Ted_Ball, on 08 Sept 2016 - 01:22 AM, said:
I often read the argument that the game is too easy around the greens and I am genuinely interested in why people think that way. In my experience with RTS-M and RTS-H it doesn't seem that way at all. It seems quite realistic. The real tour golfers I watch on TV appear to be able to get the ball close most of the time. Half wedge shots land close. Chip-ins occur. Bunker shots seem to be bread and butter for those guys. Long putts drop. The pros get annoyed if these shots aren't effective. It is very similar to my JNPG game (at Pro level and with the HUD on) and better than me at times.
Is it because of the swing hardware people use (and I'm not trying to advocate BARE golf here) or because of the precise information the HUD, grids and BLI provide? Even with those aids I'm not god-like around the greens. I guess if someone on JNPG wants to study extensively and slide-rule all that info the stats will be much better than real life. They'd be mad not to if they are competitive types.
I'd like someone to identify just where and why this part of the game is considered easy. I'm not trying to stir up trouble - I'm genuinely interested. There is another stat that I don't read about much in this debate and that is the putting stats for greens in regulation compared to overall putting numbers. If GIR putting numbers are extremely low then you can also assume that the longer game is easier as well.
I suppose if all the variables in shot-making come down to mathematical formulae and simplicity of equipment and swing mechanics then it is inevitable that scores will be very low. Although a real Tour Pro has a lot of info in regards to each shot they will never have the precise data or the simplistic and repetitive nature of our swings. Maybe it is time to consider less info in this game. I don't think the solution is to make it harder to score well by tweaking things like putting.
Maybe I AM advocating BARE golf.
Ted, the numbers don't lie. 80-90% of the Tour Pro players at OGT scramble better than the PGA Tour average.
And the best putters take around 95 putts per 72 holes. The best putter in the world (Jordan Spieth) took 115 last season. For me this difference is simply to big to call the short game a good simulation of golf. Others may differ.
There are 3 reasons for this imho:
- Physics aren't right. With shorter clubs there is simply too much spin on the ball, especially out of rough lies. This makes distance control too easy. You don't have to land the ball way in front of the flag and let it roll towards it. That's really difficult to calculate in real life. If you have a 60-foot chip out of heavy rough you normally play it around 20-25 feet in the air and the rest is rollout. This brings the slope of the green way more into the equation than we have it right now in the game. In the game you play it 30-40 foot in the air in the same situation. Huge difference imho.
- Execution difficulty: The most crucial thing in real life with chips, pitches, flops and greenside bunker shots is perfect contact with the ball. The game tries to simulate thin or fat contact through the snap (3-click), the ratio (mouse swings) or the swing plane (controllers). I would say the penalty simply isn't harsh enough if you miss the perfect contact. Again: this makes distance control a lot easier than it is in real life.
- Information: This is the main problem with putting. The BLI and the grid are simply too precise. You can exactly see every tiny little break. If a ball goes a smidgin to the left or right ... you can see it. In real life it is hard to see every subtle break. Even the Pros misread putts. We JNPG-players cannot misread putts, we just can interpret the information wrong. But over hours of play you get a better and betterv feeling what the BLI means in a certain situation. And the crazy putting numbers show it.
So what could be done?
- Ramp up the spin penalty out the rough for scrambling shots
- Make the perfect execution of those shots way harder. I could imagine speeding up the meter for the clickers for those shots in combination with a bigger penalty for missing the snap. Make a ratio miss for the mouse swingers costly. If you hit it with a 0.26 (fat contact) ratio the ball should be visibly shorter than intended. A 0.27 ratio would be a bad shot. Find a way to make it comparable difficult for the controller players.
- Putting. We don't really need NAP, as we don't want to put players with lower end rigs into disadvantage. I could imagine a seperate putting view (Links had it). In this view you would see only the contur of the green. No grass, no BLI no grids. Maybe a solution of different colours (blue downhill to red uphill) could be implemented. You would read the putt in this seperate view but you would have to aim in the main view. And of course getting a putt perfectly straight off the blade should have skill involved. It shouldn't be brutally hard (this would be an (too) easy bailout for the devs to ramp up the putting statistics). But even Pros push or pull putts from time to time. So should we in the game. With RTS-M it's easy to putt straight. The other devices may be different. But the numbers indicate that all swing methods could see some work.
That's my contructive take on the topic. The only thing that requires quite a few work would be this seperate putting view. I would suppose that the other things could be tweaked without a really big amount of time. I could be wrong though.