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Perfect Golf 1.4.2.0 Released


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#181 Acrilix

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Posted 12 December 2016 - 10:48 PM

Makosha, on 12 Dec 2016 - 10:35 PM, said:

How about setting club distances for TP level and reducing the distance and shot shaping ability for each level below that as would be expected in real life.

 

...because the difficulty levels are there to make it easier for people with lesser abilities to play like Tour Pros, not to represent the play of hackers, amateurs etc.


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#182 Makosha

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Posted 12 December 2016 - 11:17 PM

You seem to have missed the focal point of my post, the different levels are to allow people of lower skill levels to play the game, not seek advantages due to "lack of penalties" for poor shots


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#183 Crow357

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Posted 12 December 2016 - 11:20 PM

Makosha, on 12 Dec 2016 - 11:17 PM, said:

You seem to have missed the focal point of my post, the different levels are to allow people of lower skill levels to play the game, not seek advantages due to "lack of penalties" for poor shots

Forgive me if I'm wrong, but are you saying, if I, as a Tour Pro player hit the ball 300 yards, my friend who is only good enough to play Hacker lever should only hit it 250 or something?


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#184 nightowl

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Posted 12 December 2016 - 11:45 PM

What happens if someone is playing from one of the shorter tee boxes? Do they get a double advantage, both the shorter hole and full 300-yard drives?

#185 Dazmaniac

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Posted 12 December 2016 - 11:54 PM

Crow357, on 12 Dec 2016 - 11:20 PM, said:

Forgive me if I'm wrong, but are you saying, if I, as a Tour Pro player hit the ball 300 yards, my friend who is only good enough to play Hacker lever should only hit it 250 or something?

 

I believe you understand it right A.

 

This is the type of thing the TW game did and something PP stated they would never have in JNPG.



#186 zmax - sim

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Posted 12 December 2016 - 11:59 PM

Dazmaniac, on 12 Dec 2016 - 11:54 PM, said:

I believe you understand it right A.

 

This is the type of thing the TW game did and something PP stated they would never have in JNPG.

 

That would be a great way to make people leave the game....lol



#187 Drgnslyr221

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Posted 13 December 2016 - 04:51 PM

:angry: 



#188 Makosha

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Posted 13 December 2016 - 08:57 PM

yes you understand correctly, thats the way golf is isn't it?

The idea of differing levels should be to encourage players to get better  skill wise, not shoot -8 against better players because they don't suffer penalties for poor shots.



#189 Makosha

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Posted 13 December 2016 - 09:00 PM

my point being an amateur level can hit farther because they don't get snap penalties when overswinging to the level that TP do.

 

don't believe me?????  try it yourself



#190 Ted_Ball

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Posted 13 December 2016 - 09:13 PM

The current levels are obvious misnomers.

 

A Hacker can play a Tour Pro and out drive, out putt, out score, out straight hit him/her. That ain't a Hacker.



#191 Mike Jones

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Posted 13 December 2016 - 10:14 PM

Ted_Ball, on 13 Dec 2016 - 9:13 PM, said:

The current levels are obvious misnomers.

 

A Hacker can play a Tour Pro and out drive, out putt, out score, out straight hit him/her. That ain't a Hacker.

 

The skill levels in the game (misnomer or not) are not meant as skill limitations for those player types, instead they are names of levels varying from beginner (the user who has just started the game or has very low skill levels) up to Tour pro (the player who has mastered the game to the point where they can play at the game's most difficult settings) A beginner can play against a tour pro and have a good game due to the assists he is receiving - if we started limiting his capabilities just because he's a beginner the experienced tour pro player would beat him every time which would make for a very boring game.

 

So in other words they are not there to adjust the physical skills and distance capabilities of the player avatar they are there to help with the different capabilities and skill level of the user.



#192 Ted_Ball

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Posted 13 December 2016 - 10:54 PM

I agree the capabilities shouldn't be limited.



#193 Mike Jones

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Posted 13 December 2016 - 11:03 PM

Makosha's post got me thinking - One of the things we wanted to add at some point was the ability to play as yourself. In other words if you book a trackman session and gathered your stats with various clubs ie launch angles, spin rates, ball speed etc you would then be able to plug them into the game and play the game with your own real life capabilities.

 

Might not have a big uptake which is why it got put on the backburner but it would work in PG as the physics in PG and trackman are pretty much the same and produce the same results. For example in the PG dev version I was able to take my trackman stats on a shot by shot basis, plug them PG via the console and launch the shots in game. Carry distance and landing angles were all well within 1% of the real numbers.

 

The fact that AJ has built the physics architecture in this way means that in the future we can do almost anything in regard to having different players hit different distances and all based around real world numbers and physics. 


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#194 bortimus

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Posted 13 December 2016 - 11:11 PM

Mike Jones, on 13 Dec 2016 - 11:03 PM, said:

Makosha's post got me thinking - One of the things we wanted to add at some point was the ability to play as yourself. In other words if you book a trackman session and gathered your stats with various clubs ie launch angles, spin rates, ball speed etc you would then be able to plug them into the game and play the game with your own real life capabilities.

 

Might not have a big uptake which is why it got put on the backburner but it would work in PG as the physics in PG and trackman are pretty much the same and produce the same results. For example in the PG dev version I was able to take my trackman stats on a shot by shot basis, plug them PG via the console and launch the shots in game. Carry distance and landing angles were all well within 1% of the real numbers.

 

The fact that AJ has built the physics architecture in this way means that in the future we can do almost anything in regard to having different players hit different distances and all based around real world numbers and physics. 

 

I really hope this feature is added in the future.  I believe it will be more popular than you think.    



#195 DC#1

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Posted 13 December 2016 - 11:14 PM

That would be cool. Then you could choose the tee to play from depending on your RL skills and distance. Some could play at 6300yds or 7000 yds.



#196 frank70

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Posted 13 December 2016 - 11:14 PM

Mike Jones, on 13 Dec 2016 - 11:03 PM, said:

Makosha's post got me thinking - One of the things we wanted to add at some point was the ability to play as yourself. In other words if you book a trackman session and gathered your stats with various clubs ie launch angles, spin rates, ball speed etc you would then be able to plug them into the game and play the game with your own real life capabilities.

Might not have a big uptake which is why it got put on the backburner but it would work in PG as the physics in PG and trackman are pretty much the same and produce the same results. For example in the PG dev version I was able to take my trackman stats on a shot by shot basis, plug them PG via the console and launch the shots in game. Carry distance and landing angles were all well within 1% of the real numbers.

The fact that AJ has built the physics architecture in this way means that in the future we can do almost anything in regard to having different players hit different distances and all based around real world numbers and physics.


Would that include - in theory - the implementation of real players? Not with real names, but as sort of clones in form of their trackmann data?

Is such data available and would it even be allowed to use it? If yes, this could be the breakthrough for the game. Imagine playing career mode against a player that has the same game as a Spieth,Day or McIlroy because of the implemented trackmann data.

#197 Drgnslyr221

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Posted 13 December 2016 - 11:18 PM

I feel like I should buy a Powerball ticket tonight as I've got a lot of experience playing the lottery around the greens since the update.



#198 bortimus

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Posted 13 December 2016 - 11:22 PM

frank70, on 13 Dec 2016 - 11:14 PM, said:

Would that include - in theory - the implementation of real players? Not with real names, but as sort of clones in form of their trackmann data?

Is such data available and would it even be allowed to use it? If yes, this could be the breakthrough for the game. Imagine playing career mode against a player that has the same game as a Spieth,Day or McIlroy because of the implemented trackmann data.

In the Off The Tee category on the PGA stats page there is a Radar section.  Has a bunch of launch data on the players.  It's all public.    



#199 Platypus409

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Posted 13 December 2016 - 11:33 PM

Mike Jones, on 13 Dec 2016 - 11:03 PM, said:

Makosha's post got me thinking - One of the things we wanted to add at some point was the ability to play as yourself. In other words if you book a trackman session and gathered your stats with various clubs ie launch angles, spin rates, ball speed etc you would then be able to plug them into the game and play the game with your own real life capabilities.

Might not have a big uptake which is why it got put on the backburner but it would work in PG as the physics in PG and trackman are pretty much the same and produce the same results. For example in the PG dev version I was able to take my trackman stats on a shot by shot basis, plug them PG via the console and launch the shots in game. Carry distance and landing angles were all well within 1% of the real numbers.

The fact that AJ has built the physics architecture in this way means that in the future we can do almost anything in regard to having different players hit different distances and all based around real world numbers and physics.


That level of customization mixed with a properly executed career mode would be the end of any down time I'll ever have the rest of my natural born life.

I'm sure all of this will be part of the big paid update. Can't wait to hand over my money.

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#200 DivotMaker

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Posted 13 December 2016 - 11:41 PM

Mike Jones, on 13 Dec 2016 - 11:03 PM, said:

Makosha's post got me thinking - One of the things we wanted to add at some point was the ability to play as yourself. In other words if you book a trackman session and gathered your stats with various clubs ie launch angles, spin rates, ball speed etc you would then be able to plug them into the game and play the game with your own real life capabilities.
 
Might not have a big uptake which is why it got put on the backburner but it would work in PG as the physics in PG and trackman are pretty much the same and produce the same results. For example in the PG dev version I was able to take my trackman stats on a shot by shot basis, plug them PG via the console and launch the shots in game. Carry distance and landing angles were all well within 1% of the real numbers.
 
The fact that AJ has built the physics architecture in this way means that in the future we can do almost anything in regard to having different players hit different distances and all based around real world numbers and physics.


Sounds like PG is set up now to support a VR version.....I'm interested in VR when the entry fee for the hardware is cut substantially. Really looking forward to a possible Project Scorpio version of PG to play on my new 65" 4K HDR TV.....
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