WWE 2K14 Attributes Thread

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  • hitman360
    Rookie
    • Jan 2014
    • 9

    #166
    Re: WWE 2K14 Attributes Thread

    Hello to everyone in this forum,

    I just saw this thread today in terms in setting attributes to superstars and caws in WWE 2K14. I was working with attributes this weekend , but it was from a different source. The source is from the examiner website and the title says wwe 2k14 ultimate sliders attributes and match settings.

    I changed the sliders , match settings and then the wrestlers attributes. I was wondering if the sliders of this website would work with CM Hooee attributes that are attached at this thread??? If those sliders and match settings dont work with CM Hooee attributes , what would be the best sliders and match settings that would get the best results with this thread attributes?? If there any of you in this forum that have used the sliders attributes and match settings from the examiner website , I would really appreciate your input.

    Comment

    • hitman360
      Rookie
      • Jan 2014
      • 9

      #167
      Re: WWE 2K14 Attributes Thread

      I post directly from the website , if any of you are having problems. I try to put the link again here:
      Link
      http://www.examiner.com/article/wwe-...match-settings

      Difficulty Level: I prefer legend because I feel like the AI is more aggressive on legend. The inherent problem with the legend difficulty level is that the AI reverses almost everything. I will talk a lot more about reversals later on. We will make some adjustments to the AI that will keep the aggressiveness of legend, but have fewer reversals in a match. You can start out on legend and if you don’t like it, drop it down until you find a level you like.
      Reversal Damage: I like this on because the way the reversals have been changed in WWE 2k14 is that you reverse directly into a move rather than into a grapple hold. It doesn’t make sense to me for those wrestling moves not to have any damage.
      Adrenaline: I like this on, just to limit constant running, but we are also going to adjust the adrenaline so that it matters a lot less. I will explain why later.
      Blood: I also keep this on, but it has no bearing on gameplay, so do whatever you want with this setting.
      Entrance: Again, this is just personal preference. I leave it on because you can choose to turn it off before each individual match.
      Weight Detection: I leave this on, though this doesn't really affect gameplay either so feel free to do whatever you prefer.
      Next we will go into balancing and then into the A.I. reversal options. As much as I detest the fact that reversals play an important part in the difficulty of the A.I., that is how the game is programmed. Increasing difficulty levels alone in the game basically ramps up the rate which the A.I. reverses. This means that rather than program the A.I. to be smarter, the developers at Yukes decided to just make the A.I. reverse more of your moves, which in turn allows them to do more damage to you and appear to be harder to beat. I absolutely hate this line of thinking, but it has been this way from the very beginning of the series. In an ideal situation, as you turn up the difficulty level it would cause the A.I. to be smarter, more aggressive and more challenging. While I do think the aggressiveness is slightly ramped up, it is not nearly as much as it should be. It is what it is. As much as I have tried to use sliders to make the A.I. play smarter, the truth is the difficulty of the A.I. is dependent on how difficult it is for you to reverse the A.I.’s moves and how many times per match they can reverse your moves. Now, with that said, I haven’t surrendered to the programming. I refuse to spend hours playing against A.I. that reverses most of my moves just to get a challenge. So, what we have to do is if we lower the amount of times the A.I. reverses us, we have to also lower the amount of times we can reverse the A.I. There will be a direct relation between the ratio of human reversals to A.I. reversals and the difficulty of the game. If you understand there is no way around this, then you can use it to your advantage. If you find the game too easy, you need to adjust this ratio. You will either need to decrease your ability to reverse moves or increase the A.I.’s ability to reverse your moves. The settings I am going to give you are where I find a good balance of reversals on legend difficulty. If you find it too easy, make it harder for you to reverse and easier for the A.I. to reverse. It is that simple because this game lacks advanced logic windows to program the A.I. like some games such as Fire Pro Wrestling and even the old AKI games. So let’s get to it then. Here are the settings for A.I. reversal rate:
      Standing Strike Reversal Rate: Because the A.I. reversal rate is increased already because of legend difficulty level, I have this set at 4. That means move the bar all the way to the left until there is no red line showing, then move it 4 clicks to the right.
      Standing Grapple Reversal Rate: I also have this at 4. The A.I. still reverses my moves, but the match is not a reversal fest. Setting them at this setting allows back and forth periods of uninterrupted offense and when reversals do happen, it allows the CPU to have periods of uninterrupted offense against you because it will also be more difficult for you to reverse. So, while reversals happen less, it is a much bigger deal when they do happen.
      Ground Strike Reversal Rate: I have this set at 12. The reason I have this set high is because the A.I. doesn’t reverse ground strikes as much as standing moves.
      Ground Grapple Reversal Rate: I have this set at 14 for the same reasons as ground strike reversal. I believe there is an automatic reversal that occurs after you have done a number of ground moves anyway, so these settings don’t matter as much.
      Finisher Reversal Rate: I have this set at 12 too. The reason for that is that for the type of match I want to have, if you go for your finisher too early then the opponent is likely going to make you pay for it. You have to use your finisher wisely and at the right time. However, if I am in a match against a lesser opponent, I don’t want him always reversing my finisher. This also gives the A.I. a chance to steal a finisher which gives them a chance to beat you even if they are getting dominated. You will find that I have a few other tricks up my sleeve when it comes to abilities to also give the A.I. a fighting chance to pull a victory out of no where.
      Foreign Object Reversal Rate: I have this set at 13 and I still manage to get plenty of chair shots in on the A.I., but this keeps us from abusing them with weapons.
      Next we will go to the Damage Options.
      Finisher Strength: I have this at default half way. I feel like this makes finishers strong (I believe on this setting finishers are 3 times stronger than other moves), but there is still the possibility that the A.I. or myself can kick out of a finisher delivered early on in a match.
      Foreign Object Strength: I have this cranked up to 15 in order to simulate the WWE’s new concern about concussions. Weapons are rarely used in the WWE now, so when they are they should pack a wallop.
      Next we will go into the General Options. This is where you will adjust how hard it is for you to reverse the A.I. Remember that we decreased the A.I. reversal rates. If we left things how they are, we would destroy the A.I. because we would reverse much more than they would. We have to now counter balance that by making it harder for us to reverse.
      Standing Strike Reversal Rate: I have this set at 2. I am good at reversing, but not someone that reverses every single move. At 2, I can still reverse once in a while, but only about the same amount of times that the A.I. reverses. It actually may be a little less. This makes the matches more even against equally ranked CPU opponents. There will be times where I simply cannot reverse the A.I. when I want to and this causes me to sustain a beat down. When I do reverse, it feels way more satisfying. If you watch a WWE match, there is some reversing going on, but it is not nearly as much as what a default match on legend difficulty in this game. They reverse on average about 3-6 times in a match against two main event superstars. Keep that in mind when playing. You want reversals to be under 10 a match if possible. The less you can reverse the more chance the CPU has of dealing an equal amount of damage to you.
      Standing Grapple Reversal Rate: I have this at 1 and as stated above, the combination of times the CPU and I reverse in a match is somewhere around 10 on average. I am still able to reverse, but not so much that I can take advantage of the inferior CPU logic.
      Ground Strike Reversal Rate: I have this set at 0. My reasoning for this is that if the A.I. has you on the ground and it is standing, it is in the dominant position. In a real life situation, you are going to get your hat handed to you more times than not in that position. This isn’t the UFC and there is no guard or half guard in wrestling.
      Ground Grapple Reversal Rate: This is also set at 0 for the same reason. If the CPU gets you down, it has a chance to deal some major damage.
      Finisher Reversal Rate: I have this set at 10. The A.I. tends to reverse a lot of my finishers. At this setting I have a decent chance at reversing the finisher they stole by reversing me. It makes for some amazing finishes with not knowing who is going to end up with the finisher and be able to actually nail it.
      Foreign Object Reversal Rate: I have this set at 0 because the A.I. doesn’t use weapons much and when they do, it should be a clear advantage to them.
      One final note on reversal rates: After a while, you will get used to the timing. You can change up the timing by changing the reversal settings. I may change them a click or two in either direction just to change the reversal window timing and then I may change them back to my ideal setting after a couple weeks. This just helps to prevent muscle memory making reversals automatic for you. My goal was to get a near 1 to 1 or 1 to 2 ratio of human reversals to CPU reversals in any given match. If you find you are reversing the CPU more than it reverses you, begin to decrease the human reversal rate by one click. If you get to 0 and you are still reversing the CPU more than it reverses you, start increasing their reversal rate by one click at a time until you reach a good ratio.
      Momentum Gained From Attacks: I have this set at 6. Momentum is one of the main ways to control the length of matches. If you want longer matches that this gives you, turn this setting down. If you want shorter matches, turn it up. My matches average 7-9 minutes with this setting.
      Momentum Gained From Taunts: I spent a lot of time watching the CPU in matches against a human opponent. The A.I. almost never does a taunt in the middle of a match. They will occasionally do a wakeup taunt, but by that point, it already has enough momentum to get a finisher. I have this set at 3 because anything higher gives you an unfair advantage over the CPU because you can use it to build up a signature move, but the CPU rarely does the same thing. You might even consider putting it at 0 if you never see the CPU use taunts.
      Adrenaline Consumption Rate: I have this set at 1. In studying the A.I., I found that the CPU would sometimes just stand there and not do anything when I was groggy or on the ground. I couldn’t figure out why it would just stand there. After some testing, I believe it is tied in to trying to conserve or regain adrenaline. As much as I like the feature, I would rather have more aggressive A.I. To lessen the amount of time the CPU does absolutely nothing, we have to sacrifice a lot of the affects of adrenaline.

      Comment

      • hitman360
        Rookie
        • Jan 2014
        • 9

        #168
        Re: WWE 2K14 Attributes Thread

        Continued. Part 2 of the link

        Link: http://www.examiner.com/article/wwe-...ettings-part-2

        Grapple Power: This attribute is one of the most important in the game. It controls the amount of damage done from any grapple moves. That means even strike moves done through the grapple button (like Daniel Bryan’s Yes Kicks) are controlled by this attribute. As such, it is one of the most important attributes in determining match length. For the style of longer, back and forth matches that I enjoy (ones you might see by guys like CM Punk, Daniel Bryan, Cesaro, Seth Rollins, Dean Ambrose or in companies like New Japan Pro Wrestling or Ring of Honor), I set this attribute rather low compared to the out of the box attributes. This allows longer and more competitive matches.
        I also tend to look at Grapple Power in a broader light than most. Grapple Power is the amount of damage dealt by grapple moves. Now, certainly brute strength factors into the equation. Guys like Mark Henry and Big Show would certainly be ranked toward the higher end of the scale, but technical ability also carries a lot of weight as well. While a suplex from The World’s Strongest Man would definitely not be pleasant, neither would a snap suplex from a technical wrestler like Daniel Bryan. While he may not deliver a suplex with the same power, he uses his technical knowledge to deliver a suplex with maximum leverage, momentum and damage. So, in my game, a guy like Bryan will have a high Grapple Power rating just like Mark Henry would, just for different reasons.
        The other thing with Grapple Power and Strike Power (along with recovery) is that we can use it to improve the flow of the match. One of the problems with match flow in the WWE video game series is the ratio of chain grapples to strong grapples. We have three times as many chain grapples as we do strong grapples. The problem with this is that out of the box you will see more strong grapples than chain grapples. That means you are spending more time choosing between the fewer amount of strong grapples. There is no way to completely fix this, but you can improve the ratio. Doing this will cause the match build slower. You will see more chain grapples which means a greater variety of moves within a match. With that being said, here is the way I rate superstars.
        Tier One: These are superstars who are either main eventers at the top of the rankings like John Cena and Randy Orton or superstars who are especially proficient in the stat (in this case with Mark Henry being considered “The World’s Strongest Man” he would be a tier one star).
        Tier Two: These are mid-card wrestlers who would be in contention for minor titles or jobbers who are especially proficient in that particular attribute. This would be guys like Dolph Ziggler, Big E, Dean Ambrose or Damien Sandow.
        Tier Three: This would be enhancement talent or “jobbers”. This would include guys like Heath Slater.
        So let us get back to rating Grapple Power.
        Tier One: These supertars are rated on a range of 50-60 with most being on the higher end of the scale. CM Punk, Daniel Bryan, Brock Lesnar, Mark Henry, Big Show, Ryback, Cesaro, John Cena, Randy Orton, and Undertaker are all rated tier one in my game.
        Tier Two: These superstars are ranked from 40-50. Guys like Jack Swagger, Dolph Ziggler, Alberto Del Rio, Christian, and Cody Rhodes are all tier two in my game. The lower end of the scale would be guys like Fandango, Kofi Kingston, The Miz, etc.
        Tier Three: These superstars are rated 20-40 depending on their level. I have guys like Damien Sandow and Santino ranked at 40 while guys like Heath Slater and Daren Young are ranked closer to the 20 or 30 range.
        Strike Power: is a lot like grapple power in that it determines the amount of damage done by strike attacks. However, because strikes deal less base damage, I have increased the scale slightly.
        Tier One: Strikers like Daniel Bryan, CM Punk and Undertaker range from 55-65.
        Tier Two: These Superstars range from 40-55
        Tier Three: These superstars range from 25-40
        Submission: this attribute deals mostly with non-finisher breaking point submissions. Guys like Daniel Bryan will lock on several submissions in a match in addition to their finisher. Finisher submissions get a boost regardless of this rating. I use the full range of this attribute because I want those non-finisher submissions to deal plenty of damage.
        Tier One: Superstars like Daniel Bryan, CM Punk and Undertaker are rated from 85-95
        Tier Two: are ranked 75-85
        Tier Three: are ranked 50-75
        Strike Defense: The defense attributes determine how easy it is to reverse a strike or grapple. Again, my goal is to limit the number of reversals and have more periods of uninterrupted offense. I have turned down these two attributes considerably so that there are fewer reversals per match, but when a reversal happens it is a much bigger deal in the flow of the match.
        Tier One: are ranked 60-70
        Tier Two: are ranked 50-60
        Tier Three: are ranked 40-50
        Grapple Defense: This attribute is rated the same as Strike Defense
        Speed: I like to slow down the pace of the match a bit. Most normal superstars I have ranked from 60-70. For guys who are exceptionally fast like a luchador you could go higher. For super heavy weights you can go lower.
        Jump: I left this set at about the default out of the box setting. I found that setting this too high can cause some moves to be missed.
        Agility: I pretty much stuck with the out of the box rating for this too. The only caveat being if you want the guy to hop up to the turnbuckle rather than climb the rope, this rating must be 90 or above.
        Adrenaline: I believe the adrenaline mechanic in the game is good, but also causes the A.I. to be passive at times. Because of this, I rate this pretty high. With that being said, if you want to make it so someone like The Great Khali doesn't run at all, set this from 0-20.
        Tier One: 85-100
        Tier Two: 75-90
        Tier Three: 50-80
        Recovery: This stat has minimal affect in the game as far as I can tell. However, with what affect it does have, we will use it to improve the ratio of chain grapples to strong grapples. I have maxed this stat out for every single superstar in the game.
        Toughness: This attribute has changed a lot since last year. In fact, it is a game changer. This year toughness is exactly what it sounds like it should be… it is another defensive stat. I did a test with Andre the Giant (grapple power of 100) and Heath Slater. I turned Slater’s durability all the way down to 0.
        When Slater’s toughness was also at 0 it took 3 Andre chain grapple body slams to turn his body to yellow damage, 5 to get to orange and 8 body slams to get to red. Now, here is the amazing thing . . . when I turned the toughness all the way up to 95 it took 4 body slams to get to yellow, 8 slams to get to orange (the same as it took to get to red before) and 13 to get to red. IT TOOK 5 MORE MOVES TO GET TO RED! While that may not sound like much, it is. It can double your match length when you consider both players will take a lot more moves to get into the red.
        Tier One: 85-95
        Tier Two: 70-85
        Tier Three: 55-75
        Durability: Durability is a weird attribute. It controls the amount of hit points given to that particular superstar. I don’t really care for the way the implemented this stat for two reasons. First, there is absolutely no difference from 0-69. That means just under 70% of the rating is useless. The second thing I hate is that it is tied to weight class. Guys like Daniel Bryan and CM Punk get the short end of the stick. Despite the fact they have wrestled some of the longest and most brutal matches as of late, their Durability is capped 85. That means they will never have more than 600 hit points where as someone like Big Show can have up to 700. For the record, the way it works is like this
        0-69 = 500 hit points
        70-79 = 550 hit points
        80-89 = 600 hit points
        90-98 = 650 hit points
        99-100 = 700 hit points
        Because a lot of main event superstars are capped at a rating of 85, I use this as my max rating.
        Tier One: I use a scale of 80-85 for main eventers.
        Tier Two: I use a scale of 75-80 for mid-carders.
        Tier Three: I use a scale of 70-75 for jobbers.
        Charisma: Charisma is another attribute that can be used to determine match length. It helps to determine how fast a superstar gets a signature move.
        Tier One: 60-70
        Tier Two: 50-60
        Tier Three: 40-50
        Tag Team: I would like to do some more extensive testing to see if the actually affects anything other than the damage done by double teams. I don’t really use tiers for this one. I just determine if that superstar is known as a tag wrestler or not. Those that are, I rate higher.
        Abilities: There are a few abilities I like to assign to a majority of superstars because it helps the A.I. be more competitive. If you play with a superstar, you have the ability to not take advantage of using the abilities to take advantage of the CPU. I give every tier one and most tier two superstars these abilities.
        Comeback: When you assign this ability to a superstar and don't give them a comeback move, they will get an instant signature move. (The game says you must assign a comeback move, but you don't have to). This helps the A.I. turn the tide of the match if you brutalize them. To me, it is an important part of helping the AI.
        Resiliency: This will help the A.I. stay alive longer.
        Ring Out: Although the A.I. very rarely uses this ability, the theory behind giving them this is that it helps prolong the match.
        Roll Up: These are flash pins and again, the A.I. can use it to win a match when you are destroying them.
        Match Settings: The most important match setting is the momentum rate. I use slow for one on one matches, fast for tag matches and normal for multi-man matches. The other thing I recommend is turning a time limit on so that you can occasionally have a time limit draw and turn on ring out count to 10 so that winning or losing by count out is possible.
        House Rules:
        No pinning unless it is after a finisher (unless you are doing it as part of the story of the match and you know the A.I. will kick out or you plan to let them kick out) until the final minute of a match or your own loss is eminent.
        Do not use abilities like resiliency, comeback or ring escape unless absolutely necessary to remain in the match. We give these abilities for the A.I. to use to give us more of a fight

        Comment

        • hitman360
          Rookie
          • Jan 2014
          • 9

          #169
          Re: WWE 2K14 Attributes Thread

          Oh I forgot to mention , I am doing my universe with wrestlers from all eras, I am focused more on AI vs AI, but sometimes I play against the AI for storyline purposes. I appreciate your help.

          Comment

          • Dylonus
            Rookie
            • Dec 2011
            • 106

            #170
            Re: WWE 2K14 Attributes Thread

            Originally posted by CM Hooe
            Better late than never - apologies for my incredible inconsistency on keeping up with this - but I just posted an update to the ratings file in the original post.

            The update predominantly focuses on ratings and rosters for current WWE Superstars and Divas.
            I'm all for getting some realistic ratings (meaning to get 95+ you'd have to be the best ever, kind of deal)... But... uhh...

            You have Tamina Snuka AND CHYNA as having more grapple power than STONE COLD. Hell, they two women ALMOST have more than the Undertaker currently...

            There are outstanding red flags I felt were in these ratings, but that stood out, big time.

            Comment

            • Hooe
              Hall Of Fame
              • Aug 2002
              • 21554

              #171
              Re: WWE 2K14 Attributes Thread

              Originally posted by Dylonus
              I'm all for getting some realistic ratings (meaning to get 95+ you'd have to be the best ever, kind of deal)... But... uhh...

              You have Tamina Snuka AND CHYNA as having more grapple power than STONE COLD. Hell, they two women ALMOST have more than the Undertaker currently...

              There are outstanding red flags I felt were in these ratings, but that stood out, big time.
              Thanks for the feedback.

              A couple of thoughts from me so you can understand where I'm coming from -

              1 - The primary goal of my re-rates foremost was to further differentiate wrestlers from one another based on characteristics of their wrestling style to compliment the user vs CPU game as it already exists. Realism was a secondary goal to this. For example, with Stone Cold, I assigned him characteristics in my model which made his offense heavily slanted towards striking attacks. As a result of this focus, his grapple power is average at best, so as a user you'd succeed playing as Stone Cold by employing a rugged brawling strike-dominated offensive style, as Stone Cold was known for.

              2 - I rated men's and women's rosters separately from each other, as the game flat-out doesn't allow mixed-gender matches (in mixed-gender tag matches, the game forces an opponent of the opposite gender to tag out upon any tag). I gave no consideration to comparisons between the two genders other than lower starting baseline values to each build.

              3 - I gave Chyna a reasonably highly in the grapple strength rating, as she's arguably the strongest women's wrestler to ever enter a WWE ring. On top of that, she a three-time Intercontinental Champion per Wikipedia, so she showed some ability to compete with the men. Even with a high offensive ability, her low defensive stats should keep her from ever competing against even mid card males in this ratings set.

              All that said, I'll play around with some adjustments to the offense ratings in particular to see if there's something I can be happy with that'll keep the difference between men and women more pronounced if that's desired.

              Comment

              • vince15carter
                Just started!
                • Jul 2014
                • 3

                #172
                Re: WWE 2K14 Attributes Thread

                Post my name before hitting

                Comment

                • jvon2018
                  Rookie
                  • Jan 2014
                  • 26

                  #173
                  Re: WWE 2K14 Attributes Thread

                  Hey CM (\(^_^) I was wondering if you can do Hunico & Curt Hawkins attributes for me? i know this is kinda unexpected and i undertand if you dont do me this face cause you lost interest in the whole re-rating roster thing (plus this thread seems to dead so i kinda doubt you'll even see this message) but i really need them to finish off my WWE2K14 roster(After 5 monthes of having the game lol). I would do it myself considering you broke down the formula in the orginal post but i cant quite understand the formula you used.
                  - Anyways thanks ahead of time... i know it doesnt seem like much but i would really appreciate it
                  P.S. You dont have to add the attributes to you pdf file if its too much work you can just post it on this thread or pm me/
                  BTW thanks for posting the pdf file in the first place really helped me set the basis for my roster

                  Comment

                  • bigbob
                    MVP
                    • Sep 2007
                    • 10471

                    #174
                    Re: WWE 2K14 Attributes Thread

                    I'm hoping that edits can still be made on request.

                    A few newer guys that I'd like.. I'll update this as well.

                    NXT Hunico (also portrays Sin Cara)
                    NXT Kevin Steen
                    NXT Kenta
                    NXT Kalisto
                    NXT "Prince" Devitt

                    TNA Kenny King
                    TNA Davey Richards
                    TNA Eddie Edwards
                    Last edited by bigbob; 08-12-2014, 11:43 PM.
                    --

                    Have you ever wanted to coach or play basketball at the next level, but something prevented you from achieving that dream? Fret no more. Ask me about SimWorld Hoops to see how you can create your virtual self, and follow your path from the prep-level to the pros.

                    #SeeTheGameBeTheGame

                    Comment

                    • Hooe
                      Hall Of Fame
                      • Aug 2002
                      • 21554

                      #175
                      Re: WWE 2K14 Attributes Thread

                      Given what Brock Lesnar just did tonight, I think a revision of my entire system is in order lol.

                      In all seriousness, however - unfortunately I've never seen most these newest NXT guys wrestle ever, as I've never been big on the indie scene. As such, it'd be impossible for me to rate them well right now. That said, provide me a rough description of their styles and I can throw something together which will carry up to WWE 2K15, at least.

                      Comment

                      • bigbob
                        MVP
                        • Sep 2007
                        • 10471

                        #176
                        Re: WWE 2K14 Attributes Thread

                        I don't know a lot about them either but looking around the internet, their styles look like this..

                        NXT Kevin Steen - All-Rounder
                        NXT Kenta - All-Rounder, Technical
                        NXT Kalisto - High Flyer (Lucha)
                        NXT "Prince" Devitt - Technical, High Flyer

                        TNA Kenny King - All-Rounder (think Shelton Benjamin-type)
                        TNA Davey Richards - All-Rounder
                        TNA Eddie Edwards - Technical, High Flyer
                        --

                        Have you ever wanted to coach or play basketball at the next level, but something prevented you from achieving that dream? Fret no more. Ask me about SimWorld Hoops to see how you can create your virtual self, and follow your path from the prep-level to the pros.

                        #SeeTheGameBeTheGame

                        Comment

                        • Hooe
                          Hall Of Fame
                          • Aug 2002
                          • 21554

                          #177
                          Re: WWE 2K14 Attributes Thread

                          Just posted a new update to the ratings.

                          Notable changes:
                          • added new section, "Alumni", which contains inactive and/or recently future-endeavored WWE wrestlers
                          • global Toughness edit; base value reduced by 5 points for all wrestler builds (this change affects all wrestlers rated in the sheet)
                          • adjusted builds for Daniel Bryan and Roman Reigns to better reflect in-ring styles
                          • rebuilt Brock Lesnar, he is now ridiculous
                          • renamed some wrestlers based on their current ring names vs. their in-game ring names; ex. "Antonio Cesaro" is now "Cesaro"
                          • updated WWE and NXT rosters and ratings based on recent happenings
                          • TNA roster now isn't quite as horribly out-of-date

                          Comment

                          • bigbob
                            MVP
                            • Sep 2007
                            • 10471

                            #178
                            Re: WWE 2K14 Attributes Thread

                            Thanks for getting those up so quick.
                            --

                            Have you ever wanted to coach or play basketball at the next level, but something prevented you from achieving that dream? Fret no more. Ask me about SimWorld Hoops to see how you can create your virtual self, and follow your path from the prep-level to the pros.

                            #SeeTheGameBeTheGame

                            Comment

                            • pimpinpidgeon8
                              MVP
                              • Aug 2005
                              • 1408

                              #179
                              Re: WWE 2K14 Attributes Thread

                              These look good, but what does the number below the % column mean?
                              "Hate my game, hate my swagger, my hunger. Hate that I'm a veteran, a champion. Hate that, hate it with all your heart...
                              ...and hate that I'm loved for the exact same reasons."

                              Comment

                              • Hooe
                                Hall Of Fame
                                • Aug 2002
                                • 21554

                                #180
                                Re: WWE 2K14 Attributes Thread

                                Originally posted by pimpinpidgeon8
                                These look good, but what does the number below the % column mean?
                                I estimate each wrestler's OVR rating and then spread those ratings out over a normal distribution.

                                The idea is to clearly illustrate the pecking order of the wrestlers in the roster file, since the game's OVR rating calculation is going to keep them all mostly between in the OVR 75-85 range. That's too tight of a range to show at-a-glance differences between, say, R-Truth and Santino Marella. What the normal distribution operation does is it artificially stretches that range to 0-100, to clearly show how wrestlers compare to one another.

                                It has absolutely no in-game meaning and you should not plug it into your game, I just thought it'd be useful.

                                Comment

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