn't even do his finisher, so there's that. First, read DNMT's post, because it sounds like your offensive parameters are too high, for one. Also, you have control over what moves end your match. In Logic, there should be no pins in "Opp Crit Cond" column. Unless you have PC and use Carzilla's Mods, only give logic points to submissions in "OCC" that you want to end a match (otherwise, 0%). Use priority attacks.
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Post by tutimane on Sept 18, 2018 20:10:37 GMT
lower pin percentage, late game on critical i have pins off. So the end game pin is controlled by priority of the wrestlers finisher, i give about 35% to 40% chance he will pin after finisher. I also give a slot for their medium grapple down to have the opponent downed so theres a small chance the wrestler would do their signature submission move late game instead of submitting when its not intense.
You can also give the wresleters more ukemi early so they have more late game spirit.
and from what ive read make sure the parameters arent too high, cross check the parameter with the move strength to see if its over powered.
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Post by AkibaSasha on Sept 18, 2018 21:50:21 GMT
So thanks for the advice, everyone, I applied some of it to my OC wrestlers and ...it's been working out pretty good.
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Post by pfadrian on Sept 18, 2018 23:13:43 GMT
lower pin percentage, late game on critical i have pins off. So the end game pin is controlled by priority of the wrestlers finisher, i give about 35% to 40% chance he will pin after finisher. I also give a slot for their medium grapple down to have the opponent downed so theres a small chance the wrestler would do their signature submission move late game instead of submitting when its not intense. You can also give the wresleters more ukemi early so they have more late game spirit. and from what ive read make sure the parameters arent too high, cross check the parameter with the move strength to see if its over powered. . Hopefully people don’t think that means “set finisher percentage to 35-40^.” On some finishers, yes, you need to set that high or higher. For grapple finishers I’m setting it between 5-7%
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Post by Severla on Sept 18, 2018 23:24:29 GMT
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Post by pfadrian on Sept 18, 2018 23:27:00 GMT
So thanks for the advice, everyone, I applied some of it to my OC wrestlers and ...it's been working out pretty good. That’s awesome. I’ve only been doing this for a few months, but even with experience I find tweaking a never-ending part of CAW making. As I play with new styles I have to adjust some things differently to make them mesh with certain edits. And maybe it’s chaos theory at play, but even if I try to copy logic of someone who does everything I could hope for (finishing with his turnbuckle foot stomp AND/OR corner to center spine-buster, little variables make the next edit less responsive. C’est la vie.
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Post by MOEFIREPRO on Dec 31, 2018 17:56:45 GMT
I just lower offense and increase defense in parameters and some matches hit the 99:59 limit where the clock stops counting. PS4 version. I love a long battle so I do this often and watch the match unfold.
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Post by Nth on Dec 31, 2018 21:13:26 GMT
I just lower offense and increase defense in parameters and some matches hit the 99:59 limit where the clock stops counting. PS4 version. I love a long battle so I do this often and watch the match unfold.
Pretty much what I do for my 'big matches' as well. That's really the only time I care about match length.
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Post by MOEFIREPRO on Dec 31, 2018 21:15:39 GMT
I just lower offense and increase defense in parameters and some matches hit the 99:59 limit where the clock stops counting. PS4 version. I love a long battle so I do this often and watch the match unfold.
Pretty much what I do for my 'big matches' as well. That's really the only time I care about match length.
I also make my ref as slow as possible.
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Post by MOEFIREPRO on Jan 1, 2019 20:20:58 GMT
Sometimes I set up for longer matches and it works so good the match won't end. I go to bed and the match is still going in the morning. I wish the clock did not stop at 99:59.
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