Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 30, 2018 18:58:20 GMT
Hi all after waiting over a year to play World and getting excited as every day drew closer, only a few months ago I finally did....
However over those months I found myself porting over my old guys from the GBA. And what I have found has happened is well, I've hit a wall. I find the edits in question boring and uninspiring, they all seem robotic and just the same, which may be down to me using my own templates.
I've started this thread as I wouldn't mind some advice. I'm thinking of literally starting from scratch and making a whole new small group of edits and building up from there, all with their own individual logic and moves.
Or something else? My brain is going crazy over this game I've got so many ideas but so little time. I don't know what to do.
Help please great inspirational Fire Pro community?
|
|
|
Post by Senator Phillips on Nov 30, 2018 19:16:07 GMT
I think you should start from scratch, do a few fully new edits, and make some widely different characters, play with different styles.
Once you've done this, then start looking back at your old people, apply some new tricks and moves and spice them up a bit with what you learned from making the new ones.
I find that combination is pretty good in managing to grow as an edit maker.
Also, when you're looking at any character, new or old, figure out what they do well, what makes them stand out. Think about their personal traits, anything that could give them a unique personality. Taunt priorities go a long way, link a taunt after a big move, and maybe link that taunt into something else, either a pin, or another action. Are they from a specific region, or have a noted profession away from the ring? Do some research there, see if you can't find some interesting ideas for attires and such. Anything that can make an edit feel more like an actual person or character is a good thing.
|
|
|
Post by Spunk on Nov 30, 2018 19:37:37 GMT
Your ideas have evolved, your characters that once seemed super cool a while ago aren't appealing to you anymore.
That's normal and perhaps good?
Try rethinking how you approach this, how you build characters and perhaps keep the old ones on the back burner. Maybe you make some changes to the old ones? Find something that inspires you and run with it.
|
|
|
Post by LankyLefty17 on Nov 30, 2018 20:15:06 GMT
Adding on to Senator's suggestion. I find the best way to figure out what I don't like about an old edit by making a new one. It usually gets me focused on new things I havent tried- whether that's moves, attire, or logic. That sorta "fresh" outlook helps me go back and get a better understanding of what I wanted to do with the old edit.
The other thing to try is look at what others are doing. The creativity thread has a bunch of stuff from really creative people. Downloading a few edits from other people to see how they build their stuff out can inspire something similar that you've been trying to do.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 30, 2018 20:56:06 GMT
Thank you very much senator, spunk and lankylefty.
I'll be taking a pinch out of everyone's replies.
I don't think it's the edit idea themselves I think it's more to do with the way I'm putting the edits into my game. As I'm trying to speed up the process using templates I think it's bitten me on the arse with it all the edits ending up monotonous and every match being the same.
The funny thing is I thought templates were the way to go. But over the last few weeks I've learned so much about logic just by looking at other peoples work that I've downloaded from the PS4 workshop (mostly Lord Worms stuff, so it's his fault Lol).
So more than likely I will be starting from scratch this weekend, and actually taking my time and enjoying the whole process, instead of rushing and thinking I have to do 6 edits tonight. And all six end up being the same edit just with different moves and the personality of a stick covered in dog shit.
So thank you guys. And I'll thank anybody else who replies overnight as I won't see anything on here till morning.
|
|
|
Post by Love Wilcox on Dec 1, 2018 16:59:23 GMT
Yeah, the best thing you can do is take your time and treat every edit as a unique individual. I like to start with a simple concept such as "a guy who builds up to a DDT finish" and then once I've achieved that I'll start to flesh him out a little bit more. The process never really ends, I've got guys I created 10+ years ago and I'm still tweaking them to this day xD
|
|
|
Post by pfadrian on Dec 1, 2018 18:55:10 GMT
Templates, I think, can be useful for some areas, like logic percentages for grapples and ground moves, and starting parameters and skill levels based on fight style - things you tend to keep constant, just to lessen your work.
BUT then be willing to adjust those according to the character.
|
|
|
Post by pfadrian on Dec 1, 2018 19:07:01 GMT
Also exploring the Workshop really inspires one’s creative juices.
I credit folk like Professor Voodoo, who’s character creating inspired me to have more fun with it. I started taking concepts like urban legend Bloody Mary, and the character created much of itself. I honestly don’t know with those characters initially what their Finisher will be until in the process (turned out to be the Manifble Claw, “Namecaller). Or that her special skill would be Blood, which I never used before, but adds a unique dimension to her character.
When moving back to more earthbound grapplers, this personality approach has made those edits also more enjoyable (and better wrestlers), because their character shapes their logic and style.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Dec 1, 2018 20:32:30 GMT
Thank you again everyone. After even more thought I'm starting from scratch making some new edits first for a Welsh based wrestling TV show.
As for my older edits, some of which are 10 years old I'm going to pimp them up so speak and add them to my fed world to mostly be in the background.
Thank you again you have all shown why the community is great.
|
|
|
Post by OrochiGeese on Dec 2, 2018 1:10:39 GMT
I had a similar issue and 100% know the frustration that you had.
The thing I wanted most for FPW was the ability to be able to use my 12 years of FPR edits and build on them.
Freem's FPR/FPW Tool allowed me EXACTLY that and pretty much saved my FPW experience at that point.
What I didn't count on was that my FPR edits just did not get the job done in FPW. Even when I took the time to add the FPW features (strike exchanges, etc) to them and filled out their movesets with the extra slots (down moves), they felt boring. That's because they were designed around 3 sequences rather than the 13 we have in FPW.
However, even when I filled out the remaining sequences to allow all their specials and big moves to pin (since FPR didn't have enough sequences to cover all 5 signature moves), they STILL felt boring to me. I wasn't doing enough to adapt the edits to the new possibilities of FPW sequences even if I used the greater numbers. I was also very impatient since I wanted the edits in FPW to be ready immediately to get my e-fed running again. The more I rushed the completion of them, the more "carbon copy" they and their matches felt.
I started to see other people in the community doing incredibly creative, novel, dynamic, and fun things with sequences and I started to get bored and frustrated with my edits who were basically living a lie in FPW.
So I changed my approach to things. I still wasn't really in the mood to make entirely new edits though. In fact, and this is weird - I haven't made an entirely new edit since 2016 or so. The end days of FPR and beginning days of FPW have just been devoted to modifying existing edits and making alternate versions of them. I wanted to use that creative approach that I had at the end of FPR and use it for FPW to try to find a way to make my edits fun again for FPW.
And I was still very thankful I had the FPR edits ported to FPW because it gave me that starting template of things. It was like having already done drafts of appearances, moves, and logic. I just relied less on their FPR strategies in regards to priorities and started to change things around. Having their base FPR versions saved me a ton of time so that I could then put that time into coming up with ideas that allowed them to make use of FPW potential.
I'm still moving at a snail's pace in completing my FPR templates in FPW and also modifying FPW edits I already made (especially putting into effect the new NJPW pack moves) but I'm not worrying so much about finishing edits just to have them done. I'm finding edits from FPR that I want to make and basing that "want" on whether or not ideas come to me about how to use them in FPW. I've even brought two humor characters into FPW recently that were nowhere near the front of the line in regards to e-fed hierarchy. But I had funny ideas for them and wanted to implement them...and had FUN doing so and simming them. I'm moving forward with that strategy for the foreseeable future.
|
|