
What are you looking for in PG2
#161
Posted 14 September 2017 - 12:31 PM
Just a cosmetic thing, but something I'd like to see.
#162
Posted 14 September 2017 - 06:13 PM
Would love to see a supplemental camera for use on approach shots. One that would give you an idea of the slope of the green. Perhaps 30-45' circumference around the pin/hole. Not to replace F5, but supplement it.
#163
Posted 14 September 2017 - 10:15 PM
- GoldenBear likes this
THOUGHT: Most plan for their Vacation - but most do not plan for their Eternity!
#166
Posted 17 September 2017 - 01:25 AM
That's the method that I use as well. I just wish there was a way (other than the free cam) to make it zoom in a bit closer. The BLI is hard to see sometimes.
ASUS Microsoft Windows 11 Home, AMD Ryzen 5 3600 6-Core Processor, 3600 Mhz, 6 Core(s), (RAM) 16.0 GB
#167
Posted 19 September 2017 - 06:54 AM
I would like to see club distances relative to player difficulty. As an example:
Player Driver at 100%
Tour Pro: 290 carry
Pro : 275 carry
Amateur: 260 carry etc.
Also, missing the snap should affect the carry distance, the biggest penalty for TP reducing as the player level reduces.
I'd also like to see the "Flop" shot sweet spot moved to Plus or Minus 1 degree. I hate that we practise every shot to hit the snap on 3C but for a flop we have to hit it "Thin" by up to 2 degrees.
The cup physics have been tweaked just slightly too far, not quite enough lip outs now, but they're getting better.
I'd like to see a proper punch shot. Either make the flight adjusting circle with a much larger range or have it as a shot type.
I'd like there to be 4 or more lie types irrespective of where you are on the course. There would be no label for the lie just one of 4 (or more) lie views. The play would have to decide which shot's are possible just by looking. There should be "Ball sitting down" so ostensibly buried. Then low, normal and sitting up. No visible power loss showing, the player has to decide what's feasible. If the ball is way down, then only a lofted club will dig it out, if low , then a slightly longer club may be possible, at normal, depending on whether the ball is on first cut/semi, the distance possible should be adjusted for rough and play normal from First cut. A ball sitting up would allow woods and long irons to be hit easily, with a higher flight but less spin. Missing the snap should be the shot killer if the correct shot is attempted, not a silly, random power loss.
- MimicPS, frank70, Charles and 1 other like this
#168
Posted 19 September 2017 - 08:58 AM
@ Ian: well, i'm on board with what you write Ian. The club distances especially are a good point. It is ridiculous that different levels do not distinguish different lenghts in shot making. I have made this argument in the past and stand by it. If one wants to get better and move up the skills ladder it should mean something more then just snap precision. I am right now in the proces of moving from Amateur to Pro level and although I enjoy it enormously I do miss more reward in length. The tempo changes and snap precision going on to a higher level is to be expected, but with more skill also comes more (controlled) length. Otherwise it does not make much sense in wanting to go higher and better really. So, I really hope that the next build etc will incorporate this. On your other points I can agree too. Lets hope the new build will get all these issues/options/wishes right!
RTSM / Pro / In the bag: D,3/7W,1H,5i-60W,P.
* Favorite Designers: Skunky - DoGgs - RobC - IanK - PGA Pro - Gary Norman - DrTwist - Bortimus -
DPRoberts - High Fade - Classic Renditions - Matt Rose - Mikahenrik and ... Mike Jones! *
"Golf is deceptively simple and endlessly complicated; it satisfies the soul and frustrates the intellect.
It is at the same time rewarding and maddening - and without a doubt the greatest game mankind has ever invented".
= Arnold Palmer =
#169
Posted 19 September 2017 - 10:33 AM
Could it be possible for a slider between -10% to +10% for users to choose so they can define distances the clubs will carry.
So working off the standard Driver carry of 276yds, you would have a power range that could see the Driver carry anything from 249yds to 303yds. Would allow for some interesting gameplay and also make setting up CPU golfers interesting too, all with different power settings.
So if set at +5%, your clubs will all carry that 5% further than standard.
It works for courses at altitude so I guess it could work in principal applying the same distance tweaks to the player.
Then add a control parameter for Tour Admins and also for lobby hosts so that they can set the range of power allowed in their events.
Sounds too simple, or is it?
- Charles likes this
#170
Posted 19 September 2017 - 10:51 AM
Dazmaniac, on 19 Sept 2017 - 10:33 AM, said:
I'm probably talking out if my arse here, but PP have the clubbing distances set as they are now.
Could it be possible for a slider between -10% to +10% for users to choose so they can define distances the clubs will carry.
So working off the standard Driver carry of 276yds, you would have a power range that could see the Driver carry anything from 249yds to 303yds. Would allow for some interesting gameplay and also make setting up CPU golfers interesting too, all with different power settings.
So if set at +5%, your clubs will all carry that 5% further than standard.
It works for courses at altitude so I guess it could work in principal applying the same distance tweaks to the player.
Then add a control parameter for Tour Admins and also for lobby hosts so that they can set the range of power allowed in their events.
Sounds too simple, or is it?
You can get the 249 yards now by choosing a 3 wood. You can get 303 yards now by overhitting. If you could add 10% to your shot would overhitting be banned otherwise 303 would become 333.
Any extra distance should be earned from increased skill not setting a slider.
- Carl Lapin likes this
PC specs...
Intel core I7 9700k 3.6 GHZ-Turbo 4.9 GHZ
64 GB Corsair vengeance LPX DDR4 2400 MHZ
Asus PRIME Z390-P
Nvidea GeForce RTX 2060 6GB
X box 360 wired controller
Windows 10 PRO NA 64 bit
#171
Posted 19 September 2017 - 01:44 PM
clubcaptain, on 19 Sept 2017 - 10:51 AM, said:
You can get the 249 yards now by choosing a 3 wood. You can get 303 yards now by overhitting. If you could add 10% to your shot would overhitting be banned otherwise 303 would become 333. Any extra distance should be earned from increased skill not setting a slider.
Overhitting with RTSM will not get these distances. Maybe in 3C but not in RTSM. It has nothing to do with overhitting. It has to do with a normal swing around 100%. I find it perfectly normal and logical that higher skilled players can hit it longer; the skill is ofcourse finding the snap. Higher skilled players should be rewarded with more length. From Hacker to T.Pro, it is only normal and logical that the better a player becomes, the better his/her swing becomes, the further he/she will hit the ball. I find it not logical at all that a hacker hits the ball just as far as a T.Pro.
- Ian and Perculator like this
RTSM / Pro / In the bag: D,3/7W,1H,5i-60W,P.
* Favorite Designers: Skunky - DoGgs - RobC - IanK - PGA Pro - Gary Norman - DrTwist - Bortimus -
DPRoberts - High Fade - Classic Renditions - Matt Rose - Mikahenrik and ... Mike Jones! *
"Golf is deceptively simple and endlessly complicated; it satisfies the soul and frustrates the intellect.
It is at the same time rewarding and maddening - and without a doubt the greatest game mankind has ever invented".
= Arnold Palmer =
#172
Posted 19 September 2017 - 01:45 PM
clubcaptain, on 19 Sept 2017 - 10:51 AM, said:
You can get the 249 yards now by choosing a 3 wood. You can get 303 yards now by overhitting. If you could add 10% to your shot would overhitting be banned otherwise 303 would become 333.
Any extra distance should be earned from increased skill not setting a slider.
Why should distance be always linked to skill? Some folks are wanting to hit the ball like the big hitters on tour. I'm just trying to offer up an option to allow that to be done.
I play with some guys IRL who can hit the ball 300yds plus, but not always straight down the middle, but they play off mid/high teens handicap because other parts of their game is where they struggle. Why shouldn't the game be allowed to replicate this?
That would be like having a driving sim where the top speed of your car was limited to 50mph less than top speed because you aren't as good as some other drivers.
- GoldenBear likes this
#173
Posted 19 September 2017 - 03:14 PM
Charles, on 19 Sept 2017 - 1:44 PM, said:
I find it not logical at all that a hacker hits the ball just as far as a T.Pro.
The difficulty levels in JNPG aren't there to simulate the differences between players of different abilities. They are there to allow players of different abilities to play with the same abilities - ie. to allow everyone to play like a Tour Pro. It is therefore perfectly logical that all levels hit the ball the same distance.
- GoldenBear likes this
#174
Posted 19 September 2017 - 03:27 PM
Acrilix, on 19 Sept 2017 - 3:14 PM, said:
The difficulty levels in JNPG aren't there to simulate the differences between players of different abilities. They are there to allow players of different abilities to play with the same abilities - ie. to allow everyone to play like a Tour Pro. It is therefore perfectly logical that all levels hit the ball the same distance.
Exactly. I play funner multiplayer rounds every night over @ OGT and we have Ammy, pro and TP difficulty mixed and our matches are fun and competitive. We even have some ladder matches played this way.
Digital Storm Ryzen 9 3900X/12 core 3.79MHZ/16 gig Ram / Radeon R5700xt
#175
Posted 19 September 2017 - 03:57 PM
- GoldenBear likes this
#176
Posted 19 September 2017 - 07:11 PM
Dazmaniac, on 19 Sept 2017 - 1:45 PM, said:
Why should distance be always linked to skill? Some folks are wanting to hit the ball like the big hitters on tour. I'm just trying to offer up an option to allow that to be done.
I play with some guys IRL who can hit the ball 300yds plus, but not always straight down the middle, but they play off mid/high teens handicap because other parts of their game is where they struggle. Why shouldn't the game be allowed to replicate this?
That would be like having a driving sim where the top speed of your car was limited to 50mph less than top speed because you aren't as good as some other drivers.
I thought it would be a given that "skill" means hitting it straight as well as far. I can hit the ball for miles at about 45 degrees to where I'm aiming and probably fall over in the process too. I went for some golf lessons once with the sole aim of increasing distance. Distance I was told would come later, much later. First requirement was to hit the ball properly (straight) even a short distance. After that greater distance would be the objective. Get the skill first then expand that skill to accomplish something else.
PC specs...
Intel core I7 9700k 3.6 GHZ-Turbo 4.9 GHZ
64 GB Corsair vengeance LPX DDR4 2400 MHZ
Asus PRIME Z390-P
Nvidea GeForce RTX 2060 6GB
X box 360 wired controller
Windows 10 PRO NA 64 bit
#177
Posted 20 September 2017 - 09:20 AM
clubcaptain, on 19 Sept 2017 - 7:11 PM, said:
I thought it would be a given that "skill" means hitting it straight as well as far. I can hit the ball for miles at about 45 degrees to where I'm aiming and probably fall over in the process too. I went for some golf lessons once with the sole aim of increasing distance. Distance I was told would come later, much later. First requirement was to hit the ball properly (straight) even a short distance. After that greater distance would be the objective. Get the skill first then expand that skill to accomplish something else.
I agree with this in principle. First comes the skill of hitting a ball into the sweetspot (snap). The player who does that consistently will obviously become a better player. Controlling the ballflight is the primary objective in golf. So, when a player has reached that level of consistency he will want to move forward improving on this, one of which is getting more length i would think. I know ofcourse that i.r.l. other factors come into play here, like physical aspects, materials etc, but in a golfgame I dont see anything wrong with being able to tweak distances to different skill levels. Even having this as an option should be in the game. After all, i.r.l. I don't hit drives over 250 meters, so I would like to have the option to tweak that in the game. But that's a personal thing. For overall play I still think linking the skill level with some distance control is a realistic point of view.
RTSM / Pro / In the bag: D,3/7W,1H,5i-60W,P.
* Favorite Designers: Skunky - DoGgs - RobC - IanK - PGA Pro - Gary Norman - DrTwist - Bortimus -
DPRoberts - High Fade - Classic Renditions - Matt Rose - Mikahenrik and ... Mike Jones! *
"Golf is deceptively simple and endlessly complicated; it satisfies the soul and frustrates the intellect.
It is at the same time rewarding and maddening - and without a doubt the greatest game mankind has ever invented".
= Arnold Palmer =
#178
Posted 20 September 2017 - 09:32 AM
Kimmer1947, on 14 Sept 2017 - 11:18 PM, said:
Hmmm..... didn't realize that BLI works with F2. Will give it a try. Thanks.
BLI does not work in F2 on Pro level and higher. Thats done on purpose.
RTSM / Pro / In the bag: D,3/7W,1H,5i-60W,P.
* Favorite Designers: Skunky - DoGgs - RobC - IanK - PGA Pro - Gary Norman - DrTwist - Bortimus -
DPRoberts - High Fade - Classic Renditions - Matt Rose - Mikahenrik and ... Mike Jones! *
"Golf is deceptively simple and endlessly complicated; it satisfies the soul and frustrates the intellect.
It is at the same time rewarding and maddening - and without a doubt the greatest game mankind has ever invented".
= Arnold Palmer =
#179
Posted 20 September 2017 - 11:20 AM
Charles, on 20 Sept 2017 - 09:20 AM, said:
I agree with this in principle. First comes the skill of hitting a ball into the sweetspot (snap). The player who does that consistently will obviously become a better player. Controlling the ballflight is the primary objective in golf. So, when a player has reached that level of consistency he will want to move forward improving on this, one of which is getting more length i would think. I know ofcourse that i.r.l. other factors come into play here, like physical aspects, materials etc, but in a golfgame I dont see anything wrong with being able to tweak distances to different skill levels. Even having this as an option should be in the game. After all, i.r.l. I don't hit drives over 250 meters, so I would like to have the option to tweak that in the game. But that's a personal thing. For overall play I still think linking the skill level with some distance control is a realistic point of view.
I agree but I don't like the ideas of a slider.
One option in 3C ('cos that's what I use,) is to have a meter that speeds up for higher skill levels. It takes more skill to stop the meter at 6 o'clock on a faster rather than slower meter. The faster meter gives greater distances. There's the link.
If you don't want extra yards then you stay with the default meter.
Alternatively, distance could also be linked to a player's ability to hit the snap line irrespective of meter speed. So if you were within 1 degree from zero for a number of consecutive hits you get another 10 yards on your shot. The greater the number of times you hit the snap line within 1 percent the more distance you get upt o say 25 yards. That's another link between skill and distance.
The second option means a lot of work for the devs. The first option would be much easier to implement.
PC specs...
Intel core I7 9700k 3.6 GHZ-Turbo 4.9 GHZ
64 GB Corsair vengeance LPX DDR4 2400 MHZ
Asus PRIME Z390-P
Nvidea GeForce RTX 2060 6GB
X box 360 wired controller
Windows 10 PRO NA 64 bit
#180
Posted 20 September 2017 - 12:45 PM
@ clubcaptain: i just realised that there is a big difference in how one plays this game ofcourse! I'm sure that 3C players will have a different way of looking at this length thing. I only know the RTS and now the Motion Swing. In this swing there is no faster or slower on a skills level (as far as I know). I am in the proces of switching from Amateur to Pro, and my swing is essentially the same. The big switch for me is finding the snap again.
I do not have to change my tempo or anything, but obviously not hitting the snap means wayward shots. In my mind it's just playing with clubs with a smaller sweetspot. But to master this higher level I do not get any reward really. Other then playing with a tighter snap that's about it. If I was playing i.r.l. and was getting myself a new set of clubs in which the sweetspot was smaller, I would expect some kind of advantage in mastering these clubs.
Otherwise why bother at all? It could be more accuracy ofcourse, but also ... more length. So, I'm back to square one on this. I like the challenge of playing Pro. I like the increased stress factor which comes with each swing: will it go straight? Will it go were I want it to go? I must make a real good swing! Concentrate! Focus! .. ... It adds to the realism I have i.r.l. Getting some more yardage out of it would be extra kick-ass though ..
RTSM / Pro / In the bag: D,3/7W,1H,5i-60W,P.
* Favorite Designers: Skunky - DoGgs - RobC - IanK - PGA Pro - Gary Norman - DrTwist - Bortimus -
DPRoberts - High Fade - Classic Renditions - Matt Rose - Mikahenrik and ... Mike Jones! *
"Golf is deceptively simple and endlessly complicated; it satisfies the soul and frustrates the intellect.
It is at the same time rewarding and maddening - and without a doubt the greatest game mankind has ever invented".
= Arnold Palmer =
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users