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#360580 mmatycoon history for dunce

Posted by jacky67 on 20 April 2012 - 11:44 PM

ok i'm gonna do a few recaps of the previous events that happend in mmatycoon,

The managers that didn't follow the forums every time will be aware of all the stuffs.


http://www.grapheine...76ee65c86f.html

http://www.grapheine...54d8abaeb5.html

http://www.grapheine...d08b4c0928.html

http://www.grapheine...aa6fb110de.html

http://www.grapheine...6a15181734.html

http://www.grapheine...c5ea73861e.html

http://www.grapheine...5b19e7b1e1.html


New (lasts are in chronological order):

http://www.grapheine...13d7203fd6.html

http://www.grapheine...70d36ebf9e.html

http://www.grapheine...e14c6478df.html

http://www.grapheine...ead1dc2c4b.html

http://www.grapheine...aa6fb110de.html



http://www.grapheine...ce6d5b62f7.html

http://www.grapheine...2cd3bcda5b.html


http://www.grapheine...a2dd67868e.html

http://www.grapheine...dd9d517a29.html


news here: edited 1 may:

About tony Maggio:
--------
http://www.grapheine...0342970791.html

http://www.grapheine...fb855d5c34.html

http://www.grapheine...8317271313.html
---------

http://www.grapheine...b1b98ef7a6.html

http://www.grapheine...a72928a999.html
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#475106 Fighter Callout

Posted by minark on 26 October 2013 - 07:45 PM

I think we should add the ability to call out other tycoon fighters as a post fight speech option. Maybe add the check box that says call out fighter and then have a blank box next to it similar to contract/sponsor boxes where we can put in a fighters ID number and be able to call out anyone in the tycooniverse :)


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#246065 A basic fighter creation lesson: Distributing your points

Posted by myronmonroe on 23 February 2011 - 06:37 PM

I think this is one of those things EVERY single person that plays this game should know, so that's why I decided to make this post.

When you are putting points into your fighter on creation, which one of these strategies will be the best in the long run?

Best way to spend 111 points:

Fighter #1: Put only 1 point (USELESS) into SKill #1, and spend the maximum 110 points (WONDERFUL)on Skill #2
or
Fighter #2: Spread the points out, putting 55 (COMPETENT) into Skill #1 and 56 (COMPETENT) into Skill #2



Here's the basic concept of this game you need to keep on mind:

It is MUCH MUCH faster to go from 1 to 55 than it is to go from 56 to 110......Training slows down dramatically as your skill level goes up. There are no exact numbers, but I will use this picture as an example:


Posted Image



So, let's take a look at Fighter #1 and how long it will take him to get both skills to wonderful:

Posted Image

Now, let's take a look at Fighter #2 and how long it will take him to get both skills to wonderful:

Posted Image


In conclusion, Fighter #1 was MUCH easier to get both skills to wonderful than Fighter #2. If you have a fighter and you are thinking about his long term success, it is better to get as many skills to 110 as you can. He may not be as well rounded in the beginning, but he will thank you in the long run :thumbup:
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#312754 Fighte Slots change to Fighters & Staff Slots?

Posted by MMATycoon on 17 October 2011 - 08:36 PM

Just throwing out a general idea.

Instead of the slots just being for fighters, how about changing it to fighters and staff. Staff would be stuff like;

- Retired fighter (can become a coach and run seminars).
- Personal Assistant (would be able to help you with stuff like setting a supplement schedule, pointing out when fighters are running out of money etc. The more you paid them, the more they could look out for).
- Cornerman (something people asked about all the time in the earlier days - perhaps these could all be retired fighters too).
- Other stuff if people could think of anything.

Now that fighters take a bit more looking after this would help take up extra slots that people aren't in need of so much anymore, plus if we keep the retired fighters on, I would be OK with upping the number of slots that you can buy to 20, which is something else that people have asked about for quite a while. I do need the site to bring in some more money but I wanted there to be a functional point in opening up more slots.


Thoughts?
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#838950 Just wanted to say:

Posted by Kanis on 01 December 2017 - 07:48 PM

Many years ago,..I lost "everything that mattered". I then spent 12 years in a self punishment cycle that included too much drug use and no concern for my own well being.

A long story will be cut short to one day ,finally, looking myself in a mirror and seeing a glint of the warrior that I used to be, looking back at me for the first time in a decade. He said. "Now, you are just being stupid"

  When I found this MMATycoon, I was trying to sober up.  My mind was a constant static of chaotic energy.

I am now 3 months away from my 4 year mark in the game.

I am incredibly sober (if you don't count weed =) just being honest). 

I am now back in my career field, Entertainment rigging- concerts and I am, again, one of the premium guys in the Oregon and Washington areas.

 

My closest friends are pleasantly shocked, because , I was told  "not many can come-back from where I was in my mind, heart and soul."

 

I am currently ranked 33 of 21518 (0.15%) and IF this is the closest that I ever get to this peak, I wanted to shout it out now, that You have NO idea just how much this environment was the therapy of mind that helped me come back from that cliff that I was on.  Thank you for that

                                        Kanis.

 


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#643301 MMAtycoon piss take videos.

Posted by on 30 January 2015 - 06:25 AM

Inspired by Jackys work in his thread, I thought I would give it a go myself. hopefully noone gets angry or insulted by this, its a joke...

 

Rory's Vids:

Rory interviews a couple of Vendetta members, Mentor makes an appearance

When you realise KRad is your next opponent in a tourney

Mike kicks humors out again

Mike rejects an offer from Penn and Mentor

Dino vs Bowser be like...

Butch and Castor agree to battle for the last time

When a multi thread is made

 

Beck's Vids:

Humors new account

Skype Group GOT spoilers

GBK Mod removal

 

Jacky's Vids:

All of Jackys Vids

 

bijakonja's vids:

No more penis Cream

 

Timmy's Vids:

Life (and death) of a multi

Wont be bad again

 

Uniconor's Vids:

Conor reacts to Ken's Vid

The Unit

 

Kenlow's Vids:

Kenlow problems

Humors tries to get back in the game

Injustice

Shit JLP says

CGrace pissed off

 

GBK16's Vids:

Hitler reacts to Grant being removed as a mod

Humors return threads be like

 

 

Vendetta's Vids:

Cristofi the scammer

 

The Dudes Vids:

Grasman's nutrition rant

 

Listerman's Vids:

Uniconor and Wolf discuss GONY 3

 

GWad's Vids:

MadBob finds out someone is underweight

 

 

 

 

If anyone else has any mmatycoon related videos post them in here! I remember someone made a funny subtitled hitler clip, but forgotten what it was about..


  • 33


#313147 List of ID restricted orgs

Posted by Dee on 19 October 2011 - 10:43 AM

.


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#808218 MMATYCOON MEMES ( create some)

Posted by Beck on 17 March 2017 - 05:16 PM

7W1CK9U.gif


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#600835 How much notice do you need for the fight engine changes to go live?

Posted by MMATycoon on 09 September 2014 - 09:57 PM

As in the title? I am presuming Monday's fine?

 

There are loads of little things but the main ones are ref standups, overall fight scoring and leg kicks affecting speed and agility not stamina.

 

There isn't a massive amount that you would be able to gameplan for until you have experienced how you think it all works, so not a massive amount of notice needed imho.

 

 

details;

changed scoring system including fight rating, (n.b. will likely see less 100% rated fights)
improved transitions to focus more on the transitions variable itself
improved flex vs agility for advance position; added agility plus split what you need based on top vs bottom so bottom needs flex but top doesn’t
improve subs; so that bottom needs flex but top needs agility, whilst being the taller fighter makes subs from the bottom more likely but less likely from the top (minor difference).
bug fix - commentary display for getting rocked sometimes bugged out at the start of rounds
added more commentary to indicate sustained ground stalling by a fighter    
added fight graphics for reversals
diminishing returns for scoring points on takedowns and subs.
reduced energy loss for attempted escapes    
added clinch attempts to post fight stats    
fixed alignment of little arrow things on the fight imperial stats bars   
fixed - occasionally the fight engine would do a move you hadn't asked your fighter to do

also debugged the crap out of it for about 5 days and found a few bug that would have affected the chance of certain standup things landing, sometimes positively and sometimes negatively depending on tactics. hopefully this will have been the cause of any "how the hell did that happen?" fights for you in the past, so it won't happen again.

 

scrap NCs due to being in the wrong location. Instead you will be teleported to the right location and get a 10% hit to energy and morale but the fight will still take place.

 

Added 16th sept;

Additional tweak to standups from yesterday's changes.

Altered the "ground moves per minute" calculation. The most important impact being that we won't have a massive drop in moves per min when people go high counter. I'll continue to work on this one as post of this requires me editing commentary lines individually.


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#233939 Optional Primary's

Posted by Rambo on 14 January 2011 - 05:52 AM

QUOTE (Eversor @ May 5 2010, 09:46 AM)
You could choose either one for one of the four primaries:

Boxing / Kick Boxing
Muay Thai / Karate
Wrestling / Judo
BJJ / Sambo


The primaries would affect secondaries something along these lines (both offensive and defensive):

Boxing has better punches than Karate, but Karate affects kicks.

Kick Boxing has better punches than Muay Thai, but Muay Thai has better clinchgame.

Wrestling has better takedowns for shooting from afar, but Judo has better takedowns from the clinch.

BJJ has better chokes, but Sambo has better leglocks.


No gamebreaking changes, just a small coefficient to add a little more flavor. Existing fighters could have a one time opportunity to change their primaries to corresponding ones if they so wish for.




Reviving a quote form an old thread and although not an immediate important must have improvement, I think this is actually a really, really, good & creative idea that would add a lot more depth, etc. Could use some revising of course, but the base idea is great.



Instead of every fighter being boxer/muay thai/wrestler/bjj we could have something that makes them a lil different. The only challenge is finding the perfect style to pair up with it's counter part. I.E. to "argue with the quote" Boxing & Kickboxing could be paired up, but then what would you pair up with muay thai? And for Sambo, I'd say it gets a small boost to GNP & takedowns, and BJJ is submissions and defensive grappling. Maybe instead of "Karate" call it "Martial Arts" to give it a more broad horizon for the imagination of styles. Who knows.


The only reason why I could see somebody suggesting against it is; everything fuctions as it is, it could be extremely complicated.


Contrary to some belief, you really wouldn't have to add any additional flavor text. The most challenging thing in my mind about this would be tweaking the benefits you'd get for what primary, and programming that into the system, and also I don't know how secondaries and primaries mesh to create a "total" for the game's fight engine, all that is extremely complex to me. So if it required a major overhaul, obviously it really wouldn't be worth all the time but I firmly believe that the idea of seeing and being able to select one of two options, per primary, would be awesome.



Not 100% sure if this was shot down or not, I seen a thread about "adding primary's" recently closed, but I'm not asking for a complete overhaul or anything like that, I would think it could be as simple as adding selective/optional text upon fighter creation? --- if that makes any sense. If it doesn't I could elaborate.
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#536835 :)

Posted by MMATycoon on 01 April 2014 - 01:55 AM

GOTCHA-jvh4ag.jpg


  • 31


#496468 Everything you need to know about learning speed

Posted by VeikkoK on 16 December 2013 - 12:01 PM

Ok, in recent weeks I think I've seen these same questions asked about 20 times, so maybe there should be a sticky or something about this?
 
What is learning speed?
 
In broad sense the learning speed refers to fighters ability to response to training, and it is based on the value of the hidden skill, fighters age, energy and morale levels, quality of the coach or sparring partners, class sizes and the current skill level. But the main interest is usually in the value of hidden skill, which is a constant value and determines whether the fighter is capable of learning things fast, given that his training is planned properly. By ticking "fast learner" in fighter creation you get boost for this skill, but other than that, you cannot influence fighters learning speed hidden.
 
In short, usually when talking about learning speed we are talking only about the hidden skill related to the learning speed.
 
What learning speed is not?
 
Learning speed and fighters intelligence are two completely different things. Intelligence (related to "knows how to adapt his game plan") can be tested with IQ tests (can be won on Spin and Win and sometimes you get random test via mail or when travelling with jet), and refers to "fight IQ", i.e. how well the figher responds to things happening during fight.
 
In short, learning speed has nothing to do with IQ or intelligence.
 
How to test fighters learning speed?
 
  1. You need to have a VIP status in order to test the learning speed accurately. Check below for non-VIP possibility.
  2. Install Greasemonkey add-on for Firefox (there are similar add-ons for other browsers but there are reports that they might not work properly for everyone): https://addons.mozil...n/greasemonkey/
  3. Install TycoonTools Greasemonkey scripts (Only Skill Snapshot Stat Extractor is needed for this, but other might come handy also): http://widing.arkku.net/tycoontools/
  4. Your fighter needs to have some secondary skill where you didn't assign any points in fighter creation and which you have not trained at all (remember that for example training clinchwork will give small gains to elbows also etc). Assign your fighter to train that skill in 1on1 training session with Elite coach. Make sure your fighter have 100% energy and morale.
  5. After training, go to Fighter skills snapshot page (http://www.mmatycoon...atssnapshot.php), select the skill in question and if you have appropriate Greasemonkey scripts installed and enabled, you should see a numeric value under the skill snapshot bar. This value is the current skill level of your fighter in that skill.
  6. Skills where you did not assign any points at fighter creation start at 1.95. It is believed that the maximum skill value you can have after one training session is 7.5 (useless++). Lowest value I have encountered is 3.9, but my guesstimate would be 3.5 for lower limit. Depending on your preferences, you could think that fighters with learning speed under 5 (useless-) are not good enough (some people use 4.5 and other 5.5 etc), unless other hiddens of that fighter are very good. Unless the learning speed is very low, like under 4, I would still test the fighting abilities of everybody (i.e. see how they perform in few QFC's and what does their ToTT say) before sacking them.
  7. Note that above values are for 18 year old (or younger), for older fighters you should expect smaller values, although I do not have experience to tell how much is good enough for example 25 year olds. And also, if you have only 2on1 training available, that shouldn't make huge difference, so you still get good approximation of the learning speed that way. And if you have already trained the skill little (say the skill value is 2.5), you can still compute the difference (new value - old value) and see how much that is compared to maximum gain of 5.55, but note that with high level skills the learning speed decreases.

 

Other issues:

 

  • For non-VIPs there is an approximate method for determining the learning speed: The pop from useless to abysmal in two sessions, is combined gain of 8.05 points,  ie. over 4 points on one session. That would equal learning speed at least 1.95->6, which is rather good. If the fighter doesn't pop even in three sessions, he is a very slow learner. Between that, depends how tight criterias you have.

  • Learning speed is constant from until fighter hits the age of 18, and after that it declines gradually when your fighters age.

  • For 25 year olds (or 19-24 for that matter) there's not public information available about range of learning speed. I've heard somebody had learning speed of 7 as 25 year old but I doubt it. If anybody makes 25 year olds and wants to share what kind of learning speeds they have gotten, please let me know and I'll add the range here.

 

 

 

I'll add other info if something comes up.

  • 31


#712554 Training Suggestion: Having to fight to improve skills.

Posted by Erik on 21 October 2015 - 10:21 AM

Short post because I haven't though about this in great depth.

 

Right now the most effective way to train up a young fighter is to stick him in the gym for several in game years with a couple of hidden testing fights, in reality this is extremely unusual -- the act of competition helps a fighter gauge their skills and improve, but in MMA tycoon it's rare to see any significant number of fights on young fighters because it's also their prime learning time.

 

Perhaps grant some kind of learning bonus to fighters who have fought more recently, and perhaps some kind of negative to slow down those who haven't -- maybe making it harder to reach certain skill levels without fights, or just slowing learning down a bit entirely.

 

It would help the game on a few levels -- for one it would let new players have some kind of chance at lower hype levels instead of constantly running into project beasts, and for another it would get rid of the ridiculous sitting around until the fighter is quad sensational before having him fight.


  • 30


#790506 The Wolf on Tycoon Street

Posted by Rambo on 18 November 2016 - 11:10 PM

BREAKING NEWS

Today marks the biggest black stain in tycoon history since Mentor was busted for multi's and scamming big dick pills, when two sub-par managers at best, were busted for fraud, fight-fixing, and straight up being douche bags. Congratulations dickheads, you've turned Vendetta into the Enron of MMATycoon. You can read the full story here.  

 

To nobody at Convicted Inc's surprise, Wolf, Aaron, and Vendetta still suck.

 

 

c302746e234e16e492502119e618833e4f467af3
(Wolf celebrating after every fixed fight)

klin-informer_right.jpg
(Aaron celebrating after every fixed fight)

 

 

tumblr_n44tmpqcn31sv7laoo1_500.gif
(Aaron approaching Wolf after he was given access to an FTP folder)

 

 

 

1402953709vendetta.png

The V for Vendetta once again stands for V for Vaginas. Thanks to two special pieces of garbage, Wolf and Aaron, the success of the entire alliance comes into question.  Cheating was obviously the only way mediocre managers like Wolf, Aaron, and even Ryan Epicity (how else could this guy crack the top 10 lol.) could succeed.  We've seen dirt balls in the past; Mentor, Steel Penn, Castor, but Wolf and Aaron take the cake and go down in history as the dirtiest scumbags to ever curse the game with their presence.

Congratulations assholes, and good riddance.


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