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    • CommentAuthorQ.I
    • CommentTimeAug 10th 2007 edited
     
    Save Dave and the crew some bandwidth, time, and headaches... ask the pressing questions on your mind and divert their headaches to that.

    My questions:
    1) How are the move sequences like? Can you flow from one move to another without a bit of a pause? Like let's say you want to do a manual snapmare takedown and chain it to a reverse chinlock, would it seem somewhat seamless? Or would your wrestler stand there for about a second and then apply it? Same with taunts as well. Generic stunner an opponent and add the Austin flair by taunting when you perform the move so the wrestler will perform the taunt right after he performs the move.

    2) Can you cancel out of taunts? Like let's say I'm Edge, and my opponent is down, and I wanna do a taunt that's telling him to get up whatsoever... and let's say the opponent got up before I finish the taunt, but I can just run or move out of the taunt and attack him.

    3) Is there a way to somewhat completely modify the movesets without hacking? In the Smackdown games, some moves look really good as a running grapple or running strike, yet they're placed in wrong situations. To combat that, you'd have to using hacking devices. For the PC, it probably won't be that tedious to hack, but it'll be a chore nonetheless.

    4)Will there be gameplay sliders that *cough* (unlike Smackdown's) actually work?

    5)Any chance there will be a create-a-move feature? The UCM moves in SvR2007 looked chopphy as hell, yet no-one complained about it. But it definitely looked as if there was potential like that for a create-a-move feature. Basically animate a string of animations together.

    Example:
    Move Initiation Setup (Optional): (Arm Wrench varieties, dodging animations(like dodging a punch and watch the opponent swivel around, or just dodging for an opening to a back grapple), sidestepping, strafing Toe Kick, Knee Strike, etc)

    Move Initiation Pickup (The grapple animation that connects to the Move Initiation Setup): Fireman's Carry, Oklahoma Lift, Suplex Lift, Powerbomb Lift, Powerbomb Headtuck (connects to Piledrivers), Double Underhook Headtuck, 3/4 Facelock (connects to a Diamond Cutter, RKO, Stunner, Whiplash, etc), Cross Powerbomb Lift, etc)

    Move Initiation Pickup Taunt: Taunts that connect to the setup animations

    Move Animations: Allow the users to move the wrestlers for a limited time before connecting with the move.(Only for move animations that would allow the wrestler to hold his opponent and move around). Another option would be for the wrestler to "pump" his opponent, by hopping a bit (Oklahoma Lift), or slightly squatting a bit (Suplex Lift), or maybe do a Lashley style one arm suplex taunt.

    Move Connections: The ending animation of the move. Double Underhook Headtuck can end in a Tigerbomb, a Pedigree, Welcome To Chicago Motherfucker, etc

    Ending Move Taunt: Optional

    These are only for standing grapples facing front. This is basically a basic draft of it.

    6)Any options for CAW Mode that would allow you to choose the way your CAW holds the belt(s)?

    7)Any chance a program that comes with the release of PWX that allows users to extract/import textures to edit their CAW's with if they're not satisfied with the ingame CAW parts?

    And that's all I can think about right now.
    • CommentAuthorQ.I
    • CommentTimeAug 10th 2007 edited
     
    Some suggestions/questions:

    Any of you guys played the Warriors video game? If you have, you might know what I'm talking about. You know how you mug someone in that game? Where you have to rotate the analog to find the "Sweetspot" that will have your victim eventually succumb to the mugging. I think that would be a SWEET submission system.
    - The wrestler applying the lock would rotate the analog and find the sweetspot
    - Sweetspot found. Wrestler on receiving end of the lock will wince in pain and make facial expressions that show obvious cruciating pain, and have the screen flash light colours around the edges of the screen, colours that indicate your oppopent's state of submission.
    For example:
    Grey: Great chance to get out.
    Yellow: Good chance to get out
    Orange: You MIGHT tap
    Red: Hurting. Best to tap and save your limb(s)

    - So what does the wrestler on the receiving end do? He finds his opponent's sweetspot as well. If he finds his sweetspot before his opponent finds his sweetspot, he'll get out before receiving serious damage. If he doesn't and he manages to find the sweetspot when his opponent has applied the move on full force after finding the sweetspot, the wrestler applying the lock will either hold on dealing either a minimal to a hefty amount of damage, depending on how long it took the opponent to find his sweetspot and the state of health the limb is. If it's red, chances of submitting are still there. However, no matter what the health state, if the wrestler on the receiving end finds a sweetspot near the ropes, and he manages to find the sweetspot, he'll grab the ropes to force the other wrestler to stop the submission.

    - Also another way to explain this submissions system:
    A: Wrestling applying Lock, B: Wrestler recieving lock

    Grey state: A:about 5-7 rotations to find SS(95% of the time) about 1-2 rotations to find the SS(5% of the time)<--- Chances/Rotations can fluctuate, predetermined by Wrestler's submission attribute)
    B: about 1-2 rotations to find SS(95% of the time) about 5-7 rotations to find the SS(5% of the time)
    Red state: A: about 1-2 rotations to find SS (97% of the time) about 5-7 rotations to find SS (3%)
    B: about 5-7 rotations to find SS (98% of the time) about 1-2 rotations to find SS( 2%)

    - Ways to combat abuse of repeated submissions? It'll take more rotations for the wrestler to find the sweetspot that will allow the wrestler to apply the lock at full force if the wrestler slaps on the submission repetitively.

    Again, this is just a draft, not totally indepth, only a suggestion that can provide a foundation.

    8) Will there be a way to have wrestlers who are on the receiving end of the submission to struggle and crawl near to grab the ropes?

    9) Will any of your strikes attach to a predetermined selling animation? Like Enzuigiri's, Spears, Clothesline's. It'd really make some of the striking animations look really smooth.

    10) Any chance of mapping a button that allows the wrestler to sidestep/hopstep to gain an advantage by dodging an eratic punch or simplying to go for a back grapple?
    •  
      CommentAuthorZin5ki
    • CommentTimeAug 10th 2007
     
    Quote
    "Move Initiation Pickup (The grapple animation that connects to the Move Initiation Setup): Fireman's Carry, Oklahoma Lift, Suplex Lift, Powerbomb Lift, Powerbomb Headtuck (connects to Piledrivers), Double Underhook Headtuck, 3/4 Facelock (connects to a Diamond Cutter, RKO, Stunner, Whiplash, etc), Cross Powerbomb Lift, etc)".
    Unquote

    Using holds like this as the initial grappling animation before the move itself is performed is a good idea.
    I strongly disklike the Spike/AKI engines because of the excessive use of collar-and-elbow tieups.
    If takedowns, restholds and irish whips all had respective "move initiation holds" (i.e 3/4 facelock for snapmare, "power lift" for bodyslam, simple wristhold for irish whip etc) then the action would look more flowing and less robotic, without running the risk of "spamming" quick takedowns (which is the main reason other people dislike quick "ready grapple" moves). I guess this would be a bit like a modified KOC system.
    •  
      CommentAuthorvaldik
    • CommentTimeAug 10th 2007
     
    Here are my questions
    1.What will the camera view be like?Have you decided yet? I mean will it be like moving around the ring or will it be just looking from one spot and only changing a bit when a finisher is done?

    2.Well I've seen this question but I didn't see a direct answer.In most games if u do a finisher and your opponent is laying down pretty beaten up and you go for the pin but decide not to let the ref count to 3 so you stand up and then your opponent stands up like nothing happened and starts kickin your ass. will PWX be like that
    That's all I can think of.
    •  
      CommentAuthorPWX_Dave
    • CommentTimeAug 10th 2007
     
    Ok, let me just crack my knuckles and get to work here:

    1) Move sequences are similar to the AKI engine in that we try to position the end of certain moves in order to best transition into the next one with minimal waiting. A second is far to long to wait in my opinion.

    2) Currently you can cancel taunts.

    3) Hacking moves in PWX will be very tough indeed. If we don't have the move you want in the right situation the best solution is to ask for it in the next update.

    4) Any options or sliders in PWX will actually do something, yes. Can you believe they actually did that?!

    5) Create-a-move is possible now that we overcame a particularly nasty technical hurdle this week. We have a high-angle twisting pedigree working in-game that was comprised of more than one animation clip. So if we gave people the tools (and the animation segments) you could theoretically string your own moves together.

    6) Yes there should. We intentionally placed what they call 'mount nodes' at the waist, hands, shoulders, and neck so you could mount objects (including belts) there.

    7) You shouldn't need to hack into PWX to extract the textures for modding. We'll just give you all the raw textures and basic mod instructions separately so you can do it easily.

    I gotta run for lunch. I'll be back to answer more question very shortly. Cheers!
    •  
      CommentAuthorPWX_Dave
    • CommentTimeAug 10th 2007
     
    I'm baaaaaaaack

    1) Our submission system at this point is totally automated and similar to Fire Pro in that it's dependent on stats and attributes. Your 'sweet spot' proposal is worth discussing though. It reminds me a lot of the new ladder match system in Smackdown vs. Raw. What do you guys think about it?

    2) Wrestlers in a submission can move towards the ropes, yes, but we have no special animation for it just yet.

    3) We do indeed have specific selling animations for certain strikes even at this early stage. We can easily build that out to offer more specific selling. It just becomes a matter of time and money.

    4) You mean like dodging a strike specifically and not just walking sideways? Could be done, yes, but it's not in out current design.

    Alright gang. I've got a meeting to take care of but hopefully I can sneak back on hear later to answer some more questions. Cheers!
    • CommentAuthorantiy4ho0
    • CommentTimeAug 10th 2007
     
    I like automated subs better to be honest. The sweet spot thing is cool but I'm still a fan of automated submissions.
    •  
      CommentAuthorPWX_Dave
    • CommentTimeAug 10th 2007
     
    Hey guys. Looks like I'm booked up for the rest of the day. I'll be back tomorrow hopefully to finish answering.
    • CommentAuthorspudz
    • CommentTimeAug 10th 2007
     
    Oh - I got a good one!
    It's a suggestion really - I remember back in WWF No Mercy something that really bothered me with high-flying moves.When you jump out of the turnbuckle with a high-flying move and your oponent gets up from the mat before you make impact,you just hit the mat.Even though you did hit him,it's counted as you missed him,since he wasn't flat on the mat.It was really annoying,and what I loved in the MDickie games is that even if he did get up,he would still take damage if you hit him.
    Did you really understand me?If you did...comments?
    •  
      CommentAuthorMG
    • CommentTimeAug 10th 2007
     
    Yeah they kind of did that in SvR07 but it should be like that because, when I play games my rule is if you get away your safe.
    •  
      CommentAuthorPWX_Dave
    • CommentTimeAug 11th 2007
     
    Zin5ki, we're not quite at the point where there would be special initiate animations that flow right from standing idle to move execution. What we've done is animate all of these (we call them) set up animations all starting from the classic elbow/collar tie up. It's a way to let us more easily animate variations of the same move as well as have a common reversal point within each similar move. We are experimenting with a hack of sorts that would allow the animation to perform a pseudo KoC style clutch by stringing the grapple initiate and set up animation together in one motion but it looks too clunky to be seriously considered. I would prefer to go back and animate each set up animation right from the standing idle if we were to pursue this concept in the next PWX after this one.

    Valdik, the camera angle at this point is semi top down pan, scan, and zoom along the same plane. Similar to Fire Pro if the ring wasn't on a 45 degree angle.

    Wrestlers won't magically regain full strength just because you decide to cancel a pinfall. I hate that, too.

    Spudz, I'm afraid I gotta side with MG on this one. It's always tough when we're forced to choose between what would look more realistic and what would be better balanced gameplay. I believe flying moves should always carry a risk factor to make them more gratifying to execute. Not knowing if you connect until the moment you land does that for me.

    After you leave the top rope I want people to be white knuckling the controller thinking either:

    "Please please please please YES!!!!!"

    or

    "Please please please please CRAP!!!"
    •  
      CommentAuthorfullMETAL
    • CommentTimeAug 11th 2007
     
    As for the "Sweet-Spot Submission" debate? Here's my take on it:
    Holding the Sweet-Spot allows you to keep it locked in, and maybe even add a tiny fraction of additional damage per unit of time. The timing meter system from SVR's Cage matches would allow for dragging to the center/crawling to the ropes/getting the arm up before the third drop during a submission, with varying success. At NO POINT EVER should button-mashing for anything other than things like Atomic Noogies or fork/sickle-digging rest holds be taken into account for submission holds.
    • CommentAuthorbatman515
    • CommentTimeAug 11th 2007
     
    All I care about right now is how long I can hold a Submission on. It should be a situation where stamina is invalved, not a pre-determined time limit. Especailly in like Ladder matches where there is no DQ.
    • CommentAuthorspudz
    • CommentTimeAug 11th 2007 edited
     
    Ok,I get you :) It does sound cooler your way :)
    Ok - another question :)
    Feamale wrestlers?I mean - will there be any of those in the game,will there be feamale gimmick matches like bra and panties match,mud match or stuff like that?Will there be nudity (hope not,so the game doesn't get a bad rating) Will there be feamale CAW's ? Huh?
    • CommentAuthoradembroski
    • CommentTimeAug 12th 2007
     
    I'm interested mostly in the career mode.

    I'd like to see a situation where in you begin as a young wrestler in a local indie, and work your way up to the global programs. Your first televised match, your first PPV match, your first major PPV main event, all should be major stepping stones in your character's life.

    Will you have multiple levels of competition through a wrestler's career? Will there even BE a career mode of any kind?

    Another question is ratings... I'm assuming here that you'll have some sort of ratings system to determine the capabilities of each individual wrestler... what categories will you be rating wrestlers in, and how will a created wrestler in said career mode advance his abilities? (if any of this is applicable, of course).
    •  
      CommentAuthorZin5ki
    • CommentTimeAug 12th 2007
     
    I think I'll wait for the sequel then.
    • CommentAuthorhugenstein
    • CommentTimeAug 12th 2007
     
    Just a couple of questions I hope can be answered.


    1. In one the pictures I saw posted, I saw (Image #22/50) 10-men inside the ring at once, does this officially confirm ATLEAST 10 men inside the ring at once?


    2. The Battle Royal mode - Almost Every wrestling game made has some of the worst elimination options, especially WrestleMania XIX and The Smackdown vs. Raw series. Raw 2 and WrestleMania for XBOX had the right idea, which is why I ask - How many ways will there be to eliminate a wrestler? Also, any chance of seeing maybe one of them in a video to get an idea of how it will work?


    Thank You - Myles, Key West - FL
  1.  
    I dunno if this has been answered in the past but Im going to ask it..

    In all of the AKI games you had the stats for Offensive Strength and Defensive Strength each for all parts of your body and also move types..this is also the way it is on FPW

    So you guys doing it this way or are you taking a short cut like Yuke's and just make a Str Stat and a Dur Stat..

    Also I have always made the same Guy in all wrestling games going by the name of AcId and his moveset has alot of DDT's so I just wondering how many variations of this move will be in game..cause theres alot of ways to give a DDT and to take a DDT hoping for a sick Implant!!! \m/
    •  
      CommentAuthorPWX_Dave
    • CommentTimeAug 13th 2007
     
    @ Spudz. Yup, female caws but none of the so-called female match types from WWE games such as Bra and Panties.

    @ adembroski. You described something like what we are calling Touring Mode. It's on the backburner for the time being (gameplay first) but it sounds a lot like what you described. There is a lot of debate about how rewards and limitations placed on your character during a career mode should be carried over into exhibition matches. We don't want to limit CAW creation (like forcing all caws to start with shitty stats) but at the same time we can't have maxed out caw monsters starting a story mode.

    @ hugenstein. There is no theoretical limit to the amount of wrestlers allowed on screen but there will certainly be a practical limit. I've got a really old PC at home that chokes on the current PWX build with only two wrestlers on screen. But the newer workstations at the studio could handle a ring full of them. We'll do some optimization to keep system specs as low as possible but the reality of it is most modest PC's will start chugging once you get a ton of action going on. We haven't tackled the Battle Royal mode yet so it would be a great time to offer your suggestions on how we could do it better than most. Perhaps start a new thread to discuss it?

    @ ThE AcIdIc 0nE. Yes, we have designed PWX to make use of specific body part strength and durability. If you want a lot of sick DDT's all you have to do is send us some video clips and we'll add them to the list!
    • CommentAuthorDDX
    • CommentTimeAug 13th 2007
     
    Hmm, the thing about the high flying moves not working if an opponent starts to stand up is a little weird, though....it's one thing if they legit counter and get out of the way, but it looks weird and really glitchy if they just start to rise mid-animation, and the move misses (and winds up causing some heavy clipping as a result). IMO, any flying move while the opponent is down should force the opponent to stay down. I mean, countering aerial moves is easy enough as is because they're very predictable...so we really don't need them to be gimped even more by the opponent randomly standing up and having the flying move miss for no real reason.

    It's not even realistic, either....when's the last time someone got up in the middle of a Frog Splash? I'm not talking about rolling away to safety, I'm talking about just plain standing up while the opponent is in midair.
  2.  
    ^^^ THIS!! = Truth...

    Sorry but I have to say it. Even Smackdown has remedied this problem somewhat. In '07, if for example Rey, does a splash to a standing Khali, it's automatically countered into a UCM chokeslam. Therefore, I think that any splash type moves should automatically be countered in some way when done on a standing opponent. And then, splash type moves can be countered by rolling away or getting the knees up specific to each counter button. Like L = strike counter/gets knees up and R = grapple counter/rolls away. Or if you only decide to have one universal counter then, button = knees up and button + left/right = roll in either direction. Or you could make it context sensitive ala No Mercy. The move switches automatically whether they're laying or standing.
    • CommentAuthorQ.I
    • CommentTimeAug 13th 2007
     
    \\[QUOTE]We don't want to limit CAW creation (like forcing all caws to start with shitty stats) but at the same time we can't have maxed out caw monsters starting a story mode.[QUOTE]//

    A solution is to allow unlimited attribute distribution for CAW's for the game modes except story/touring/career mode, where a limited amount of attribute points will be allowed to be distributed so there can be a way to build the CAW into a high-stat Superstar, which would reflect the rising difficulty level of the story/touring/career mode as well.
    •  
      CommentAuthorMG
    • CommentTimeAug 13th 2007
     
    adembroski,I think story mode should be like PWX is new to pro wrestling period. Your charecter see's the evealution of PWX and see's it become this big Monster like promtion. You can battle rival compianys like a fed I made up called CwC(Courption wrestling Championship) which is CZW and ECW mixed then ether a WWE like fed or a WCW like fed.

    Or

    The evaloution of PWX and you making yourself a ledgen in PWX buy winning titles or trohpies. Question is there any belts PWX Dave.


    One thing that I thought of since I discovered Ever Quest is a MMO wrestling game. It can be like Ever Ouest, World of Warcraft and Secondlife.
    '
    • CommentAuthorQ.I
    • CommentTimeAug 14th 2007
     
    \\[QUOTE]Question is there any belts PWX Dave.[QUOTE]//

    I'm wondering that too Dave. What are the PWX belts going to be named?
    •  
      CommentAuthormifin
    • CommentTimeAug 14th 2007
     
    Oh yeah so is there going to be some kind of ultimate control in PWX? I don't know I don't think it was done to well in SvR, but the idea of it is nice. Although I would rather be able to make my own move.

    Also, if this really is going to be for just pc what would be minimal requirements? Cause my computer isn't exactly good, I have a geforce 2 and 768 MBs of ram, if I put everything on low would I be able to run it?

    Last question, is PWX going to be for just vista? Or for XP as well?
    •  
      CommentAuthorTonzophunn
    • CommentTimeAug 14th 2007
     
    I know if I had a say, my belt choices would be a World, North American, Tag Team, Hardcore and Cruiser/Lightheavyweight.

    My question is, will the belts be by the fed, since you are incorporating touring mode, or will they be overall?
    • CommentAuthorDDemonX
    • CommentTimeAug 14th 2007
     
    Alright here are my questions:

    1-Will it be possible to make as much CAW's as you want?

    2-Will there be some option to add arenas?If so would arena modding be very difficult?

    3-Will we be able to create stables?anf if so would they come out together to the ring in tag matches or as manager?

    4-I don't know if in the first PWX will be a royal rumble but if in the future that comes true can we like make some sort of filter for the participants(like no womens or add some sort of exclusion list)

    thanks in advance
    • CommentAuthorQ.I
    • CommentTimeAug 15th 2007
     
    In reply to DDemonX, following PWX for as long as I can remember, question 1 has been asked and answered numerous times, which means I can give you an answer =P

    The amount of CAW's you can make depends on your HD. Your hard drive's the limit.
    • CommentAuthorhacksaw319
    • CommentTimeAug 15th 2007
     
    How big are the CAW files gonna be, I remember Dave saying that they were gonna be tradeable like MP3s. And I like the idea of there being several different companies that sorta remind us of Real life ones. and we can try out for them and such.
    •  
      CommentAuthorrichiedef
    • CommentTimeAug 16th 2007
     
    Okay I have 1 or 2 questions.

    1 - In the FIRE PRO series the game includes a MOUNT position similar to MMA I was wondering if this style of SHOOT wrestling was gonna be included in PWX?

    2 - Will you be able to damage or even break limbs? - The only fighting game I can think of that uses this system is FIGHT CLUB but pls dont hold this crap game against this great idea. It could be something that doesnt happen much but it could limited certain moves during the match (If a wrestler breaks an arm (s)he cant do any lift moves during that match)

    3 - Will any deathmatches be in the game? (Bardwire Boards I feel are a must)

    4 - Going back to FIRE PRO when creating a wrestler the user has the ablilty to control the way the wrestler will fight in CPU mode will this be included? (Slider bars determining how much a wrestler will go: top rope, use weapons, mat wrestling etc) I feel that this is of major importance because the wrestler then has their own personality when a CPU

    5 - Will they be a lift limit? - (Someone like Spike Dudley cant pick up someone like BigShow) Agian of major importance if a good simulation of wrestling will be made

    As you can see it was more than 1 or 2 & im interested wot ppl think as well as the staff

    On a sidenote DAVE & ALL STAFF please please dont screw this up my hopes are getting higher each saturday and now the fourm is up they have sky rocketed
    • CommentAuthorJustinSane
    • CommentTimeAug 16th 2007
     
    I think I figured out the solution for tour mode with the caw stats.

    Have it so so put all the stats onto your caw(yes monster stats), and in tour mode you start at amature. Amature would be lets say 20% stats. Then you become a rising star(Or whatever) and get 30% for lets say... Winning 5 matches. Then you go from rising star to so and so until you are at living legend with 100% or your stats. Im assuming your stats are done through a system like fire pro.
    •  
      CommentAuthorrichiedef
    • CommentTimeAug 16th 2007
     
    A quick thought will the 2 styles of ring be included the generic style and the AAA / TNA six sided one?
    • CommentAuthorbatman515
    • CommentTimeAug 16th 2007
     
    I guess everyone will ignore my other post. Fine!! All I'm asking for is like 10 sec., not keeping the submission on forever.
    •  
      CommentAuthorfullMETAL
    • CommentTimeAug 18th 2007
     
    They intend on making a submission system that's based on "give & take" and on your base Submission stat determining the maximum time you can keep a submission locked in on a struggling opponent (whereas an opponent who DOESN'T struggle will allow you to keep it on maybe 3 or 4 seconds longer) at each stage of limb damage.
    • CommentAuthorDDemonX
    • CommentTimeAug 18th 2007
     
    My questions haven't been answered yet but i have another one....

    Q-Will there be towels with phisics?
    •  
      CommentAuthorfullMETAL
    • CommentTimeAug 25th 2007
     
    to DDemonX

    1. CAW numbers will be limited only by your hard-drive space (and they'll be compressed to a small-sized file, so you'll be able to fill your drive with a LOT of them!).
    2. They've already stated their intention to make the game as mod-able as possible so Create-an-Arena probably would be available in some form.
    3. Stables/tag teams shouldn't be a problem to implement, but unique ENTRANCE animations for them would take the animators quite some time.
    4. Battle Royals should be possible, but the filtering system (lightweights only, women only, etc) has not even been thought about yet.
    5. Towel physics would probably be applied the same way as apron physics: a cloth being animated through LOTS of bones and joints. They just probably need to make the apron duplicate smaller and detached, and BOOM, you've got your towel. :D

    Did I do good, Dave?
    •  
      CommentAuthorTonzophunn
    • CommentTimeAug 25th 2007
     
    I'd like it so I can combine normal entrances for the tag entrance. That way (hypothetical) if Super Crazy and Psychosis come out on their lawnmowers, they can do it tag team.