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Adjusting Push Ratings

SockoPosted on 09/20/04 at 01:05:45

Recently I've been working on a system that calculates push adjustments based on wins/losses at PPV shows, and was wondering how you guys handle this?

The way I'm working things at the moment goes something like this ...

Every result on a PPV card results in a Push adjustment.

If the winner has a higher rating than the loser, then the winner gains +1, the loser -1.

If however, the winner has a lower rating than his opponent it then varies depending on how large the difference is between their respective Push ratings.

If the match was a title match, the Push change is increased by 1.

This enables low to midcarders to develop and move up the pecking order in the roster, and of course main eventers to drop down.

So, that's my method, what's yours? :)
zackarcherPosted on 09/20/04 at 02:17:40

You know..I've never even thought about this before.  I like that.
Critic of the DawnPosted on 09/20/04 at 02:42:26

I used to do that when I had my first circuits which lasted for about a year and a half real time.

For about the same period of time, my main circuits were RAW and SmackDown circuits using one of your plugouts to determine random cards, etc.  There was an option there which increased the push of a wrestler by one when they got a three win streak, and then by one more for each subsequent win.  At the same time, it reduced the push of a random wrestler with a 0 win streak to balance things out.

In my most recent circuit (NDW), I have three levels of push.  There's the main event (100 push), the upper midcard (90 push) and everyone else (80 push).  There are four total wrestlers in the main event, and eight in the upper midcard.  At the end of each month, I elevate someone and reduce the push of someone else to preserve the numbers in each of the upper categories.  On even numbered months, I elevate a face and on odd numbered months it's a heel.  The one I elevate is based on either storyline factors, overness, and rankings, as is the one I reduce.  This system seems to work pretty well for me, in that charismatic wrestlers and wrestlers who win a lot tend to naturally gravitate towards the top of the card, while those who are seeing their heat decline or have gone on a losing streak drop downward.  At the same time, the various push values are close enough that an occasional upset is possible, which keeps things interesting.

Eric "Critic of the Dawn"
AnubisPosted on 09/20/04 at 08:39:12

On 09/20/04 at 02:42:26, Critic of the Dawn wrote:In my most recent circuit (NDW), I have three levels of push. There's the main event (100 push), the upper midcard (90 push) and everyone else (80 push).
There is almost no difference in push between 80-100.  Unless you book all your matches, it's kinda pointless to have your pushes spread that way.  The way TNM is designed is kinda like this:

1-20: Jobber
21-40: Lower Midcarder
41-60: Midcarder
61-80: Upper Midcarder
81-100: Main Eventer
Critic of the DawnPosted on 09/20/04 at 09:44:22

That may well be the case, but I don't run a WWE type circuit.  NDW is unbooked and designed so that anyone on the roster can have a chance of victory against anyone else, thus my midcard talents still have a high push rating.  Rest assured that even these small differences seem to be enough to ensure my main eventers usually (but not always) win their singles matches, especially against the rank and file.  On average the difference seems to allow for a kickout from a finisher by the top carders, while lower carders will almost always be put away.  And that's good enough for me.

Using high pushes even for the rank and file also helps out in putting on good matches, although you'd be hard pressed to see that lately due to all the worthless and semi-worthless hosses that have joined the roster. ;)

In short, my use of pushes in the way I do is by design, not ignorance.

Eric "Critic of the Dawn"
rey619Posted on 09/20/04 at 15:33:48

Is this in the manual? Cause, like the lowest push in the export files that I've seen is like Funaki with a 60, and you cannot call him a midcarder. I usually operate with pushes between 100 and 70, 70 being the jobbers. It works out most of the time, with a few exceptions of course (Rodney Mack defeating Benoit was one of them).
Critic of the DawnPosted on 09/20/04 at 18:06:46

According to Oliver, the scale mentioned by Anubis is the one that's accurate if you want WWE Style rankings - in other words, each class has an extremely high chance of going over anyone in the class below them, and will almost definately defeat people 2 classes or more down.

But you're right, the exports don't seem to follow that rule by default.

Eric "Critic of the Dawn"
Some GuyPosted on 09/22/04 at 16:56:01

On 09/20/04 at 18:06:46, Critic of the Dawn wrote:According to Oliver, the scale mentioned by Anubis is the one that's accurate if you want WWE Style rankings - in other words, each class has an extremely high chance of going over anyone in the class below them, and will almost definately defeat people 2 classes or more down.

Eric "Critic of the Dawn"
Are we talking about strict pushes being on or off?
Critic of the DawnPosted on 09/22/04 at 17:05:19

I always have strict pushes on.  I need at least some distinction between my top guys and the rank and file, after all.

Eric "Critic of the Dawn"
Some GuyPosted on 09/22/04 at 17:41:26

On 09/22/04 at 17:05:19, Critic of the Dawn wrote:I always have strict pushes on. I need at least some distinction between my top guys and the rank and file, after all.

Eric "Critic of the Dawn"
Well i'm pretty sure the scale Anubis posted assumed strict pushes were off.

If you didn't have strict pushes on in your ciruct you would need a much bigger scale to notice any difference.
Oliver CoppPosted on 09/25/04 at 11:32:51

Anubis' scale is without strict pushes.

I like the idea of auto-incrementing or auto-decrementing pushes according to the user's preference. I'll add that to TweakCirc SE and the main program.