Running an experiment TE 4

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Running an experiment TE 4

Postby iopzzza » 23 Feb 2020, 05:11

I am currently running interesting experiment. I made up 9 players all of them has all stats maxed at 100 and have everything else equal, but all of the are different type of players.
All of the will play against each other in a league format to see which style of player is the best in Tennis Elbow 4 and how different styles stack up against each other . I will post the league screenshot at the end. The Difficulty is incredible 10. They all have 0 top spin (i was dubious about this stat actually). They all play with 2H BH and all are tall 187 (the average between all styles). And they play on the most neutral surface in TE4 - Cement. (Cement used in Delray Beach , Bogota, Atlanta, Winston Salem and Bangkok all of them ATP 250)
If anyone has suggestions how to make the experiment more realistic , or has ideas about other experiments, share it in the comments :) :)
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Re: Running an experiment TE 4

Postby iopzzza » 23 Feb 2020, 07:38

Everything is ready now aand what can we see...

d125d66d-2ccc-45f5-aeba-efd3f05e1024.png


The Bulldog , PowerBaseliner and All Rounder doing great, all of them.
On the other hand counter isnt really effective on this surface as we can see.

I might be going to do this on clay and the rest surfaces also, because its quick and fun :).
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Re: Running an experiment TE 4

Postby manutoo » 23 Feb 2020, 09:01

Hello,

if you do it at Pro-10, with all skills at 90% and the topspin at 50% (or at least 20%), then the results could be useful for me. :yes:
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Re: Running an experiment TE 4

Postby noys390 » 23 Feb 2020, 09:10

hi iopzzza,
This is a very interesting experiment. I will stay tuned to it. I wanted to know a few things :
1. Are all the players you created for the different styles identical ? i.e. they have the same service power ,forehand ,backhand etc.
2. Where you are running the tournament ? If it is in the career mode then the default rank will have an effect on the player's ability. So suggest you run this experiment on training club if you are not doing so.
3. If you do have 1 to 1 stats for the styles ?

Suggestions :
1. Plz keep a average attribute values around 40 to all player. (exactly same number to all)
2. Plz Run the experiment on the two extreme courts : clay & grass.

I am not surprised by the result you got. From my experience in TE2013, I knew that powerBaseliner is an over-powered style and the volleying styles are relatively weaker. This is understandable as volleying is not favored in modern tennis. Its great to see the new styles Bulldog and All-rounder doing well. What I did not expect is Counter to be at the bottom ! . If powerBaseliner continues to win, it suggests that the risk mechanism for reward & unforced error is not in balance.
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Re: Running an experiment TE 4

Postby iopzzza » 24 Feb 2020, 06:05

All the players are not saved from world tour. I just got player 1 in traininng mode and i made his all stats to 100. I actually have a plan to do the same on every different surface :). And as about your suggestions , yes i know all of them , nothing affects the resut dont worry.

As for Manutoo i want to ask, why you want on pro 10 and why 50 top spin or 20? I have no problems to do it, i am just curious :D
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Re: Running an experiment TE 4

Postby manutoo » 24 Feb 2020, 07:08

iopzzza,
because I tuned the AI so Pro-10 is the most realistic one (possibly up to Master-10), with reflexes like the real pros.
At Incredible-10, the CPU has Terminator-like reflexes, and can do a lot of unrealistic stuff. I also never tested it, so I don't guarantee any kind of balance at this level... :blackeye:

50% of Topspin is a medium value in TE4 (it's like 35% in TE2013), and thus it represents a good average for all players (a defender with 0% topspin or a power baseliner with 100% topspin might be penalized).
At 0% topspin, there are strikes that become extremely ineffective (ie: the short strike & short acceleration), because without enough topspin, it's not possible to hit them fast enough.
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Re: Running an experiment TE 4

Postby iopzzza » 24 Feb 2020, 08:44

I will re do it, with your suggestions, so it will be more realistic, and i will post screens here. Planning to do it on all surfaces :)
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Re: Running an experiment TE 4

Postby Roms » 23 Mar 2022, 19:32

hey manutoo, small question
have you made any updates since the beginning of the date of this topic and the experience to bring to iopzzza on TE4 par rapport à TE2013 ? Thank you for your answer :D
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Re: Running an experiment TE 4

Postby manutoo » 24 Mar 2022, 07:13

Roms,
yes, there are updates all the time => topic15-33239.php .
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Re: Running an experiment TE 4

Postby MRGreeny74 » 26 Mar 2022, 05:13

I am excited about this experiment. I would also like to join the experiment. But before I start the experiment I would like to present my setup, so that it is as valuable as possible for @ManuTOO, because this experiment costs a lot of time to finish it.

1.) I let the women play against each other (Default Players only, so no World Tour Players)
2.) All players have the same default animation setup
3.) Pro-10 difficulty level
4.) All skills at 90%, top spin skills 50% (Doubles-Spirit = Very High, Motivation = Very High)
5.) All players are right-handed and play a double-handed backhand
6.) All players are 175cm tall and have a weight of 60kg.
7.) There are no special talents
8.) 1 set is played per match
9.) Matches will be played on cement surface in 3D mode.
10.) All matches will be played in practice mode

11.) After each match TE4 will be closed and for the next match TE4 will be restarted
12.) No mods installed


If the setup should find agreement then I start with the experiment.
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Re: Running an experiment TE 4

Postby manutoo » 26 Mar 2022, 07:18

MRGreeny74,
you should do at least 10 sets for each encounter type, because results on 1 set only are pretty random.
You can skip to the end of the match to accelerate everything.

Else, it's alright... :)
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Re: Running an experiment TE 4

Postby MRGreeny74 » 26 Mar 2022, 09:55

I see, then I play best of 3 sets and speed up each match. Then each Encounter Type should play at least 2 sets per match, resulting in at least 16 sets in the end. Agreed ?
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Re: Running an experiment TE 4

Postby manutoo » 27 Mar 2022, 06:41

MRGreeny74,
you need at least 10 sets for each set-up ; eg: 10 sets for the Counter vs the Volleyer.
When I tuned Federer vs Nadal, I was doing 2 best-of-3 matches per surface after each tuning, leading to dozen of sets of tests after a few changes. :yes:
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Re: Running an experiment TE 4

Postby MRGreeny74 » 03 Apr 2022, 11:26

Australian Slam V0.52 (Build 84-2022.3.17)

Setup :

1.) All the 9 WTA-Player-Types competed against each other (Default Players only, so no World Tour Players)
2.) All players had the same default animation setup
3.) Pro-10 difficulty level
4.) All skills at 90%, top spin skills at 50% (Doubles-Spirit = Very High, Motivation = Very High)
5.) All players were right-handed and played a double-handed backhand
6.) All players were 175cm tall and had a weight of 65kg.
7.) There were no special talents assigned
8.) Best of 3 were played per match (WTA-Standard)
9.) 10-Set-Matches were played per Match.
10.) Matches were played on Plexicushion/Synthetic in 2D mode.
11.) All matches were played in Training mode

Here are the Results :

Australian-Slam-Test.JPG


Conclusion :

The player type BULLDOG has won the Australian Slam. She did not lose any of her 10-set matches against the other players and finished the tournament with a record of 6-0-2, and an overall record of 52-28. The two 10-set matches that BULLDOG could not win, ending in a draw, she played against the POWER BASELINER and ALLROUNDER player types who finished the tournament in 2nd and 5th place.

By far the worst player at the Australian Slam was the COUNTER type of player with a disastrous record of 0-8-0, and an overall record of 12-68.

Next Tournament : French Slam !
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Re: Running an experiment TE 4

Postby manutoo » 04 Apr 2022, 06:30

MRGreeny74,
it seems relatively well balanced, except maybe for the Bulldog, and surely for the Counter. Logically, the Counter should perform better on faster surfaces, so hopefully it'll compensate for this poor result... :blackeye:
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