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2K Sports presents The Golf Club 2019 Featuring PGA TOUR


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#321 clubcaptain

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Posted 22 July 2018 - 09:15 PM

I shot 75 at Carnoustie from the tips it has nothing to do with being able to play well or not.  It's goofy pachinko like golf.  I like difficult, I played a harder course every day (slope and rating wise) in Wolf Run until it just closed.

 

And it's called a preference, some people may like things differently than you do.

 

I look out my window and see a better course in Crooked Stick (which I personally don't like) we just have much better access than you do and way more of it.

 

And I don't care if I'm in the minority, never will :)

Carnoustie is crap but you went to a great deal of time and expense to play it ...maybe. "don't care, never will" - just a mischief maker.


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#322 DivotMaker

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Posted 22 July 2018 - 09:30 PM

I'm almost sure they could sell you an empty box and you'd rate it a 7 out of 10.

 

LOL.


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#323 GoldenBear

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Posted 22 July 2018 - 09:33 PM

LOL

 

I see that idiocy reigns in this thread.

 

Thanks for the laugh!

 

You seem to be very abrasive and insulting people lately.  What problems in your private life are you bringing to this forum?



#324 DoGgs

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Posted 22 July 2018 - 09:34 PM

Carnoustie is crap but you went to a great deal of time and expense to play it ...maybe. "don't care, never will" - just a mischief maker.

He said he shot 75! yeah and i shot the sheriff, and contrary to popular belief,  i did indeed shoot his deputy too...Both from 700 yds with a musket.  :D


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#325 GoldenBear

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Posted 22 July 2018 - 09:35 PM

^LMAO!^



#326 DivotMaker

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Posted 22 July 2018 - 09:36 PM

You seem to be very abrasive and insulting people lately.  What problems in your private life are you bringing to this forum?

 

Me?

 

LOL.


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#327 Mike Jones

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Posted 22 July 2018 - 10:55 PM

There are some people who will never like or appreciate Links golf,  Scott Hoch springs to mind. That's ok  - more tee times for the rest of us. 

 

Back on topic - TCG series' physics never made any realworld sense to me. The ball flight had little in common with real golf in that short irons went into orbit when in fact they fly around the same height as all the other clubs. Also while I understand the decision to make distance control easier through the 'dial a distance' loft function, that also is not how real golf balls behave so it's a complete gameplay choice rather than a realism decision. The Links golf series had something similar as their golf ball physics model wasn't great either.

 

I've noticed a few personal attacks creeping into this thread so please if you feel the need to bash someone I may feel the need to remove that post.


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#328 AnthonyKyne

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Posted 23 July 2018 - 09:38 AM

There are some people who will never like or appreciate Links golf,  Scott Hoch springs to mind. That's ok  - more tee times for the rest of us. 

 

Back on topic - TCG series' physics never made any realworld sense to me. The ball flight had little in common with real golf in that short irons went into orbit when in fact they fly around the same height as all the other clubs. Also while I understand the decision to make distance control easier through the 'dial a distance' loft function, that also is not how real golf balls behave so it's a complete gameplay choice rather than a realism decision. The Links golf series had something similar as their golf ball physics model wasn't great either.

 

I've noticed a few personal attacks creeping into this thread so please if you feel the need to bash someone I may feel the need to remove that post.

I think the first iteration of TGC wasn't prefect - but nothing is. It all takes time, people playing it. But I think we did a pretty good job. If you look how TGC plays on the simulator it proves the physics are up there with the best out there. Some of club interaction on the consoles/pc might need tuning - but it's always a work in progress. But the team we had working on it - actually studied golf ball physics at university - so I don't think we could have got better knowledge on it. We didn't take any easy options - like others have in the past and just used captured data a put balls on those ball flights. So we wanted it to be as real as possible.

The Shot Shaper as I said above - was never designed to control distance, like it's been used. It was a UI decision to combine stance and grip into one simple method. The UI element is perfect, unfortunately the execution has been exploited way beyond we thought was possible at release. As I said - the team over there, I'm sure, will continue to improve it.



#329 Jwheels9876

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Posted 23 July 2018 - 10:13 AM

I think the first iteration of TGC wasn't prefect - but nothing is. It all takes time, people playing it. But I think we did a pretty good job. If you look how TGC plays on the simulator it proves the physics are up there with the best out there. Some of club interaction on the consoles/pc might need tuning - but it's always a work in progress. But the team we had working on it - actually studied golf ball physics at university - so I don't think we could have got better knowledge on it. We didn't take any easy options - like others have in the past and just used captured data a put balls on those ball flights. So we wanted it to be as real as possible.
The Shot Shaper as I said above - was never designed to control distance, like it's been used. It was a UI decision to combine stance and grip into one simple method. The UI element is perfect, unfortunately the execution has been exploited way beyond we thought was possible at release. As I said - the team over there, I'm sure, will continue to improve it.


The green physics in the simulator version are not realistic IMO. The ball checks up way too quick on chip shots. I think I've read PC players complain of the same thing. Intrested in seeing how the next version does around the greens.

Jnpg is nowhere close to perfect either in that regard. Balls that spin back unrealistically when hitting uphill shots greenside have gotten me numerous times.

Nothing is perfect I'm sure. It's gotta be impossible to replicate real world golf with all the different lies and physics but both games do a good job of it IMO.

#330 DoGgs

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Posted 23 July 2018 - 07:47 PM

I think the first iteration of TGC wasn't prefect - but nothing is. It all takes time, people playing it. But I think we did a pretty good job. If you look how TGC plays on the simulator it proves the physics are up there with the best out there. Some of club interaction on the consoles/pc might need tuning - but it's always a work in progress. But the team we had working on it - actually studied golf ball physics at university - so I don't think we could have got better knowledge on it. We didn't take any easy options - like others have in the past and just used captured data a put balls on those ball flights. So we wanted it to be as real as possible.

The Shot Shaper as I said above - was never designed to control distance, like it's been used. It was a UI decision to combine stance and grip into one simple method. The UI element is perfect, unfortunately the execution has been exploited way beyond we thought was possible at release. As I said - the team over there, I'm sure, will continue to improve it.

The trouble with the shot shaper is that if you remove it then you have very limited shots to actually play.  The game is based off hitting 100% every time. The loft up and down gave a few more yards to work with, however, if you were 225 from the pin with a 5mph headwind the 5W (225) would be well short and the 3W (245)  too long.  You had nothing in between to play for because the shaper did not effect the distance of woods.  No one plays TGC  tryng to hit percentages because the swing is rubbish for doing that.  The controller swing for tiger 10 was great for hitting percentages, i could comfortably hit around 60, 70, 80 and 90 % and commit it to memory for future use, TGC swing when hitting percentages is useless.  Pg's is slightly better but still not as granular and memorable as tiger 10 when i played it.  Maybe thats why the shaper is still in the game, without it shot choice would be limited, and they know that.  One of the best players at TGC ( Jimgem ) has countless youtube videos of his rounds, you won't see him hit any tee, approach or pitch shot with less than 100% power.  You should not have to play a golf game like that, wheres the nuance here?


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#331 mebby

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Posted 23 July 2018 - 08:16 PM

The trouble with the shot shaper is that if you remove it then you have very limited shots to actually play.  The game is based off hitting 100% every time. The loft up and down gave a few more yards to work with, however, if you were 225 from the pin with a 5mph headwind the 5W (225) would be well short and the 3W (245)  too long.  You had nothing in between to play for because the shaper did not effect the distance of woods.  No one plays TGC  tryng to hit percentages because the swing is rubbish for doing that.  The controller swing for tiger 10 was great for hitting percentages, i could comfortably hit around 60, 70, 80 and 90 % and commit it to memory for future use, TGC swing when hitting percentages is useless.  Pg's is slightly better but still not as granular and memorable as tiger 10 when i played it.  Maybe thats why the shaper is still in the game, without it shot choice would be limited, and they know that.  One of the best players at TGC ( Jimgem ) has countless youtube videos of his rounds, you won't see him hit any tee, approach or pitch shot with less than 100% power.  You should not have to play a golf game like that, wheres the nuance here?

I do!  And I even made a video about it.  I talk through my gameplay to explain how I play the game and WHY I play it that way.  It's completely possible and it's the only way I play.  The fallacy in your point of view is that you are talking about hitting a 50% club or some sort of very granular control when that's never needed.  Typically you just need to shave a little off a shot.  If you need to hit 50% of any club then you've got way too much stick in your hand.

 


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#332 DoGgs

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Posted 23 July 2018 - 08:52 PM

Hmm that video is not really supporting the reason to play a shot where you shave a little bit off, you have always been able to shave a small amount since the first game, and in TGC 2 its affecting your tempo every time also, so not good in competition play.  It's fine playing solo but no player will play that way in competition.  In real golf i hit half swings and 3 quarter swings quite a lot, depending on whats required. all you are doing there is hitting around 90%.  Basically the game should not see the best players constantly playing off 100% hits, the best players should be able to manufacture shots with various clubs with anything between 50 and 100%  Remove the shaper and players will at least try.  Do a video where you try and shave about a third off, would be interesting to see the trajectory, roll and overall distance.


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#333 DivotMaker

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Posted 23 July 2018 - 09:45 PM

Myself and others have been asking for an acceleration component to the downswing ever since TGC2 was in beta.

 

A swing 1:1 tempo is counter intuitive to the Golf swing and is just not going to deliver the kind of realistic shot outcomes simulation fans are looking for.


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#334 mebby

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Posted 23 July 2018 - 09:54 PM

Hmm that video is not really supporting the reason to play a shot where you shave a little bit off, you have always been able to shave a small amount since the first game, and in TGC 2 its affecting your tempo every time also, so not good in competition play.  It's fine playing solo but no player will play that way in competition.  In real golf i hit half swings and 3 quarter swings quite a lot, depending on whats required. all you are doing there is hitting around 90%.  Basically the game should not see the best players constantly playing off 100% hits, the best players should be able to manufacture shots with various clubs with anything between 50 and 100%  Remove the shaper and players will at least try.  Do a video where you try and shave about a third off, would be interesting to see the trajectory, roll and overall distance.

Why would I shave 33% off a shot instead of dropping down a club or two?  I mean you are talking about going from something like an 8 iron down to a sand wedge with that kind of distance change!!  

 

The situations where you'd use that are when you need to chip, pitch, or flop.  That's why we have those canned shot types in the game.  I'm never going to be standing in the fairway from 105 yards and decide to hit a 3/4 8 iron.  I'll just grab my sand wedge and hit a full shot!

 

That's my point.  When people talk about the inability to fully control shot distance based on the backswing they always talk about controlling to 50%, 60%, 70, etc.  You've got 13 clubs in the bag to chose from.   Grab the one that's closest and shave a hair off the top if necessary.  

 

Now your point of TGC not having the ability to go beyond a 100% swing.  I agree.  If it had that then you could also use that as a tool to get your desired shot distances.

 

And you're right.  I rarely play in tournaments in TGC because I prefer to play without using the dial-a-distance loft box and everyone else playing will use it (as they should because it's a core part of the game... I'm not knocking them for using it).

 

But say whatever you want.  I DO play this way and I manage to score pretty realistically most of the time.  I enjoy it.  


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#335 adx321

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Posted 24 July 2018 - 12:43 AM

Carnoustie is crap but you went to a great deal of time and expense to play it ...maybe. "don't care, never will" - just a mischief maker.

 

I've spent money to eat Sushi before and didn't like it either but I guess using your logic that's not a proper opinion to have.

 

I didn't know if I'd enjoy the courses overseas until I played them and realized how inferior they were to the great courses I was exposed to all the time for way less effort.  I play Bethpage Black, Ferry Point, Pebble Beach, Pine Valley, Cypress Point, Pronghorn Nicklaus, and many other great courses every single year.  They're just my preference on what golf should be.  I prefer all the trouble laid out off the tee, not hidden pot bunkers you have to hope your pachinko ball doesn't roll into after rolling 75 yards due to no irrigation.  Slow greens, spotty turf, lacking a great deal in elevation changes where someplace like Bethpage is DRAMATIC and it's just not my preference.  I had a chance to play the old course this year for free, respectfully declined.  Been there, yawned a lot, don't need to again unless I have Insomnia.

 

For all of you who prefer Links courses, good for you, I'm glad you found a way to enjoy the game.  I suspect if you walked the 8 miles of Bethpage Black you'd have a tough time walking the Old Course again and feeling the same challenge.



#336 JCat04

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Posted 24 July 2018 - 01:32 AM

The more I watch the video of The ApexHound playing multiplayer against Shaun West, the more my anticipation for TGC 2019 increases.  I like the ambiance of the course, the multi-perspective offset views of your opponent as they play their shots (expanding on an idea that was started by Perfect Parallel with their "Playing Companion Camera"), and the pace with which this match progressed.  I had no desire to play TGC 1 or 2 in multiplayer because it was, quite frankly, an awkward, disconnected experience.  

 

I played an alt-shot match during the stress test beta and it went flawlessly and was as fun as an alt-shot match in JNPG.  At the time of the stress test beta, the SpeedTrees looked horrific.  I can see now that they've got the LOD up to where they should be on those and I find them looking better than the trees of TGC 2.  It will come down to how well have they tuned the swing to make it feel realistically challenging.  It wasn't quite there in the stress test beta, but they say they've changed it since then.  I saw Shaun West hit some ugly shots in the video with ApexHound, so I think the potential to let your guard down is there.  I won't know for sure until I get my hands on it, but I can honestly say I'm looking forward to this release as much as any other.


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#337 MERACE

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Posted 24 July 2018 - 03:11 AM

A few more positive things that I noticed in The ApexHound multiplayer video:

 

-Lighting looked good.

-Shadows looked more realistic.

-Hole was very visible on the green in the shade.

-Club sounds were excellent.

 

 

-MERACE


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#338 mebby

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Posted 24 July 2018 - 01:51 PM

A few more positive things that I noticed in The ApexHound multiplayer video:

 

-Lighting looked good.

-Shadows looked more realistic.

-Hole was very visible on the green in the shade.

-Club sounds were excellent.

 

 

-MERACE

Yes, the club sounds were better for sure.  I'm loving that they've eliminated the tree pop-in as well.  For some reason that's one of the things that has kinda gotten under my skin with TGC and once you notice it, you can't un-notice it!


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#339 MERACE

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Posted 24 July 2018 - 01:59 PM

Now that you mentioned it mebby, the elimination of the tree pop in due to the use of SpeedTrees is probably the biggest improvement to TGC2019. :)


-MERACE

#340 RobV

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Posted 24 July 2018 - 04:57 PM

I think it looks fine.. probably play fine as well. Will definitely pick this up when released.




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