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Post by Wildfire on Oct 11, 2007 23:02:04 GMT -5
Played a full card... got a few questions:
- It seems that in tag matches, there are only tags on defense, and that guys try to tag out EVERY time on defense, is that correct? (I think it needs to be changed/fixed if so)
- Along that line, does everyone get to tag out at the same number, or is it programmed in with a default of who is allies, tag partners, etc.
- I love that the sim makes choices that seem different depending on the situation (like wether or not to leave the ring, to do a dj, etc) Are this 100%, situational, or random with some weighting, depending on the wrestler involved?
- would the sim indicate if the match ended in doubles?
- It seemed to be using the newer pw/ag rules, is that correct?
- What sorta things are on the agenda to be updated? (so I know before I start suggesting things you're already doing)
Definately an awesome job on this!
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Post by LWPD on Oct 12, 2007 3:04:56 GMT -5
Quick PBP Sim Review
I can honestly say that with the introduction of the Play by Play Simulator...CotG Online just took a huge step forward. Those members of the community who use and thoroughly enjoy the open source CotG Desktop yet have previously had no interest in the premium CotG Online package or it's Stat Tracker feature...now have a legit reason to take another look. Real value has been added here. Major props to BDS for his efforts.
The match layout delivered by the PBP Sim is sharply detailed and works in a flash. This is a legit benefit for those of us who have an interest in doing expansive creative...but don't necessarily have the time to execute as well as we may like. A big part of the 'time to play' problem has now been effectively solved.
There's still very much room for improvement...and realistically this project will probably always be somewhat of a work in progress with delays and mistakes made along the way. Yet all things considered the practical game play benefits are slowly moving in the right direction...to the point where those on the sidelines who haven't previously seen a justification for the costs may want to seriously take a second look.
Some features I'm hoping to see eventually incorporated into the Play by Play Sim include:
* An option for Six Man Matches
* Specialty Match Options (very important going forward)
* Plug in modalities (setting injuries, no dq and eventually bootlegs)
I don't work for Filsinger Games...and receive no financial benefit from this...I'm just giving credit where credit is rightfully due. I'd recommend this to anyone who's leisure time is limited...but who's interest in CotG as a hobby is strong. Hopefully they'll be a PBP Sim demo for both skeptics and the curious to test drive.
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Post by BDS on Oct 12, 2007 6:42:38 GMT -5
Paint, Fire, thank you! I hoped that the PBP sim would garner this sort of reaction. As for going forward, the first thing to expect is full compliance. Before I add anything else to the sim, I'm going to put a filter in so that all of the non-2087 guys who would work now (Endgame, Disaster, Avarice, etc.), so that you have some more options. The next thing on the agenda will be to get the guys with wacky rules like roll finishers, charge-up finishers, and so on, to work properly, and I'll add them all in as I've got the chance. Once that's all done, I'll look at new stuff. The first thing I'll add in is an option for starting fatigue, so you can simulate multiple matches in a night. Next will be an option to roll DQs twice, then will be a Titan Death Match, then will be six-man tags. From there, it should be time to start working in specialty matches. I've structured the code to make it really easy to drop in code for matches that replace the game charts with something else, so most specialty matches should be really easy to get into the system. Now to Wildfire's questions: 1.) No, there should be tags on offense, and they should be more frequent when the guy in the match has more fatigue on him than the guy on the apron. If it's not doing that, then it broke between my last testing and launch. 2.) Everyone tags out on a 6 now like they're a real tag team. Distinction will be coming on that soon. 3.) There is a basic AI built in for everyone now. For example, on the choice chart, it looks at the target numbers for each move. If they're equal, it goes for the 3. If the 3 is higher, it goes for the 3. If the 2 is higher, it rolls a d6 and goes for the 3 on a 1. In the future, though, it's going to have individual AIs for different wrestling styles that will have a determination on how the choices in gameplay are made. 4.) No, it doesn't, but that's an excellent suggestion. You have my permission to build a thread specificially for PBP Sim suggestions, if you'd like. 5.) Yes, it's using the newer pw/ag rules, because they're the current COTG official rules. It's also using the updated charts. 6.) I suppose I answered that with the first part of this post. Alright, I'll talk to y'all again on Tuesday!
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Post by Wildfire on Oct 12, 2007 9:55:25 GMT -5
I'll keep an eye on the tag teams, and report it as a bug if the tag thing continues.
I'll also start a Pbp suggestions thread this evening... I'm really excited about this working, and pla to give it a good workout before I go away for work next week!
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Post by krisosk on Oct 12, 2007 12:54:19 GMT -5
Here's another view of a Play-by-Play Simulation for those who are curious: COTG Play-by-Play Simulation
Ghengis Khan vs. Lord Nexus Ghengis Khan (l1o1): flying mare takedown - 1 Lord Nexus (l1d3): dazed - 1 (tag)Ghengis Khan (l1o1): flying mare takedown - 1 Lord Nexus (l1d4): dazed - 1Ghengis Khan (l1o3): hammerlock - 2 (ag) Lord Nexus is too fast for the move and takes over on Level 2 Offense! Lord Nexus (l2o1): flying elbow smash - 2Ghengis Khan (l2d3): hurt - 2 (tag) Lord Nexus (l2o6): dropkick off turnbuckle - 3Ghengis Khan (l3d5): hurt - 2 Lord Nexus (l2o2): leg lift - 2Ghengis Khan (l2d6): dazed - 1 Lord Nexus (l1o5): atomic drop - 2 (ch A)Lord Nexus hits a press slam! (Roll: 4, Target: 7) Ghengis Khan (l2d6): dazed - 1 Lord Nexus (l1o1): top wrist lock - 1Ghengis Khan (l1d3): dazed - 1 (tag) Lord Nexus (l1o4): into the ropesThere's a surprise flying shoulder ram! (Roll: 6, Rating: A) Ghengis Khan (l2o5): shoulder chop - 3 Lord Nexus (l3d5): hurt - 2Ghengis Khan (l2o4): knife-edge - 2 (ch B) Ghengis Khan opts to throw his opponent into the turnbuckle! The running double axe handle misses! There's a rollup! (Roll: 3, Rating: A) One ... two ... three! (Roll: 2, Target: 5) And Lord Nexus takes the fall!Match duration: 3:41 Final PIN ratings: Lord Nexus (3), Ghengis Khan (5) -------------------------------------------------------------------------------- Simulation SummaryLord Nexus - 1 win(s) Bad choice by Khan there at the end! Great little match-up, and as vintage Champions as you can get. Glad to see people are not only enjoying the current product, but seeing the potential it has for the future. ~ :-Xsk
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Post by Aquinas on Oct 12, 2007 12:57:03 GMT -5
I really dig this....I was playing around with it last night. I've decided that, since I flat-out haven't been playing COTG as it is lately, because of house work and being injured and...ahem....buying an Xbox 360.....that I'm going to use this to run my 2087 fed.
It's really cool and kind of interesting to see a simulation handle things like hot tags and strategy. I had a match with Death Knight & Thantos versus Wolf & Proteus....and it was really interesting to see the play-by-play results. It came out to be an OUTSTANDING match.
It ain't rolling the dice manually -- but it's really a slick midway between that and the regular simulator.
VERY slick!
Also: I've largely been tried and true dice and cards old-school, so I credit the BSD/Osk/et al work on this COTGOnline venture with winning over a 'traditionalist'.....when this was first announced, I didn't see any personal upside since I loved the notebook/cards format.....but as you get busier or just spread across other things, to have a neat, online-organized venue for playing.....I really dig it.
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Post by BDS on Oct 15, 2007 18:59:53 GMT -5
Thanks again to everyone for the positive feedback! Kris and I are VERY excited about the possibilities of what we can do with the PbP Simulator, and we're glad to see that we're not alone in that.
Because feedback has been so positive to it so far, I'm going to be doing three things this Thursday.
1.) I'm going to open up the Simulator to Demo accounts, so that everyone will at least be able to try it out. Same way as with the Game Table, you'll have full access to all of the features of the Simulator, but you'll just have two wrestlers to use. I don't know who they'll be yet, but I promise I won't give you Mutant and Beast-Rider.
2.) I'm going to enable partial sets in the Simulator. Basically, any card in any Digital Set that you own that won't break the Simulator will be useable. Avarice? Check. Endgame? Check. Disaster? Check.
3.) Because I need to test the custom code stuff at some point, I'm going to get the first "wacky" card working with the Simulator. Because he's awesome, Monolith will be that wacky card. Monolith vs. Endgame 1000 times? Yes, please.
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Post by rawhide on Oct 15, 2007 19:02:13 GMT -5
thats wacky all right.
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Post by markoda on Oct 15, 2007 20:43:07 GMT -5
This is one of the main reasons I got online. I would like to get caught up quickly and this is one way to do it. Can't wait till we get specialty matches in place. Til then this rocks!!
Thanks Kris and BDS for a great way to enjoy when not much time to play.
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Post by bambam on Oct 15, 2007 22:44:25 GMT -5
I hate using tag teams but I want a tag title division and history so I use this now. I love it.
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Post by BDS on Oct 16, 2007 5:47:16 GMT -5
A little update for everyone, but it will be Thursday that I do COTGonline stuff this week. Wednesday is field trip day.
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Post by krisosk on Oct 16, 2007 17:16:09 GMT -5
This is one of the main reasons I got online. I would like to get caught up quickly and this is one way to do it. Can't wait till we get specialty matches in place. Til then this rocks!! Thanks Kris and BDS for a great way to enjoy when not much time to play. You're very welcome! I know I speak for BDS when I say that all this positive feedback only adds more fuel to our creative fire! Thank you guys for taking the time out to play and comment. ~ :-Xsk
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Post by JMello on Oct 20, 2007 7:14:17 GMT -5
Tricks (l1o4): forearm smash - 2 (pw) Bloodline is too strong for the move and takes over on Level 2 Offense! Bloodline (l2o3): into the ropes (c) Bloodline hits a surprise cross-body press! Here's the cover! (Roll: 3, Rating: A) One ... two ... kickout! (Roll: 8, Target: 6) Tricks (l3o6): SLEEPY TIME (+1) One ... two ... three! (Roll: 2, Target: 8)
And Tricks takes the fall! Match duration: 28:56 Final PIN ratings: Tricks (5), Bloodline (7)
I think I know what happened here, but I think it should say Tricks hit a cross-body press. Just wondering.
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Post by dukedave on Oct 20, 2007 7:43:29 GMT -5
Looks to me like Tricks hit Sleepytime for the win. Bloodline's pin was 7 so the plus 1 got it to eight and Tricks rolled a 2.
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Post by JMello on Oct 20, 2007 11:34:26 GMT -5
You're missing the point, Bloodline was in control, see:
Tricks (l1o4): forearm smash - 2 (pw) Bloodline is too strong for the move and takes over on Level 2 Offense! <-- Bloodline on offense Bloodline (l2o3): into the ropes (c) Bloodline hits a surprise cross-body press! Here's the cover! (Roll: 3, Rating: A) <-- I believe Tricks hit the cross-body press One ... two ... kickout! (Roll: 8, Target: 6) Tricks (l3o6): SLEEPY TIME (+1) One ... two ... three! (Roll: 2, Target: 8)
Now that would make sense, but they way it reads, Bloodline was in control and went for a pin, yet somehow the very next roll Tricks hit SLEEPY TIME.
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Post by BDS on Oct 20, 2007 13:01:55 GMT -5
Tricks did hit the CBP there, it's just getting reported wrong by the PbP sim. I'll fix it up tomorrow, JMello. Thanks for catching it!
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Post by JMello on Oct 20, 2007 15:14:40 GMT -5
No problem, I knew what had happened, just wanted to let you know, since you're the man and all.
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