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Thoughts on The Golf Club 2


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#221 Mulligan

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Posted 01 July 2017 - 12:45 PM

Funny advice on the page that shouldn't have been linked here (as a courtesy to all virtual golfers):

 

Trainer Support
Having trouble getting our trainer to work? These steps resolve 99% of all trainer issues.
dot1_s.png
Temporarily disable/uninstall all antivirus,
firewall and other security software.
dot2_s.png
Right click and choose "Run as Administrator"
on trainer and game.
dot3_s.png
Make sure trainer version matches game
version and distribution.

 

4. Look for your OS reinstall DVD to install your OS after you possibly destroy it.

 

 

If anyone thinks this is a good idea then good luck!



#222 Buck

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Posted 01 July 2017 - 01:44 PM

Does the "Trainer" also automatically install a backdoor into your OS?

 

Should be wonderful to facilitate them "training you" to hand over money to unlock your own files.


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#223 Dazmaniac

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Posted 01 July 2017 - 03:39 PM

Well tried again today. Servers seemed a little more responsive.

Resumed Rd1 and completed for 81. Hit Rd 2 straight away and came in with 80. Chipping and putting being the main causes of dropped shots. Got Rd 3 in the books with a 66. Go figure.

Rd 3 also had the breeze up from Rds 1 and 2 so I was expecting shooting in the 90's.

Game just feeling like TGC but with the added swing tempo, which I'm struggling to understand. Can make two swings that feel the same, one is perfect/perfect the other slow/fast.

Will keep plugging away.
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#224 nightowl

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Posted 01 July 2017 - 04:04 PM

Well, one of the developers did mention in passing last night that they agreed the lighting needs to be adjusted.  So, that's good.  I guess I'll see if the newness wears off and I'm able to keep playing the game.  For now, though, it's kind of fun.  


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#225 JCat04

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Posted 01 July 2017 - 06:18 PM

Jcat considering how penal the heavy rough is in TGC don't you think designers should be widening the light rough and pushing the deep stuff out further?

 

Yes, and they probably will as time goes on.  There are some heavy rough textures in TGC 2 that are sort of "Turf Effects-esque" although they're not as 'uniform' as that of Turf Effects.  I've been in some heavy rough in TGC 2 that was unbelievably natural and 3D looking, albeit usually overly penal, as you say.


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#226 nightowl

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Posted 01 July 2017 - 06:34 PM

John, do you know why the ball lie indicator shows heavy rough when the ball is in the sand/dirt in the desert?  Isn't there a more appropriate graphic?  Just wondering.



#227 Joe Habiger

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Posted 01 July 2017 - 07:47 PM

Joe, if you don't do anything else with TGC2, puhleeeeeeze will you republish Autumn Ridge G.C. on it?  That was one of my top 10 TGC1  courses, and I'd love to see what you can do with some of TGC 2's new heavy rough textures on that course.   :)

 

You actually liked it? I will but give me a bit of time as I think I need to add more tees and pins.


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#228 nightowl

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Posted 01 July 2017 - 07:52 PM

Autumn Ridge was a good one.  Whatever you design, Joe, is usually top-notch.  


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#229 DivotMaker

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Posted 01 July 2017 - 08:53 PM

Agreed.

The bare minimum that HAS to be addressed is the lighting. They haven't even commented on it though. I know they are busy solving their server issues so I'll give it some time. But if this isn't addressed then I'm definitely out. It frustrates me more and more every time I play now.

After that they've got to allow tour administrators to lock down club sets being used. At LEAST do this within a Society which is supposed to consist of like minded players.

And the next biggest thing is to detach course conditions, weather, and time of day from the courses so that these can become user selectable items in round setup. And using the excuse of the designers are artists and strippping this away from them will negatively impact their creativity. Horse shit. It's the right thing to do but either HBS is too lazy to do it or they don't know how.

OK. Rant over. I'm gonna grab a beer and play a round or two! LOL!

 

Yes and no.

 

Yes, the option definitely needs to be there. The reason it is not I suspect is a holdover from Anthony Kyne's vision of having everyone play the same tournament and not have any segregation based on swings.

 

No because I have yet to encounter a player using Player clubs that I am not competitive with. I may be wrong, but I think over time the better players will use TOUR clubs once they get their hands around the swing and they will be very competitive with those using lesser clubs.


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#230 DoGgs

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Posted 01 July 2017 - 10:08 PM

Well i have given this game a fair crack of the whip, i really dislike the chip and flop,  PG's chip and flop are much more granular and realistic.  TGC's short game mechanic feels granular in chunks rather than degrees, and the tempo is not really viable when you are flopping out of a bunker from 14 yds, or chipping from 10yds etc  its actually easier to play these shots from further out.  All i all its just a clunky and clumsy mechanic that they have never managed to nail down, and stopping a 75yd pitch within a few feet is another rescue shot, there is no skill whatsoever in the shot, it just ends up getting you the bird or saving ur ass.  I own the game now so i will prob play the odd round here and there, but its back to full on PG for me.


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#231 mebby

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Posted 01 July 2017 - 10:12 PM

Well i have given this game a fair crack of the whip, i really dislike the chip and flop, PG's chip and flop are much more granular and realistic. TGC's short game mechanic feels granular in chunks rather than degrees, and the tempo is not really viable when you are flopping out of a bunker from 14 yds, or chipping from 10yds etc its actually easier to play these shots from further out. All i all its just a clunky and clumsy mechanic that they have never managed to nail down, and stopping a 75yd pitch within a few feet is another rescue shot, there is no skill whatsoever in the shot, it just ends up getting you the bird or saving ur ass. I own the game now so i will prob play the odd round here and there, but its back to full on PG for me.


I agree with you on the short game. Completely. I can still use it and in maybe an unnatural sort of way it adds some difficulty. But I agree that JNPG's short game swing is better and more fine tuned.

I played a few ghost rounds with turn order enabled and had a lot of fun. It's a good game in my opinion that leans more towards arcade while JNPG is a good game that leans more towards sim.

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#232 JoeF

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Posted 01 July 2017 - 11:40 PM

One is a good golf game.  The other is a good game of golf.


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#233 mebby

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Posted 02 July 2017 - 12:04 AM

One is a good golf game.  The other is a good game of golf.

Hahaha!!!  This is an awesome summary!!


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#234 shimonko

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Posted 02 July 2017 - 12:57 AM

Why does the ball slice when you swing from 'in to out' as this is the opposite of real golf?

I was watching a youtube video of someone playing TGC on a GC2 (respected for its accuracy) and was totally confused by TGC's shot analysis.

I posted about here:

http://golfsimulator...lysis-mixed-up 

I'm also totally confused why one would have an 'invert' setting to control this.



#235 mebby

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Posted 02 July 2017 - 01:05 AM

I was watching a youtube video of someone playing TGC on a GC2 (respected for its accuracy) and was totally confused by TGC's shot analysis.

I posted about here:

http://golfsimulator...lysis-mixed-up 

I'm also totally confused why one would have an 'invert' setting to control this.

They seemed to have overly complicated this issue.

 

Even if you change the setting to "Normal" then the shot feedback still shows that the swing path equals the direction of the ball flight.

 

So... in inverted settings if you swing outside in the the swing path will show that you missed the center line to the left and the ball moves left of center in flight.  Logically you'd expect the ball to move to the right.

 

So then you change the settings to be "Normal" and an outside in swing path will show that you missed the center line to the left and the ball moves left.  This confused the crap out of me.  I guess I'd prefer to see my actual swing path with the expected ball flight but that's not how they've coded it.,


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#236 shimonko

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Posted 02 July 2017 - 01:25 AM

And this is the problem I've had with TGC from the start - I'd get check or even draw back hitting out of the rough, I'd hit a putt which would be looking good and I'd see it just keep on rolling until the fringe stopped it. IRL if a partner hits a putt too hard, I know it instantly from the speed it takes off. I want it to be convincing so it feels like I'm playing golf, not some new sport based on golf. If one has to set gimmes to 2 yards to make putting tolerable (resulting in a huge difference in final scores), something's wrong.



#237 DivotMaker

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Posted 02 July 2017 - 02:59 AM

Well i have given this game a fair crack of the whip, i really dislike the chip and flop,  PG's chip and flop are much more granular and realistic.  TGC's short game mechanic feels granular in chunks rather than degrees, and the tempo is not really viable when you are flopping out of a bunker from 14 yds, or chipping from 10yds etc  its actually easier to play these shots from further out.  All i all its just a clunky and clumsy mechanic that they have never managed to nail down, and stopping a 75yd pitch within a few feet is another rescue shot, there is no skill whatsoever in the shot, it just ends up getting you the bird or saving ur ass.  I own the game now so i will prob play the odd round here and there, but its back to full on PG for me.


Disagree completely on the short game.

Flops and bunker shots are very doable, but it takes time and far more practice than you are willing to invest.

You are not going to master this swing mechanic anytime soon.

Since you've given up, so be it.
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#238 DoGgs

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Posted 02 July 2017 - 09:38 AM

Why are so many designers porting their courses over from TGC 1 with fast and firm settings, these settings are useless in this game.  This really does highlight the need for condition control, the game is already plagued by crap like this...notice the applause form the crowd, they know a good shot when they see one, maybe they should design the course too.


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#239 mebby

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Posted 02 July 2017 - 02:06 PM

Just now getting around to really exploring the fringes of the game and I'm disappointed to realize that the grid system is still there and in full effect. You can deloft a sand wedge and hit it 200 yards. And it's not a skulled low burner of a shot either. It's a beautiful high arching shot. Sigh...

I won't use the grid for more than a click or two of lot change but even then it completely negates the need for partial shots except for with the short game.

I'd I'm 110 yards out and I have a sand wedge that goes 100 and a pitching wedge that goes 130 then all I have to do is deloft my SW by two clicks and take a full swing. Bam. 110 yards on the money. Two more clicks and I can go 120.

I can play it that way and still enjoy it but it's not realistic at all. I'd much rather be forced to use a partial shot which is how I'll force myself to play but... Ugh.

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#240 mebby

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Posted 02 July 2017 - 02:10 PM

I've also played several ghosts in turn order. It's a lot of fun but holy cow there are a ton of straight shooters out there. I'm talking not even a fraction off perfectly straight. Shocker but these are also the guys at the top of the leadeboarda.

Divot and I are in the same society and he gets close to the top (legitimately... When you play his ghost its crystal clear that he's playing with a legit controller) but it will be difficult for him to beat the same few guys that constantly win.

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