Fire Pro Wrestling World

Fire Pro Wrestling World

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Basic Edit-Making Tips and Tricks
Door Doozi-_-
This guide is for edits made to sim CPU vs. CPU matches. It is mostly intended for beginner edit creators in the hopes of offering some general edit-making advice aimed at making matches not suck right out of the box. There are always plenty of (often valid) complaints about this or that edit maker and their style and how matches suck cause this happened, or why didn't that happen, or whatever other commonly occurring FirePro faux pas (FireProPas? FireFauxPas? FrauxPas?) that end up turning off sim-watchers, blacklisting edit makers who get labeled in your own head as no-good, their creations never to be used again in your World. Let's help eradicate bad edit-making habits, foster good edit-making habits, and spread the joys of good simming. To start us off, here are a few of the most basic, general, first-thing-I-look-at when evaluating a brand new edit bits of info.

You can check out the thread on the FPWArena.com forum for more posts from members and additional information.

http://www.fpwarena.com/forum/viewtopic.php?f=24&t=1659
   
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If you don't want a match to end after a random punch...
...or otherwise random move, like a front headlock drag, or snapmare, or whatever: Do Not put any logic points into pins at "Opponent Condition Critical". This goes for rest holds as well. No matter how low you put this, even if it's 1%, you're leaving that much of a chance of a match ending after a random, anticlimactic move. Ask yourself if you would be happy to see a 30 minute epic which has seen near fall after near fall from signatures and finishers finally get the three count after an irish whip botch bump, or end a chinlock submission. If the answer is no, you would rather not see that happen, ever, then be sure any pins and rest holds in your moveset against a downed opponent are set to 0 for the final category of opponent damage level. Otherwise, you will see these kinds of finishes.
If you do want matches to end after moves that are intended to end matches:
Use the "Priority Attack" logic settings to ensure pin fall attempts after match-ending moves. You have three priority attack slots, which means you can have up to three moves that don't inherently include a pin still give your edit the opportunity to pick up the win. You pick your "Priority Attack" move from among your moveset, then can assign a "Follow-Up Attack" for the downed opponent. These can be either standing at head or feet, and either a regular move from those positions or specifically a pin attempt. In general, you probably want to give 100% chance to go for the pin after your main finisher, or even potential match-ending signatures that you also intend to be 2 and 2.9 getters. You might think making it 95% will give your edit the opportunity to keep kicking ass once in a while when he's really feeling it and doesn't want to end the match yet, but it just ends up causing matches that have come to their seemingly natural conclusion where you're itching for a pin fall end up needlessly continuing after a huge move that should have ended it. You can also make a "finishing combo" that doesn't end in a pin, but maybe a signature submission for example. Again, the idea is to have matches end or be attempted to be ended appropriately.
If you don't want to see a finisher come out two minutes into a match:
Do Not put any logic points for a finisher at Small or Medium damage. This goes for signature moves and any move that is intended to eventually get wins for the edit at any point, which means finishing submissions as well. Many new edit makers, myself included at first, think giving some small percentage to these big moves earlier in matches will allow for cool moments where they try to go for their finisher early but get reversed, and it'll function as a sort of tease for when it actually comes out and gets the win later. In reality, this is the least likely of what ends up happening. Instead, you just get a Last Ride or Burning Hammer or whatever other ZOMGBA'GAWDBA'GAWD move busted out in the opening minutes during the feeling-out phase of a match. And it kills any notion of match pacing from which there is no recovery and you might as well just ring the bell and start over. Seeing a finisher/signature/submission come out early lessens the impact of the move psychologically, because it's going to come out again, and again, and the more it comes out without getting a win, the less powerful it seems. Instead, to tease and build up to these big moves, build a moveset with moves that have a similar setup but are weaker, more generic versions of the move. Or target the same body part in a similar way. Or any other variation of "not-the-finisher-but-reminiscent-of-it".
If you want to give your big signature and finishing moves the best chance to end a match:
Put your S and F designations on your signature and finishing moves. You get four S's and one F. Ideas on how to use these may vary, but I say put them on your big moves, not just a move that your edit "likes" in a character or story way. Because no one is going to know about that, and even if they do it won't have an impact in the game in any meaningful way. What will have an impact is the damage boost those designations give the moves they're assigned to, with the F giving a higher boost than the S's. In practical terms, this means giving the F to your main finisher will increase the chances that it will keep the opponent down for the pin, or get them to tap out on the submission attempt. Same goes for S's for other signature moves in the moveset, that are meant either to get near falls or end matches as well (including submissions). There are also special skills or critical abilities that take these into account, like the Finisher skill will give an even higher damage boost to your F move.
If you don't want your edit to get opponents into high damage five minutes into a match:
Do Not give your edit high offensive parameters for moves that are used early and often throughout the moveset. This is all about pacing. The less time spent in early/medium damage, the less time edits use their (hopefully) standard, feeling-out, setting-up type moves. The earlier your opponent gets into high damage, the earlier your edit starts busting out big moves. This is highly dependent on offensive parameters. The intuitive thing to do would be to think to yourself, "oh hey my guy is awesome at punching, that's his specialty, his whole moveset is basically punches!". So you give him a 10 in punching. Then five minutes into a match, he's busting out his super power punch finisher, but it's not getting a win. Because it's too soon and the FirePro gods won't allow it! Or it does get the win and now you got an OP HossMonster on your hands that nobody wants to play with. To avoid such a cruel fate, generally it's a good idea to scroll through your moveset and keep an eye on which parameters are being used heavily for often-used categories of moves (standing strikes, front grapples, downed opponent, etc.) and keep those numbers modest. The more they're being used, the lower you can take them. If you have a parameter that is being used in just about every single strike and front grapple and downed opponent move, it really should never be higher than a 5. Frankly, more like a 2 or 3 if it's literally being used for every move. This is a pretty in-depth balancing act that goes on, weighing often-used parameters with rarely-used ones, primary vs. secondary parameters, the split between the two, how often and what those splits are, where in the moveset they fall, more here less there and so on, but this is the general idea. The more the parameter is used, the lower you should keep it. This doesn't mean you necessarily have to raise rarely-used parameters super high either. Unless you happen to have a finisher or signature that uses a rarely-used parameter, then you can pump it up to give that move a whole lotta OOMPH without affecting the rest of the moveset and throwing off match pacing. Parameter tweaking could use a post and guide all its own, so I'll just leave it here for now.
4 opmerkingen
Cosmo 20 nov 2022 om 12:32 
Sadly FPWArena.com is now for sale
barrowfam0512 28 jun 2019 om 9:20 
Much appreciated! Some great advice for me, who's just learning the ropes on FPW editing.
BAD NEWS SATRO 2 nov 2017 om 7:44 
Thanks bro
adam05jazz 8 sep 2017 om 1:04 
Useful ideas. Thanks!