Hyperballer & DCAllAmerican WWE 2k14 Project - Xbox 360

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  • Hyperballer21
    MVP
    • Feb 2003
    • 2040

    #1

    Hyperballer & DCAllAmerican WWE 2k14 Project - Xbox 360

    <b>12/14/13 - Updated Sheet. Columns in ORANGE received major overhauls</b>
    https://docs.google.com/spreadsheet/...rive_web#gid=4

    If anyone is familiar with our work in the NBA 2K series knows that we are sticklers for realism. Initially, our overall values might appear low but this is in fact what the game needs. Most wrestlers are overrated in just about every category so realistically rating each wrestler and each attribute is something we felt needed to be done.

    We really wanted each wrestler to have a distinct attack style that is reminiscent of their real life counterparts. Borrowing from the Fire Pro Wrestling system, each wrestler was given a Wrestling Style. Some wrestlers actually have two styles if they are hybrid wrestlers. The better the wrestlers, the more likely they will have more than 1 style of attack.

    A few things to consider when looking at our system:

    *Strike Power - Everyone 50 or less. We don't want regular strikes to end matches.

    *Grapple Power - All wrestlers 50 or greater. These are the moves that do most of the damage IRL

    *Submission - Low if they don't use submissions to finisher a match, high if they do.

    *Speed/Jump/Agility/Adrenaline - We use the full scale (1-100)

    *Toughness - see below
    < 25 = Valets/Female WWE personnel
    25 = Divas/Managers/Male WWE personnel
    50 = Male Superstars who have slim to none chance of winning the Royal Rumble
    50+ = Have a chance of winning Royal Rumble / Giants who are hard to eliminate

    *Durability - Based of effective hit points range (see below)
    69 = 500 = Most Divas, don't want their matches lasting long
    70-79 = 550 = Jobbers/Lowe card, High ranked Divas
    80-89 = 600 = Mid/Upper Mid card
    90-99 = 650 = Main Eventers
    100 = 700 = Andre the Giant in his prime
    We factor in prone to injury also

    *Charisma - Based on face/heel, crowd reaction volume, and star status

    *Tag - Loners to Tag team specialist

    We will also be adjusting move-sets. An issue that we both agree limits this game is the mapping out of the moves. Too many power moves are available to non-groggy opponent situations. Power moves should be reserved to situations in which the opponent has been worn down. This will come a litter bit later in our project.

    If you have any questions/suggestions, feel free to add to this thread.
    Last edited by Hyperballer21; 12-15-2013, 12:46 AM.
  • Ice_Cold345
    MVP
    • Nov 2012
    • 2109

    #2
    Re: Hyperballer &amp; DCAllAmerican WWE 2k14 Project - Xbox 360

    I don't know if you could make a spreadsheet for the movesets on what you change so that PS3 guys could make the changes as well (assuming you do that as well for the ratings.) It would eat up a lot of time, but it would be cool if you guys did it, but I understand if you don't.
    NFL: Houston Texans / Carolina Panthers
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    • COMMISSIONERHBK9
      MVP
      • Dec 2003
      • 4564

      #3
      Re: Hyperballer &amp; DCAllAmerican WWE 2k14 Project - Xbox 360

      You guys are legends can't wait to use this.
      Check out my YouTube page

      https://www.youtube.com/@mr_too_soon

      https://twitter.com/Mr_too_soon

      Comment

      • J_Posse
        Greatness Personified
        • Jun 2005
        • 11255

        #4
        Re: Hyperballer &amp; DCAllAmerican WWE 2k14 Project - Xbox 360

        Can't wait, Hyper. Will ya'll be adding CAWs to make up for the missing performers? And will the DLC characters (Big E & Fandango) be addressed

        from Spurs Nation/Bills Backer HQ using Tapatalk
        San Antonio Spurs 5 - Time ('99, '03, '05, '07, '14) NBA Champions

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        • Hyperballer21
          MVP
          • Feb 2003
          • 2040

          #5
          Re: Hyperballer &amp; DCAllAmerican WWE 2k14 Project - Xbox 360

          Originally posted by J_Posse
          Can't wait, Hyper. Will ya'll be adding CAWs to make up for the missing performers? And will the DLC characters (Big E & Fandango) be addressed

          from Spurs Nation/Bills Backer HQ using Tapatalk
          Everyone on the WWE roster will be addressed, including all DLC and CAWS. The spreadsheet with the attributes is almost ready for released


          I probably won't do a spreadsheet until this is all said and done, IF we have time since we eventually have an NBA 2k14 project to finish as well.

          Comment

          • Hyperballer21
            MVP
            • Feb 2003
            • 2040

            #6
            Re: Hyperballer &amp; DCAllAmerican WWE 2k14 Project - Xbox 360

            Attributes spreadsheet has been added to the OP. Still a WIP

            Here is the link also: https://docs.google.com/spreadsheet/...Xc&usp=sharing

            Comment

            • Steven547
              MVP
              • May 2004
              • 3797

              #7
              Re: Hyperballer &amp; DCAllAmerican WWE 2k14 Project - Xbox 360

              Anxious for these, but have a few questions..

              How did you determine your STRIKE and GRP power for Offense? CM Punk has a 38/86 whereas Mark Henry is only 31/82. I would think CM Punk would at least have less GRP power than Mark Henry?

              Comment

              • Hyperballer21
                MVP
                • Feb 2003
                • 2040

                #8
                Re: Hyperballer &amp; DCAllAmerican WWE 2k14 Project - Xbox 360

                Originally posted by Steven547
                Anxious for these, but have a few questions..

                How did you determine your STRIKE and GRP power for Offense? CM Punk has a 38/86 whereas Mark Henry is only 31/82. I would think CM Punk would at least have less GRP power than Mark Henry?
                Great question.

                Our goal was to get the right person to win the match most of the time for CPU vs CPU gameplay. What we did was overhaul the entire system by heavily reworking movesets.

                So when you have a match with CM Punk vs Henry, Henry's strikes will appear to be more powerful due to the animations he has. Punk's will appear quicker and have less impact because if his animations. Even if Mark appears to be beating down Punk, we know he will somehow pull out the victory 9/10 times because he has higher offensive points, higher durability, and his abilities (comeback, resiliency).

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                • Steven547
                  MVP
                  • May 2004
                  • 3797

                  #9
                  Re: Hyperballer &amp; DCAllAmerican WWE 2k14 Project - Xbox 360

                  Thanks. And with the limb damage, do I assume that hasn't been updated?
                  There are some rating 10/10/10/10.

                  Also, have you settled on any sliders yet for CPU vs CPU?

                  Thanks again!

                  Comment

                  • Hyperballer21
                    MVP
                    • Feb 2003
                    • 2040

                    #10
                    Re: Hyperballer &amp; DCAllAmerican WWE 2k14 Project - Xbox 360

                    Originally posted by Steven547
                    Thanks. And with the limb damage, do I assume that hasn't been updated?
                    There are some rating 10/10/10/10.

                    Also, have you settled on any sliders yet for CPU vs CPU?

                    Thanks again!

                    Yes, limb damage has not be updated yet. We will probably have most people at 25/25/25/25 with some exceptions.

                    And sliders are on the "Sliders" tab on the sheet

                    Comment

                    • AirJordanFan93
                      Pro
                      • Jun 2012
                      • 788

                      #11
                      Re: Hyperballer &amp; DCAllAmerican WWE 2k14 Project - Xbox 360

                      Awesome to see you do work on WWE. I have always enjoyed your work on the NBA2K series. If any games need a simulation overhaul its the WWE games. I assume we will be able to do CPU vs CPU matches in Universe with these edits.
                      Last edited by AirJordanFan93; 11-06-2013, 07:40 AM.

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                      • Steven547
                        MVP
                        • May 2004
                        • 3797

                        #12
                        Re: Hyperballer &amp; DCAllAmerican WWE 2k14 Project - Xbox 360

                        You have Undertaker's DUR as 96, but the highest he can go is 90. I will assume it should be 90 then?

                        Comment

                        • Hyperballer21
                          MVP
                          • Feb 2003
                          • 2040

                          #13
                          Re: Hyperballer &amp; DCAllAmerican WWE 2k14 Project - Xbox 360

                          Originally posted by AirJordanFan93
                          Awesome to see you do work on WWE. I have always enjoyed your work on the NBA2K series. If any games need a simulation overhaul its the WWE games. I assume we will be able to do CPU vs CPU matches in Universe with these edits.
                          That's great to hear, thank you. Feedback and support is what allows us to put out our work year after year.

                          This project is made for CPU vs CPU first and foremost, while keeping the user in mind. As in basketball, we feel that the user can do whatever they want. The goal is to make the CPU play and user a specific character/player how a smart user would use them.

                          With that in mind, these are the type of matches i am getting for CPU vs cpu:

                          Undertaker vs Kane at WM 14; 10-13 on normal match pace
                          Bret Hart vs HBK, 12-15 minutes on normal match pace
                          Undertaker vs Santino; 2-3 minutes on normal match pace
                          Otunga vs Mysterio; 4-6 minutes on normal match pace
                          Diva matches; 2-4 minutes on normal match pace
                          Goldberg vs Ryder; less than minutes on normal

                          So wrestlers with even attributes that are non physical have longer matches and those who are at an advantage are able to win quicker.

                          Comment

                          • Hyperballer21
                            MVP
                            • Feb 2003
                            • 2040

                            #14
                            Re: Hyperballer &amp; DCAllAmerican WWE 2k14 Project - Xbox 360

                            Originally posted by Steven547
                            You have Undertaker's DUR as 96, but the highest he can go is 90. I will assume it should be 90 then?
                            Yes. It should be the max value that can be assigned.

                            Comment

                            • Steven547
                              MVP
                              • May 2004
                              • 3797

                              #15
                              Re: Hyperballer &amp; DCAllAmerican WWE 2k14 Project - Xbox 360

                              Originally posted by Hyperballer21
                              Yes. It should be the max value that can be assigned.
                              Thanks. So what I've done is test this with Undertaker and Santino. Why? Because Undertaker should in %99.99999 of these matches against wrestlers like Santino. So far, Undertaker is 3-0 vs Santino in 3 straight matches.

                              PROS:
                              So far, the two wrestlers are playing to their attributes. No surprise outcomes.
                              Matches are a tad longer, probably due to the lower attributes.
                              Undertaker is now 4-0 against Santino.

                              CONS: (Or Issues)
                              Tons of reversals by Santino. Now, after playing this quite a bit, I'm not so sure the reversals are based off the attributes as much as they are more based on the sliders.

                              Have you guys figured out what exactly the SPD attributes affects? It says it affects movement, but I see no difference. Could it be a slower "thought" process by the CPU?

                              Comment

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