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 Introduction: Custom Overalls, Points, & The Perks That Come With Them

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PostSubject: Introduction: Custom Overalls, Points, & The Perks That Come With Them   Sun Nov 13, 2016 3:11 pm

First topic message reminder :

I usually make these entirely too long because I feel so passionately about expressing every detail and making sure everyone understands reasoning behind things. I'll do my best to keep this brief because this will be a long post, but mostly because it has to be informative, we've never had something like this and we've worked for months to implement it.


Overalls throughout XWL's entire existence have been simply this, default in game overalls are the guideline, we base CAW overalls off them, or we base CAW overalls off accomplishments, actual skill wrestling wise, it's honestly been a broken system that some will say wasn't broken, but when there's not an actually defined reason for why ____ is one overall, but _____ is this...it's disjointed. Not only that, in XWL anyone can be a big Superstar. We've had someone bust their ass to the point that not only did Justin Gabriel become a "Main-Eventer" he also became World Heavyweight Champion and Main-Evented our biggest show of the year. That is what has been missing, the overall hasn't matched the career we make these characters have. While overalls essentially are often times met with "they don't matter" in a sense they do, and in a sense they don't. But do they have to matter that much to notice a problem and apply a solution to it? Wouldn't it be easy to say well while this isn't a "HUGE" issue, if there's a way to make it better, to make it feel like characters are actually growing and getting better, shouldn't we explore it?




So that is what we've done, it started as a simple concept, we need to change the current way we do overalls. How do we do that? Do we redo the entire in game's overalls which would take months...and then base CAW overalls off those? Which somewhat works, somewhat doesn't...because it doesn't exactly apply the growth a character makes in XWL does it? It notices if so and so becomes World Champion in WWE, but what about in XWL? What if someone is an absolute jobber in real life, but in XWL they become one of it's biggest stars? So why not instead, create a system where everything you do, has an extra bit of purpose? How proactive you are with promos, how consistent you are with matches, how involved you are in the community? That thinking sparked more ideas and before we knew it, one simple "I wish we had something better" became....holy shit, this is perfect, it's well covered, it's promoting growth, and there's other little things we haven't had access to before.




Best of all, it's an easy to understand system that is solely dependent on what you do, not how many matches you win, not how good your character is in real life, but how active YOU are. Everything you do will basically be scored. Except it won't be scored based on a possibly biased opinion, it will be based on an outline that applies to everyone. Did you promo that week? Guess what whether it was an interview, or a simple before match thing to promote that match, you will get 10 points. Or maybe that promo was a part of a co-op with a rival or just someone you wanted to have an interaction with. Guess what? That Co-op promo earns you both 20 points. And if your story required maybe a follow-up solo promo possibly because one of you were attacked, or you were the attacker, that's 10 points. That's 30 points right there in one week just for something you already would have done anyways, and now it has an added purpose. So what else can you do to earn points? Let's take a look at the list, shall we? (Note: It's always possible we may add more ways but right now this is a good base)




Attempt to get a match done -  2 Points
Do a One on One Match  -  5 points
Participate in the Monthly Prediction Contest  -  5 points
Fill out the official Signatures/Finishers List  - 5 Points
Successfully complete a one on one title/contenders match -  7 Points
Do a Multiperson match  -  10  Points
Promo  - 10  Points
Promo Consistency:  Promo 4 weeks in a row -  10 Points
Match Consistency:  Get  your matches done 4 weeks in a row -  10 points
Take part in the XWL PPV Awards -  10 points
Do a Multiman title/contenders match  -  12  Points
Fully Review An Episode of Anarchy  -  15 Points
Co-op Promo   -  20  Points
Fully Review An XWL Special Event  - 25   Points
Win The Monthly Prediction Contest  -  25  points





Let's talk about a few of these, shall we? Just TRYING to get a match done, such as sending your opponent a message via Xbox, or PM, or IM on Skype within a day of the card going up, to see what their schedule is like, when they could do it, EVEN if they respond and nothing works out, you both get 2 points just for TRYING. And if they don't respond? You get 2 points for at least TRYING. Every month WWE has a PPV, we used to do prediction contests which some people really want to stick around, so not only do we add incentive for you to participate by earning 5 points JUST for participating...you also have an actual known prize of 25 Points. So if you won, that's 30 points.  Another thing we loved in the past was our own PPV Awards, we'd have categories such as Male Superstar/Woman Superstar of the PPV, Promo of The PPV, OMG moment of the PPV, stuff like that and you the members would PM your nominations. By adding an incentive for just sending those in we bring back something we've missed, not only is the community more involved, not only are members acknowledged for their efforts that show, but you also get more points. It's win win win.





So we've touched on a new overall system, we've led that into a discussion on "points" but what are those points going to do for you?  






Let's dive into that.






Tier I   80/75  

Custom Signature -  42  Points  
Advance to Tier II as an 85/80 overall  -  85 points




Tier  II   85/80


12 Hour Interest Period Pass  -  100 Points
Custom Finisher -    127  Points
Unlock the ability to use leverage pin in 1 non-title match  -  200 Points
Advance to Tier III as a 90/85 Overall  -  255 Points




Tier III  90/85


No Interest Period Pass  -  275  Points
Reach MAX  overall of 95/90  -   510 Points






So you'll notice there are three tiers, you'll have a decision today that'll affect what tier you start at (If you're an IN-Game Superstar, all CAWS will start at Tier I) but we'll touch more on that in a minute. EVERY CAW will start at an 80 overall if you're a male, or a 75 if you're a female. You'll immediately then be at the bottom of Tier I, where you'll have the goal of accumulating 85 points to then upgrade from your beginner overall to an 85/80. But maybe you get a little over 40 points, and you decide you want a custom signature, that is something we've never offered before, it's always been based on what your character does in real life. But now, your custom signature that you purchase with your points can be ANYTHING. Now this is a risk we take because you have to spend your hard earned points to get that ability, to decide ONE custom signature per purchase. A custom signature that once bought, CANNOT be changed to anything other than a real life signature until you purchase it again. So while it may be funny to you the first couple matches to give Big Cass the Spiral Tap...guess what? It's gonna eventually grow old, and then you'll have to earn more points to get rid of it or revert to a real life signature which essentially has made all of this pointless and if you hadn't tried to be "funny" and exploit the freedom we gave you, you'd have been that much closer to your overall boost.


We designed the tiers to follow growth, to take the ways you can earn points and say okay if they put in this much effort by this period, they will be this. I'll flat out say it, the first tier? We made that the easiest tier, a tier that if you truly are consistent, and at least TRY to get your matches done, if you at least DO your matches, regardless of winning or losing them...if you at least promo, etc....you will reach that first overall boost by the end of your first month. That's because, for In-Game Superstars, this can, depending on who they are, can be a bit of a downgrade at first. You could be an 85 Male, and be like, really? I have to go down to an 80? Nah I'm good. But this system isn't designed to just ramp you up to a super high overall within the first few months. This is a grind, natural progression, natural evolvement. So we figure an 85 or an 80 is a good base point to be at for a few months that won't really put you at a disadvantage against those that choose to keep their default. (AND those that were say an 85 by default? You'd eventually surpass them anyways because we only allow those that stay their default overall, to go up 5 overall points or less depending on the max your gender can be. So by the time they reach a 90? You'll probably be a 95 and they'll then be the ones that are lower, so was it really worth it to be impatient, or was the grind worth the long term benefit of being the max overall a character can be?



Obviously, if you're a 90 Superstar or an 85 female by default you know you're more than welcome to keep your default, and just reach the 95/90 max that way...but ultimately it'll take you the same amount of time as it'll take someone to go through all three tiers. Those that are keeping their overalls will have their purchasable perk goals multiplied by 1.5 and their overall boost by 2.5. The numbers will be in the actual post found on the rules section where it lists each goal, depending on the path you take.




I'll quickly get into custom finisher because it is explained in our F.A.Q thread for this. Custom finishers you purchase unlike signatures, are not free to be whatever you wish. At least, not at first....we figure it's a happy medium to allow free customization to an extent. Finishers you purchase at first will only be moves your Superstar has, or REALISTICALLY within their current move pool could do. NOW...there is, however, a way to have an entirely freely learned custom finisher, it just requires a few extra steps. Let's say Big Cass purchased a Spiral Tap, being completely serious, maybe he named it....and GENUINELY made it work, anything is possible, right?  So he made it a staple of his move set, he's used it for a month and a half...maybe longer, and he wanted that to be his finisher. He could then purchase the custom finisher and make it The Spiral Tap. It's about giving you the option to have freedom, but freedom, that is earned, not abused.





Now a couple quick questions I'll answer that you may have, do points expire? No. Can I stockpile points and get a custom finisher on tier I, no. When you get a number of points that could purchase your overall boost, that is that tier's cap. So if you reach 85 points you stop earning points until you either spend some on a custom sig or upgrade your overall. Once you reach tier II can you still buy a custom sig? Of course, as you advance tiers you simply unlock them as you go. Is each character I have scored individually? Yes, when I do something as Natalya those points go to their own pool, and same for if I do something as Matt Sydal. Can I do two solo promos as the same character in one show and get 20 points? No, each condition can only be reached once per week. So only one match as your character, only one solo promo, only one co-promo etc will earn that character points.




Now Anarchy returns next Monday on November 21ST so that is why by next Sunday The 20th, at 5:00 PM EST...we need to have a few things from you the members. If you are an in-game superstar, you need to tell us if you'll be starting at the base 80/75 or if you'll be keeping your default overall.


We also need a signature/finisher list for each of your characters, your characters will earn 5 points each for filling this out, and we need to keep this list handy for when people purchase custom signatures & finishers in the future. You will NOT be booked until we get the above information, so if we had any contender/title stuff planned and you didn't take the time to tell us your signatures/finishers and if you'll be starting at the default overall or the base overall of 80/75 then you won't be booked or included in that. Anyone that does not fill theirs out within a month from this post will have their characters freed up.




You may post your signatures/finishers in this thread, we'll be creating a new thread in the future where everyone can find everyone's moves. A reminder in this same post you also have to tell us what overall you will be starting out as. The default in-game or the base. If you have any questions, or suggested goals, or perks you as a member can earn for your points please, by all means, let us know. Myself, Ed, Kyle, Austin, Stunner, Lazy, Zack, Tyler, and Shane have all been working hard on implementing this and making it the best it can be within the past few months so your participation, and your feedback is greatly appreciated.

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PostSubject: Re: Introduction: Custom Overalls, Points, & The Perks That Come With Them   Sat Nov 19, 2016 5:44 am

Cactus Jack:

Sigs: running knee in the corner, mandible claw

Fins: Spike Pildriver, double arm ddt

Keeping default overall off 87
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PostSubject: Re: Introduction: Custom Overalls, Points, & The Perks That Come With Them   Sat Nov 19, 2016 6:47 pm

BeardyNoMore wrote:
BeardyNoMore wrote:
Wyatt sigs: running senton and short arm clothesline
          Fin: urnage and urnage slam
(moves are slightly different due to the on going storyline)

Cesaro sigs: Springboard  Uppercut and Sharpshooter
             Fin: Ricalo Bomb and Very European Uppercut

Keeping over alls

Keeping wyatts overall but when i decide if cesaro comes back ill start him at a 80. Just need to known what stats to lower

You can lower whatever you wish, so long as no stat is put under 50 and your overall comes out to an 80.
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PostSubject: Re: Introduction: Custom Overalls, Points, & The Perks That Come With Them   Sat Nov 19, 2016 9:34 pm

Dana Brooke
Signature 1: Corner Handstand Foot Choke
Signature 2: Cartwheel Elbow Drop
Finisher: Samoan Driver

Eva Marie
Signature 1: Running Senton
Signature 2: Big Boot
Finisher 1: Sliced Red
Finisher 2: DDT

Going up to a 75 for both.
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PostSubject: Re: Introduction: Custom Overalls, Points, & The Perks That Come With Them   Sun Nov 20, 2016 12:54 pm

LAST CALL



Anyone that does not post their overall status, and their list of signatures/finishers within the next 4 hours will be left off tomorrow's card! Missing out on the first batch of title stuff/other opportunities. You've had a week now to do this and we told everyone before we went on the 3 week hiatus that you needed to keep checking the site. If you do not fill this out within the next 3 weeks you will have your characters freed up.

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PostSubject: Re: Introduction: Custom Overalls, Points, & The Perks That Come With Them   Sun Nov 20, 2016 3:57 pm

Jeff Hardy
Dropping down to 80 with him
Sig : Side affect
Finisher : Twist Of Fate

Roman Reigns
Keeping him at his basic overall
sig: Superman Punch
Finisher: Spear

A little bit rushed and I am sorry if anything is missing - totally forgot about the deadline and speaking to David I typed this as I am waiting at KFC for some food lol. x
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PostSubject: Re: Introduction: Custom Overalls, Points, & The Perks That Come With Them   Sun Nov 20, 2016 4:11 pm

Orton
Staying overall
sigs spike DDT standing and one from corner

fins punt RKO

Zayn
Same overall
Sigs thunder bomb and Electric Chair power bomb

Fins Brainbuster and Helluva Kick
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PostSubject: Re: Introduction: Custom Overalls, Points, & The Perks That Come With Them   Sun Nov 20, 2016 11:27 pm

Keeping Joe's overall

Sigs death Valley driver chimera plex
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PostSubject: Re: Introduction: Custom Overalls, Points, & The Perks That Come With Them   Mon Nov 21, 2016 12:12 am

The card for Anarchy is officially finalized and will be going up at 5 PM EST / 8 PM GMT / 2 PM PST Monday. Those who have yet to post their overall, signatures, and finishers have until December 12th at 5:00 PM EST or your characters will be freed up.
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PostSubject: Re: Introduction: Custom Overalls, Points, & The Perks That Come With Them   Tue Nov 22, 2016 10:55 am

Edge:

Sigs:
Killswitch and Impaler ddt

Fin:
SPEAR
(two different version)
Taker:

Sigs:
Chokeslam
Last Ride

Fin:
Tombstone Piledriver
(two different versions)

Of course this will all apply when I get the game, just wanted to let you guys know in advance.
My apologies for being late, I'll promo anyways... It's all apart of the plan.
AND
They will both have their original overall
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PostSubject: Re: Introduction: Custom Overalls, Points, & The Perks That Come With Them   Wed Nov 23, 2016 9:54 pm

Gt: ChickenHuntin66
Superstar: Scott Hall

Sig : chokeslam, turnbuckle bulldog

Finisher : Outsiders edge and crucifix powerbomb 2

OVERALL: 89
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PostSubject: Contract for Scott Hall   Sat Nov 26, 2016 5:55 pm


Gt: Chickenhuntin66
Superstar: Scott Hall
Connection: hardwired
Finishers: Outsiders Edge, Crucifix powerbomb 2.

Signatures : Chokeslam and turnbuckle bulldog

Overall: 89 default
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PostSubject: Re: Introduction: Custom Overalls, Points, & The Perks That Come With Them   Sun Nov 27, 2016 10:13 am

Posting for Gaz at his request as he's at work. Please don't book him for next week though.

Gamertag: TheFilthParade
Superstar: Finn Balor
Finishers: Coup de Grace, 1916 2
Signatures : Shotgun Dropkick, Lift Inverted DDT 2

Overall: 88 default



Gamertag: TheFilthParade
Superstar: Bayley
Finishers: Bayley to Belly Suplex, Avalanche Bayley to Belly
Signatures : Corner Exploder Suplex 3, Bayleyplex

Overall: 86 default

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PostSubject: Re: Introduction: Custom Overalls, Points, & The Perks That Come With Them   Sun Nov 27, 2016 11:07 am

I've read through this thread a few times now.  It was kind of hard to read it all and wrap my head around what you were trying to say but I think I finally understand it... but don't you think this system is a little flawed?  

New members who join in several months will be at a clear disadvantage overall-wise as they'd have to start off at 80 Overall.  Also everyone will be 90+ at some point.  It may put off newer guys joining as they're likely to not do as well against others who will be much more powerful.  I know the argument is Overall doesn't matter but it does to some people and XWL might miss out on new members this way and there could be a clear imbalance within matches.

And there's no rules from what I can see about how you attribute your points... so you can put them all into durability, reversals and kickouts?  Is it ok to completely nullify the useless stats (for example, submission in XWL) and put all the points from those into your skills that cause damage, increase your health, your number of reversals and your kickout bar area?

Am I missing something?  And how are you going to keep track of points earned and spent?  I don't see this anywhere?  (I admit I haven't looked too hard yet, as I was spending all my time trying to figure out this system)

I know it's here to stay but to me it sounds like it's going to cause more problems than it's worth and chances are if the above is all correct I'll only be interested in feuding with certain people who I know will not abuse the system and I'm pretty sure others will feel the same way when they realize this.

By bringing in this new system to remove all limitations on "lower-end" superstars (who as you all know have done well in the past anyway) it just seems like you're unintentionally putting limits on a lot of things you may not have considered.

I'm not criticizing, I'm just wondering if any of you have actually considered all of this, and also if you could confirm my suspicions above.

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PostSubject: Re: Introduction: Custom Overalls, Points, & The Perks That Come With Them   Sun Nov 27, 2016 11:48 am

Jerrriko wrote:
I've read through this thread a few times now.  It was kind of hard to read it all and wrap my head around what you were trying to say but I think I finally understand it... but don't you think this system is a little flawed?  

New members who join in several months will be at a clear disadvantage overall-wise as they'd have to start off at 80 Overall.  Also, everyone will be 90+ at some point.  It may put off newer guys joining as they're likely to not do as well against others who will be much more powerful.  I know the argument is Overall doesn't matter but it does to some people and XWL might miss out on new members this way and there could be a clear imbalance within matches.

And there's no rules from what I can see about how you attribute your points... so you can put them all into durability, reversals and kickouts?  Is it ok to completely nullify the useless stats (for example, submission in XWL) and put all the points from those into your skills that cause damage, increase your health, your number of reversals and your kickout bar area?

Am I missing something?  And how are you going to keep track of points earned and spent?  I don't see this anywhere?  (I admit I haven't looked too hard yet, as I was spending all my time trying to figure out this system)

I know it's here to stay but to me it sounds like it's going to cause more problems than it's worth and chances are if the above is all correct I'll only be interested in feuding with certain people who I know will not abuse the system and I'm pretty sure others will feel the same way when they realize this.  

By bringing in this new system to remove all limitations on "lower-end" superstars (who as you all know have done well in the past anyway) it just seems like you're unintentionally putting limits on a lot of things you may not have considered.

I'm not criticizing, I'm just wondering if any of you have actually considered all of this, and also if you could confirm my suspicions above.





In a perfect reality where everyone put thought into who they were and planned to be them for a while because their enjoyment lasted instead of faded...the whole everyone starting at 80 and joining in a league of only 90s would be a problem. However in XWL, unfortunately, that's never been the case. Switching is a constant, in fact so much so that you could look at the roster this month and guarantee it'll be hugely different next month. Not just because of an influx of new members, or members leaving, but also because the average member is not a long term thinker. They don't have luck with finding their perfect character match enough to span years and years. Or hell, even a year period, barely six months. That's why this system was designed the way it was. In order to have a character that reaches 95+ regardless of if you start at your default or work your way up, we have calculated the expected turnout from your average member, and the points they would get and essentially it'd take them a year, and that's doing everything possible every week. Given the lack of members who last six months, let alone a year as their characters, the whole 95 thing wouldn't apply, and at most someone would join as a good bit of the league was full of 90s, except again as the system is calculated, within their first month they'd be an 85 instead of their starting 80, so they would only be 5 points different from everyone else. Now IF everyone suddenly sticks as their characters maybe in a year's time it may need some amending. But I say we cross that bridge if it's at all ever built. Considering if they do switch their points drop to zero and even if they pick up that character again they'll start all over.


As always, we expect stats to be distributed evenly, obviously, some will be higher than others but we do want everything to at least be a 50. At the end of the day there's no way of truly knowing (even if they screencapped their stats because they could just alter them after the cap anyways) so it's an honor system.



And yes, unfortunately, you did miss where your points will be kept. An admin is currently finalizing it's own separate thread where everyone's current overall, purchased perks, and points will be kept. It was however already in our F.A.Q which can be found here.


http://xwlleague.forumotion.com/t4171-custom-overalls-points-perks-f-a-q



Q:  Where will I find out how many points I currently have?

A:  On The Roster Section of the site found [linkhere] everyone's current overall, points, and purchased perks will be listed for easy viewing.



We the admins will add in everyone's points from promoing, their completed matches and any other achievements they may have accomplished that week and add it to their current score. So there's no extra work for you or any other member, just check the thread and you'll find your points with ease. We even have it under a krzy approved (Notrlydon'tsuemekrzypls) ctrl + f search design so you just insert your character "Nikki Bella" and boom your points so far.



We appreciate your feedback, I hope I've cleared things up for you. You shouldn't be fearful of feuding with anyone, we're all mostly here adults that respect rules and understand guidelines. At the end of the day all we want to have is fun, right? Will abusing this system give our lives meaning? No because they have meaning outside of this, this is something we do for fun so don't worry about something ruining that. Just create fun feuds and prepare for fun matches ahead Smile


If you have any other questions or if anyone has any others themselves, or anyone has any suggestions we, of course, are always open to them.

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PostSubject: Re: Introduction: Custom Overalls, Points, & The Perks That Come With Them   Sat Dec 03, 2016 2:37 pm

Sigs:
The Heart Stopper
Fame Asser

Fins:
Superkick
Zig Zag

I'll stay at the default 85.
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PostSubject: Re: Introduction: Custom Overalls, Points, & The Perks That Come With Them   Mon Dec 05, 2016 12:55 pm

Final Warning, ANYONE that has not filled out the required information and responded to this thread, will have their characters freed up this Sunday.

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Leo Kruger/Harmon
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Join date : 2016-05-16
Age : 24

PostSubject: Re: Introduction: Custom Overalls, Points, & The Perks That Come With Them   Mon Dec 05, 2016 5:56 pm

@Leo Kruger/Harmon wrote:
Leo Kruger

Signatures: Hangman Facebuster (Kruger's End), Fisherman Neckbreker 1

Finisher: Spinebuster 5, Clothesline 5 (Slice)

Overall: 80

A Broken Matt Hardy

Signature: Spin Headlock Elbow Drop, Side Effect 3

Finishers: Crucifix Powerbomb 2 (Splash Mountain), The Broken Fate (Twist of Fate)

Overall: 80

Broken Matt

Sinatures:
Terminating Spike AKA A Broken Moment
Side Effect 3

Finishers:
Crucifix Powerbomb 2 (Splash Mountain)
The Broken Fate (Twist of Fate)

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x2 Intercontinental Champion as Leo Kruger

X1 Slammy Champion Of The Year as Leo Kruger

x1 Slammy Most Likely to Succeed in 2017 As Broken Matt Hardy

x1 Slammy for Match Of The Year as Broken Matt Hardy
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Red
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PostSubject: Re: Introduction: Custom Overalls, Points, & The Perks That Come With Them   Tue Dec 06, 2016 2:13 pm

Gamertag: Jerrriko
Superstar: Kevin Owens
Finishers: Pop-Up Powerbomb 1, Pop-Up Powerbomb 2
Signatures : KO Cannonball, Pumphandle Neckbreaker 2

Overall: 86 default
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Sam
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Join date : 2011-04-28
Age : 22
Location : Norfolk, VA

PostSubject: Re: Introduction: Custom Overalls, Points, & The Perks That Come With Them   Mon Dec 12, 2016 1:45 am

@Sam wrote:
Dana Brooke
Signature 1: Corner Handstand Foot Choke
Signature 2: Cartwheel Elbow Drop
Finisher: Samoan Driver

Eva Marie
Signature 1: Running Senton
Signature 2: Big Boot
Finisher 1: Sliced Red
Finisher 2: DDT

Going up to a 75 for both.

I'm buying Dana the Hand Spring Moonsault as her 2nd Signature move, and Eva's 2nd Finisher is now the Jumping Complete Shot.
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StrumSkillet13
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Join date : 2016-01-25
Age : 24

PostSubject: Re: Introduction: Custom Overalls, Points, & The Perks That Come With Them   Tue Dec 13, 2016 4:39 pm

Chris Jericho
Staying overall
sigs Lionsault and Triangle Dropkick

fins Code breaker and diving Code Breaker

Zayn
Same overall
Sigs thunder bomb and Electric Chair power bomb(Spending points to buy Sami Zayn the Face wash combo instead of the power bomb)

Fins Brainbuster and Helluva Kick[/quote]
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BerserkBeardy
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Age : 31

PostSubject: Re: Introduction: Custom Overalls, Points, & The Perks That Come With Them   Thu Dec 15, 2016 3:47 am

BeardyNoMore wrote:
Wyatt sigs: running senton and short arm clothesline
          Fin: urnage and urnage slam
(moves are slightly different due to the on going storyline)

Cesaro sigs: Springboard  Uppercut and Sharpshooter
             Fin: Ricalo Bomb and Very European Uppercut


Keeping over alls

Gonna switch the Short Arm Clothesline for the Swinging Reverse STO(Sinful Redemption). Wyatts over all is 86 now since hes face and i removed so heel abilities.

Might as well for future updates: Strowman 80
                                       Sig: chokslam 9 and yosuka cutter
                                       Fin: powerslam/running  powerslam
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IIYoungg
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PostSubject: Finn Sig/Fin List   Mon Jan 30, 2017 6:36 pm

Finn Balor
Finisher: Coup De Grace, 1912

Signature: Shotgun Dropkick, Lift Inverted DDT
Keeping overall 88
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KingWolf
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Join date : 2014-10-20
Age : 21
Location : Jersey Shore Bay Bay

PostSubject: Re: Introduction: Custom Overalls, Points, & The Perks That Come With Them   Mon Jan 30, 2017 7:08 pm

BOUT TIME I FOUND THIS THREAD

Pete Dunne
Sig 1: Enziguri 1
Sig 2: Running Sit-Out Powerbomb

Fin 1: Bitter End - Pumphandle Slam 3
Fin 2: Suplex Into Corner
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StrumSkillet13
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Age : 24

PostSubject: Re: Introduction: Custom Overalls, Points, & The Perks That Come With Them   Wed Feb 08, 2017 12:06 am

Spending points to buy Jericho new Sig

Pop up kick replacing Triangle Dropkick
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Stunner
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Join date : 2012-09-23
Age : 19
Location : Hawaii

PostSubject: Re: Introduction: Custom Overalls, Points, & The Perks That Come With Them   Wed Feb 15, 2017 4:31 pm

Gonna have Roman Reigns start off at 80 overall.

Sigs: Superman Punch, Corner Superman Punch

Fins: Running Spear, Fall Of The Empire (Razor's Edge Sitout Powerbomb)

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2x XWL World Heavyweight Champion
1x XWL Rivalry Of The Year Slammy Award Winner (2016: AJ Styles vs Brock Lesnar)
Main Evented Final Stand IX vs Matt Sydal And Won The World Heavyweight Championship For A 2nd Time





"The Destroyer" Samoa Joe
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