First of all thanks for the constant updates BigAnt. There are a lot of good things going on in this game!
Thanks for bringing the 3 movement modes. Feedback on movement/scramble pretty muched stopped so i think
this is a sign that most players are happy now with that compromise and that element in Tiebreak.
Here are my thoughts where to go/what to tackle next from the most important to least important.
Many things sound like a broken record because we mention those things for months but still not tackled!
I recognize that a lot of gameplay systems in the game are aimed to play it as HUD- free as possible so i think you
won’t like a lot of suggestions that will follow.
- Serve/Return:
-Make Serving satisfying! Serving is almost a disadvantage in the game(has a lot to do with how overpowered return is on both AI but also player side)
My Suggestion:
A simple solution is to make first serves much more effective, but also make them much more risky. More faults, especially when the AI is serving. Players and AI should only be hitting 60-80% first serves in.
Rip Off Full Ace Serve system. I think it’s the best out there and why not copy things that definitely work just to be different?
-Returning is overpowered(AI) but also player! It’s too Easy. You just have to wait till the serve comes your way, press a button and the player
automatically goes into lock mode and returns the serve! Make it matter on which side the serve comes. Make it matter if there comes
a 220km/h serve or a 160km/h serve. Make it matter if the serve is well placed. Make it matter if there is a body serve! Make it matter
if there is a flat, slice or kick serve!
My Suggestion:
Returning a fast first serve should be difficult. It’s a simple change too: I can either move into the serve direction for a decent return or I can stand still and risk a sloppy return. And if I stand still or I move in the wrong direction, I should open up a chance of being aced.
Player stats would help determine the chance of sloppy returns and aces. But the actual movement of the player should be critical.
- Risk/Reward:
-Risk, risk, risk, risk. It’s become the number one thing that the fans have asked for. We want our choices to matter. We want to figure out how to open up for a winner. We want to have to pace ourselves and wait for a pattern to emerge.
My Suggestion:
Why not make the blue blinking shot(perfect shot) a really powerful and well aimed shot and the Red(Overpowered) shot a Misshit/out? It’s the easiest solution imo but i would even go further.
Now with the new Movement system it looks like LT/RT isn’t really a factor anymore. So what else could you possibly do?
(1). Change up the R1 Modified shots
→ Make R1+Lob the advanced(moonball) top spin shot
–>Make R1+Top Spin a aimed/risky top spin shot.
–>Make R1+Flat a aimed/risky flat shot.(who actually is using the dip drive shot right now anyway?)
–>R1+Slice stays the same as it is right now.
(2). An other solution would be to look once again at FAT! Add kind of a timing mechanic! For example you load up your top spin shot like it is right now. Before the player hits the ball
you can tap Top Spin once again to add another “layer” of risk to that shot! Timing should matter here(if you tap top spin at the exact moment when the racket hits the ball its great timing/
if you are too late or too early you place the ball wide or net)
- AI
Some players made the observation that Normal difficutly plays the “most realistic” right now. That has to do with shot selection from the AI because they much more prefer top spin
and this is why there is a more realistic tempo and pace in the game at that difficulty. This is a sign that first of all Difficulty isn’t really well balanced in the game.(expert just spams
hard deep flats now most of the time). The most important thing is here to fix AI behaviour on short balls(slices) AI has big problems on anything doesn’t include left/right rallies and hit out
or net most of the time! I think this is another big sign that we definitely need gameplay sliders in the future!!!
Maybe a big thing for some and minor thing for others—>Play Styles!
on your steam page you write the following “Each professional women’s and men’s player from Novak Djokovic to Nick Kyrgios, and Iga Swiatek to Caroline Wozniacki, has been studied with minute detail to reproduce their signature techniques and strategies, immersing players into the core essence of WTA and ATP play.” xDDD sure they have their animations but there is NOTHING in the game that simulates how they play in real life xD to be honest i don’t know if that counts as false advertising??? xD
So no dropshots or occasional serve and volley from Alcaraz for example.
- Cosmetics
-All surfaces play the same(i don’t think that this will ever be changed but it would be a dream come true)
-Andy Murray doesn’t have his right Serve Animation
-that ugly jumping sideways forehand slice animation has to be reworked!
-I think it would be a good idea to add a bigger pool(for all players) of animations when it comes to
close ball reaches, blocks etc.
-transitioning to the middle of the field plus net doesn’t really work fully. I think there are also animations missing for example forward moving forehand/backhand shot(now you run forward and the normal forehand animation starts) that looks choppy. Also forward slidding animations for short balls behind the net for example and better animations for dropshots.
-Replays aren’t good(strange camera angles/not really TV presentation)
-problem with the application of backhand styles on our created character.
the backhand styles never really apply, they’re just generic backhand no matter which backhand style you choose.
-Female Umpire Audio!?
-Players still don’t apologize when they hit a net cord winner!
Ok i think thats it mostly…but please community…if you have other ideas/suggestions or things i’ve forgotten here add them in replies!