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Post by Deleted on May 8, 2017 5:10:11 GMT -6
It's interesting to start seeing what separates the elite guys from the mid-range guys. I've noticed that fighters that avoid back to back losses tend to be the guys sitting at the very top of the card. The mid-level guys are streaky and win 2 or 3 fights in a row but then lose 2 or 3 fights in a row as a follow up. Perhaps most interesting is the fact that the elite guys are different for nearly everyone, and change as other guys or girls find their stride. Eliath, I was just going to say that same thing. With that other cards and dice fighting game some of us here have played, the fights were more predictable for the most part. And the cards were set up specifically for lower, mid, and upper card guys. With GFP, a big part that I like is that it's not predictable. I love looking at everyone's results and how varied they are with top guys/women. Even some of the newer cards with Eric trying out new card mechanics (which I've been really enjoying) don't necessarily have an advantage all that much. It makes being a "promoter" more challenging because if you're doing storylines, it's tricky to have, say, Bobcat Jack go, "Well I'm beating Warhawk, there's no doubt." and then it doesn't happen and you have to run with it.
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Post by Crimson Cross on May 8, 2017 5:33:11 GMT -6
What happen to me was with a 9 vote landslide for Black Jack moving from one brand to the other and then he loses his first fight on IFC SHOCK to Lionheart, which did not help my plans for him being pushed to the top and that is what's fun about the GFP game...
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Post by maddog1981 on May 8, 2017 6:02:33 GMT -6
There seems to be some amount of weight to the mechanics to give some advantages. The obvious one is Rumble rating. Actually Rumble Rating is a huge plus to a guy over the course of 10-15 fights. You might not see it come into play in a single fight but I think it needs to turn say an 8-7 record into a 10-5 record.
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Post by maddog1981 on May 8, 2017 6:05:41 GMT -6
I'm also curious on a statistical front if finisher and POP matching lends an advantage. I kind of think the reroll is better slightly.
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Post by Eliath on May 8, 2017 6:13:38 GMT -6
Perhaps most interesting is the fact that the elite guys are different for nearly everyone, and change as other guys or girls find their stride. Eliath, I was just going to say that same thing. With that other cards and dice fighting game some of us here have played, the fights were more predictable for the most part. And the cards were set up specifically for lower, mid, and upper card guys. With GFP, a big part that I like is that it's not predictable. I love looking at everyone's results and how varied they are with top guys/women. Even some of the newer cards with Eric trying out new card mechanics (which I've been really enjoying) don't necessarily have an advantage all that much. It makes being a "promoter" more challenging because if you're doing storylines, it's tricky to have, say, Bobcat Jack go, "Well I'm beating Warhawk, there's no doubt." and then it doesn't happen and you have to run with it. Everyone has a chance to win. That is not the case in the "other" cards & dice game. The "other" system, after playing GFP, is needlessly complex. Matches draw out because there is more of a chance that guys can come back, and one may find him or herself caught in a 30 min match that never seems to end. That is never the case in GFP. Even "long" fights keep you on the edge of your seat because you never know when the fight might end. As to the new mechanics, I'm not sure yet how I feel about them. At this point, I am not a fan of the multiple Power Play and Fast Forward numbers. I understand them, I am just not a fan because I don't think they are necessary. When you think about Fast Forward, that's a one-punch (or kick) knock-out to open the show. If a guy starts blasting people to open fights and wins a few by Fast Forward, other fighters would account for that and be wary when the fight opens, lessening the chance that said fighter would be able to end the fight in the opening seconds. Aside from the fact that every fighter is freshest and most alert at the start of a fight. Getting hit in the face changes that pretty quickly, and most of the flash KOs that you see in real fights occur after one person has been hit a few times and has no idea what is going on. There are two ways to consider power play, that power play is like the Undertaker's refusal to give up, or Hulkster's no-sell comeback, an absolute refusal to be defeated, or one's "guts" and resolve to get up regardless of what has happened. Unfortunately, that isn't the case. When you are KO'd, you're out. You don't know what is going on, and you come around thinking everything is fine and you're still in the fight. When you are submitted, you tap because if not you will either go to sleep or go to the hospital (tap or snap). It is a submission to the other fighter's superiority. It doesn't matter how much "guts" you have, you can't outlast a rear naked choke, or a KO from a high kick. There is only so much blood flow interruption to the brain before you pass out from lack of oxygen. With that said, I love the original concept of Power Play and Fast Forward, just not the multiple numbers. As an aside, I love the inclusion of DQ, or multiple finishers. Some fighters are just superior, or cheat. Storylines are awesome with the GFP characters, for exactly the reason that you said. You just never know what is going to happen. Like Chloe Cosmos beating The Messenger for the IFC TITLE in my fed. A winless fighter (0-4) rose to the challenge and won the title (just like what could happen in the real world). Another example is Ratchet going 8-0 to open my fed and winning the title, then getting injured and never being the same fighter upon her return. You can't script those kinds of things, but that is why we all play this game. There is so much potential for something extraordinary to happen. That's why I love and support this game.
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Post by maddog1981 on May 8, 2017 6:31:26 GMT -6
I think with the other system being discussed. It does get too complex at times. But I think it's weighted properly. It allows for variance between people's promotions but at the end of the day it's wrestling. Wrestling thrives on predictability. That's why the other system is about allowing a controlled variance of result.
I wouldn't stick with a pro wrestling game as random as this game is. But for an MMA game it's perfect. It's tough to win, it's tough to win several in a row. It's tough to climb the rankings and get a title shot. Even the best are a head kick away from the canvas.
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Post by Crimson Cross on May 8, 2017 7:09:20 GMT -6
I rolled earlier a DUOS fight and it went fairly long, but unlike the other game I was really into the fight and wanting to see how long it would last. Now tag team wrestling with the other game can be too long in my book and I was concerned with DUOS coming to the GFP system, but I find it a blast to play. I will always have fond memories of the other game, but Go.Fight.Pow! has become my favorite game...
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Post by maddog1981 on May 8, 2017 7:37:18 GMT -6
I still play both. But I play a lot of games. I have several shelves full of board games.
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Post by maddog1981 on May 8, 2017 7:47:11 GMT -6
I also wanted to point out that I like that Glitter feels like it's a more mat and submission based promotion than the IFC is. I've only run my initial tournament but I swear there were more submissions in a 32 woman tournament than there are in a year's worth of IFC shows.
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Post by Eliath on May 8, 2017 8:24:28 GMT -6
I think with the other system being discussed. It does get too complex at times. But I think it's weighted properly. It allows for variance between people's promotions but at the end of the day it's wrestling. Wrestling thrives on predictability. That's why the other system is about allowing a controlled variance of result. I wouldn't stick with a pro wrestling game as random as this game is. But for an MMA game it's perfect. It's tough to win, it's tough to win several in a row. It's tough to climb the rankings and get a title shot. Even the best are a head kick away from the canvas. Having converted all the characters from the other system to this system I can speak a little bit on how it would play. You have to think of a wrestling based promotion in the GFP format as one where the winner is not scripted as is professional wrestling. The GFP format eliminates all the "filler" moves - the wear-downs and the set-ups and focuses on the moves that form the "character" of the wrestler. For example, in my play Monolith is defined by Crashing Stampede, Monolithic Slam, Lung Demolisher, I BREAK YOU, and CATASTROPHE. In my play Turmoil was defined by the Gladiator Piledriver, Aethran Coup Cannon, the Hangman Drop from Ring Apron, Total Turmoil, and TRIPLE SUICIDE. Five (or six) moves define every character, and that fits perfectly into the GFP format. There is still a chance in professional wrestling to "steal" a quick victory (Fast Forward), and every wrestler with a push has resolve, and keeps fighting (Power Play). Moreover, the Rumble Rating is essentially the same - a scramble for control of the match. Try to imagine a match between Monolith and Helsin were you had no idea who was going to win going in. In the other system, Monolith wins 9 out of 10 times easily, but in this system they could easily split a Best of 10 series (but they probably would not). Consider composing a storyline around uncertain results, that is the essence of creative storytelling. Feuds become more interesting because going in you have no idea who will actually win them, and each may turn out to be an absolute battle throughout the season. Every match on every card becomes important because you never know who will rise unexpectedly to the top. I can see how people might need the stability of elite wrestlers winning more than losing, but in my opinion that limits the fun and enjoyment that the game can give me. "This guy is supposed to be top shelf, and should beat nearly everyone (except another top shelf talent that decides to oppose him)". In the GFP format, Plethador could win your title, and defend it against anyone. Actually writing this makes me want to run a GFP promotion as a wrestling entertainment organization.
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Post by maddog1981 on May 8, 2017 9:36:53 GMT -6
For me I want different things from wrestling vs. MMA. for wrestling I want to build guys over the long term and navigate them up the card. For MMA I want to see who comes out on top when two guys clash.
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Post by Deleted on May 8, 2017 11:52:59 GMT -6
I rolled earlier a DUOS fight and it went fairly long, but unlike the other game I was really into the fight and wanting to see how long it would last. Now tag team wrestling with the other game can be too long in my book and I was concerned with DUOS coming to the GFP system, but I find it a blast to play. I will always have fond memories of the other game, but Go.Fight.Pow! has become my favorite game... I've talked to Eric about this a couple times. GFP has become my favorite because it's always fun and never seems bogged down during play, or overly drawn out. I think with GFP when a fight is drawn out it's more exciting because it could always go either way. As you said, I also will have fond memories of the other game, but I can't play it any more, nor do I want to. GFP is absolutely my favorite game now.
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Post by ewtVerse on May 8, 2017 12:31:29 GMT -6
The other game ran its course in my corner of the world, it completely "died" when a small Indy Fed took a year off and it just crushed my daughters' enthusiasm in the game. Let us fast forward and Eric’s game came along and it was fresh and new and it has not only restored my level of excitement, like I had at the beginning of the other game, but hers as well. Soooo kudos!!!!
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Post by Crimson Cross on May 8, 2017 13:35:35 GMT -6
I rolled earlier a DUOS fight and it went fairly long, but unlike the other game I was really into the fight and wanting to see how long it would last. Now tag team wrestling with the other game can be too long in my book and I was concerned with DUOS coming to the GFP system, but I find it a blast to play. I will always have fond memories of the other game, but Go.Fight.Pow! has become my favorite game... I've talked to Eric about this a couple times. GFP has become my favorite because it's always fun and never seems bogged down during play, or overly drawn out. I think with GFP when a fight is drawn out it's more exciting because it could always go either way. As you said, I also will have fond memories of the other game, but I can't play it any more, nor do I want to. GFP is absolutely my favorite game now. I've thought about trying another attempt at a wrestling fed, but I truly enjoy GFP and that urge to play the other game has gone away. Nothing against the wrestling game and it will always be the longest hobby in my life I ever had, but times change and Go.Fight.Pow! is a true HIT!... The other game ran its course in my corner of the world, it completely "died" when a small Indy Fed took a year off and it just crushed my daughters' enthusiasm in the game. Let us fast forward and Eric’s game came along and it was fresh and new and it has not only restored my level of excitement, like I had at the beginning of the other game, but hers as well. Soooo kudos!!!! I have a similar story on a real fed dashing my interest and that is EVOLVE, that fed was so cool and it was fun to watch. Now that changed for several reasons and delving back into GFP really rocketed the fun with that game. I have to say what makes GFP great, is the simple backgrounds and storylines that let's us create beyond those backgrounds and storylines. Now I or anyone else can do that with the other game, but to me the handcuffs are off more so and that helps...
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Post by maddog1981 on May 8, 2017 15:16:45 GMT -6
You could try Face to the Mat if you want a different take on wrestling. I've tried pretty much every wrestling sim out there and the one we're discussing is in my experience the best because it has the smoothest system for gimmick matches and tags. Face to the Mat is the closest a system has come to dethroning it though. It really sims a promotion well if you let it steer the ship. I run my wrestling promotions in real time so playing a card every Saturday is less of a time commitment overall.
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