Comments about lastest additions in TE4 Early Version

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Re: Comments about lastest additions in TE4 Early Version

Postby Mystery » 22 Mar 2023, 19:29

1) Not sure about the backhand slices on latest build. They are completely useless now - like on TE 3. Honestly didn't think the previous version was op at all and majority of the players could deal with it well. Not a fan of the slice effect now as it just got completely killed (both on spin and speed). They are 100% free sitters ready to be pounced.

2) In terms of drop shots, I don't necessarily find them being more effective. But the bounce might even be higher now? Not sure if it was just me or what.
Last edited by Mystery on 22 Mar 2023, 20:19, edited 1 time in total.
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Re: Comments about lastest additions in TE4 Early Version

Postby JulitoU » 22 Mar 2023, 19:49

Like some users says,the backhand slice is absolutely useless now for defense and for counterattack.

Since last update it doesnt go out anymore but it goes VERY SLOWLY.Almost floatly where the opponent has all the time in the world to reach the slice even tough being wrongfotted.That means that the slice is 100% attackable now.

The slice doesnt have the penetrating effect as before.So it makes defense especially for 1hb players very hard and almost impossible to play at certain levels competitively.

Personally I play with Dan Evans competitively and the slice is a crucial part of his game since he doesnt have the most solid backand.And now my game has a lot of holes since this issue.But I think it goes for any 1 hb player and some 2hb.

I wish that this slice issue gets solved adding more speed and penetrating effect to it.Otherwise I think 2hb character will get an unfair handicap in the game since they can block the ball much better with the help of the other hand.

I appreciate that the game gets updates but this one in particular didnt go well for me and Im sure for many players.

Cheers!
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Re: Comments about lastest additions in TE4 Early Version

Postby Debuffy » 22 Mar 2023, 20:22

Hello, I have also noticed that slices have been nerfed too much. The older version I found them to be perfect.

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Re: Comments about lastest additions in TE4 Early Version

Postby JiJo » 22 Mar 2023, 20:25

I'm also noticing that slices are very floaty now. It seems like they have lost their "neutralizing" effect, especially when defending. Imo they were fine in the past builds.
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Re: Comments about lastest additions in TE4 Early Version

Postby manutoo » 22 Mar 2023, 20:47

About the slice,
I'm not deadset about the last change.
Although, if looking at nothing else, the backspin might be more realistic like this, it might indeed break the gameplay balance, leading to less realistic & interesting rally dynamics.

Is it only the talented slice that is too slow, or the untalented one as well..?

I think I'll go back to the previous slice, and then add a tad of backspin to it, so the talented slice won't be as fast (that's why I currently forbid its use in the online mode).

Little note, though : on high enough balls, it's still quite fast, so it's not a totally uninteresting dynamic... :blackeye:

I'll do an update within 1 week.


Mystery,
the drop shot trajectory might be too curved. I'll look into this to make the bounce less high (it might indeed have gotten higher with the change of backspin :sweat: ).
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Re: Comments about lastest additions in TE4 Early Version

Postby Mystery » 22 Mar 2023, 21:09

Think we are talking in terms of untalented ones. Normally I don't add slice mastery talent.
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Re: Comments about lastest additions in TE4 Early Version

Postby Oserkos » 22 Mar 2023, 21:30

manutoo wrote:About the slice,[...]


Hi,

Are you saying you will come back to previous slice with slower one for talented characters? I find it a bit weird, offensive slices are actually difficult to do and I would've expected to have still floating, though useful and usable, slices for non-talented vs. floating or attacking slices (depending on preparation time) for talented. What will it looks like? I was liking very much that new update and especially, as you said, the ability to vary much more the rallye rhythm and pace, and to have less (and less often) pushy/insane slices out of nowhere.

As for dropshots, I find also it nice to have shorter but bumpier dropshots, still reachable but brining the other closer to the net. By the way, does the slice mastery and/or the ball feeling affect how bumpy a well prepared dropshot is?

Thanks for all big work anyways!
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Re: Comments about lastest additions in TE4 Early Version

Postby JulitoU » 22 Mar 2023, 23:26

Oserkos wrote:Are you saying you will come back to previous slice with slower one for talented characters? I find it a bit weird, offensive slices are actually difficult to do and I would've expected to have still floating, though useful and usable, slices for non-talented vs. floating or attacking slices (depending on preparation time) for talented. What will it looks like? I was liking very much that new update and especially, as you said, the ability to vary much more the rallye rhythm and pace, and to have less (and less often) pushy/insane slices out of nowhere.


Before the update the slice was very often attackable with the acceleration shot.

Since the update it is 100% attackable.A complete weakness that prevents defending and counterattacking especially for 1hb characters.

The slice has 0 pace.Thats not normal.
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Re: Comments about lastest additions in TE4 Early Version

Postby manutoo » 23 Mar 2023, 16:42

Mystery,
for clarity : the Slice Mastery is only available when playing online with some of the WTET characters.
ie: it's disabled in the Realistic online mode, and only available in the Free mode used by the WTET Mod.

Oserkos,
after more thinking, I think I'm going to lower the backspin when the ball is low, to keep the untalented slice almost as fast as before, and then raise the backspin with the ball height, so in terms of gameplay it shouldn't be that different from before.

The talented slice will still be as fast as before when the ball is high enough (like it is in the current version) ; on low balls, I'll have to test a bit and see where we land, but I'm going to make it faster than in the current version... :thinking:

For the drop shots, they bounce too high and are too easy to attack too often (at least against the CPU) ; I don't think they'll bounce much lower, but just enough to make them a bit more efficient than before. I think nothing affect their trajectory except the Drop Shot skill, but the Ball Feeling might lower the ball's difficulty so if you take it a bit early, it'll help you to keep control of your drop shot.
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Re: Comments about lastest additions in TE4 Early Version

Postby knich » 23 Mar 2023, 18:24

Not sure what level everyone is playing on but I agree the slice was good on old version. The problem was that the CPU would still hammer the slice even if it were deep. The CPU never seemed to have problems hitting acceleration off a good slice.

If the slice is more defensive, then the CPU with strong strike ability should be able to take advantage of weak slice. But there should be more balance with strong slice v strong strike players. Before, strong or even weak strike CPU had big advantage over strong slice HUM.
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Re: Comments about lastest additions in TE4 Early Version

Postby Nick YAO » 24 Mar 2023, 04:05

Hi, I have to say that the slice is too week now, especially in the backhand. My opponent could have enough time to strike it back each time.

And as for the drop shots. I feel that I have to prepare more to get a good drop shots than before even with 100 skills, it becomes too slow and too high both after slice and bounce. It is almost a big damage to the net player.
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Re: Comments about lastest additions in TE4 Early Version

Postby Sali_O296 » 24 Mar 2023, 11:38

Hello,
I tried the latest patch for few matches with Federer v. Nadal (XKT patch) on clay and grass (diff. Master 5). It is maybe a bit strange, but gradually after last few patches (when serve is becoming useless because CPU returns almost everything + slice nerf this week) I feel that it is easier to beat Nadal on clay than on grass.
With his high top spin skill he is even able to hit a winner down the line after my backhand slice (almost impossible before this week) and I don't think that last patch was step to more realism.
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Re: Comments about lastest additions in TE4 Early Version

Postby JulitoU » 24 Mar 2023, 19:31

Looking forward for that slice update :)

If the slice is somewhat similar as before in terms of speed and penetration it would be ok for me.
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Re: Comments about lastest additions in TE4 Early Version

Postby manutoo » 26 Mar 2023, 08:26

About the slice,
I did like I said in my previous message : I lowered the backspin the lower the ball is, and now the slice speed is more or less identical than before, and it still gets a lot of spins when the ball is high, so I guess it's a decent compromise... :yes:

For the drop shot, the bounce physics was actually incorrect when there's a lot of backspin, so I fixed that (although maybe not very realistically because the bounce formula feels incomplete for this case), and now the ball bounces much lower and thus it should lead to many more drop shot winners than before (maybe too many :fear: ), and answering to the drop shot by a drop shot might become often a necessity, like in real life (so I'm going to try to make it easier than it is right now).

I'll likely update the game tomorrow or on Tuesday.
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Re: Comments about lastest additions in TE4 Early Version

Postby Oserkos » 29 Mar 2023, 10:48

Hi manu, thanks for the update.

I'm sad it came back to the old system regarding sliced shots overall, but if most people want it, let's cope with it. But since we were on something very different and with, to me, some good things in it, I would like to report/suggest some things that I find to be not correct with the actual behavior of sliced shots. Hereafter I will refer to the previous build (with floaty slices and super short dropshots) as the "recent" build, and the previous-previous build (with similar slices and dropshots as of the current build) as the "previous" build.

First, I don't like the fact that slices are basically attack slices all time (except when clearly outpaced and using slice to "survive") whereas they are not IRL, but that's my opinion, and I feel like it's not the majority one. OK.

Second, besides speed, I find that slice shots (pure slices) do not have enough "lateral" offset especially after the bounce. The goal of a slice is to hit the ball from left to right (or the reverse) to make it spin laterally, have a slightly curved effect after the shot, and an increased lateral trajectory just after the first bounce. As it stands, I feel like after the bounce the ball barely changes from lateral direction, and it is very predictable to position yourself before the ball grounds. Whereas IRL, depending on how much lateral spin there is, the ball can shift a little bit or shift a lot lateralwards. Plus losing a variable amount of speed and of height, also depending on the "amount" of slice effect. As it stands, I feel like the "after-bounce" behavior of the ball could still be tuned to less resemble to the "before-bounce" behavior; I find that the ball should lose speed, height, and go more laterally, all of that depending on how much you prepare your strike and on the "slice mastery" talent of course. I also feel like bounces of normal and topspinned strikes are more dependent of the surface type than slice shot bounces are, but this is almost an entire different topic.

Third, regarding dropshots. In the "recent" build, the dropshots were slower and the bounce could be a bit too high to the feeling of some people. I was not feeling this, I found dropshots to be a risky thing that could be rewarding when put with the right timing, but also a bad idea if well anticipated, so with a good balance overall - but this is only my opinion. However, going to the "previous" build, we come back to some inherent flaws of the ball behavior. You asked in the patch notes to tell you if dropshots were too effective; I find them to be not effective at all. The dropshot goes as far as in the "previous" build, if not even further (preparing them with a certain time, the ball is landing at the half of the serve square, if not further, so the opponent has to be in another stadium to not catch it), and with a much higher bounce than in the "recent" build. And most importantly, as for the "previous" build, there is still a glitch that could happen sometimes with "lobby" dropshots (dropshots that look like a lob that will land in the serve square). I did not say anything before about this because I thought this was an acknowledged bug, taken into account, and that you were working on it. The "recent" build fixed this by highly changing the ball behavior, so it was fine. Going backwards and keeping this weird/unrealistic behavior, this is not fine anymore. Dropshots are now longer, higher, freaking easy to counter (so looking like high short shots), and there's still the glitch of super high dropshots that are basically free point for the opponent.

So I'm sorry, most of my points may my post to look a bit grumpy hehe. But it's about being picky, and since some expressed how unhappy they were with the previous modifications, I'm doing so too, trying to be constructive in my discontent! All are more suggestions; the only thing I would ask you to fix is about the super high dropshots that can come out of nowhere, they're really a "bug" per se.

Many thanks overall, good luck for the continuation of the game development!
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