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Rory McIlroy PGA Tour to Feature Three Gameplay Styles, New Ball Physics

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Old 04-28-2015, 12:27 AM   #49
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I'm going to have to pop in TW14 on the PS3 tonight and play with the tour settings. I guess what I am asking for is a bit of a reach for a video game. As far as the putting goes I do like what "the other game" does to make it feel like real putting. I would agree with you on that, maybe they could add a "green reading" attribute to the career mode that would effect your ability to see the slope and speed of the greens as you progress? That might be kind of cool. The better your skill the more accurate the beads are on the greens? I cant complain about the putting in TW though they have always done a good job with that. The other games putting is definitely more of a challenge.

On a side note the courses look amazing, I just played Wolf Creek about a month ago and that par 3 they feature on the trailer is pretty spot on. I'm definitely excited they put that course in this game its pretty spectacular to play in person.

Definitely looking forward to see what else they have planned for this game, especially when it comes to career mode features.
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Old 04-28-2015, 01:07 AM   #50
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Re: Rory McIlroy PGA Tour to Feature Three Gameplay Styles, New Ball Physics

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Originally Posted by Pompeo89
I cant complain about the putting in TW though they have always done a good job with that.
I agree. It's always felt natural enough, once I practiced with it for awhile. It seems they do tweak it every release, so it takes some time to get the flow. But it feels natural and easy to me.

Putting in TW is one of those things can can save my round or destroy it. Mostly, it requires focus and patience.

But right now, with RM being built from scratch in a different engine, who knows how the game will feel until we get our hands on it. I feel comfortable that I know how the devs will want it to feel, and I'm down with that.
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Old 04-28-2015, 09:15 AM   #51
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Re: Rory McIlroy PGA Tour to Feature Three Gameplay Styles, New Ball Physics

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Originally Posted by gustavus

But right now, with RM being built from scratch in a different engine, who knows how the game will feel until we get our hands on it. I feel comfortable that I know how the devs will want it to feel, and I'm down with that.
^^^^^^^^^^
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Old 04-28-2015, 01:06 PM   #52
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Re: Rory McIlroy PGA Tour to Feature Three Gameplay Styles, New Ball Physics

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Originally Posted by Pompeo89
You would have to predetermine if you would want to put spin on it and how much. Fade and draw swing paths could influence a side spin. I'm just not a fan of hitting under the ball to loft it higher and create spin like they do in TGC. If you were to spin a ball in real life you have to compress the ball into the ground not scoop under it. Tour pros have a lot of control of how much they want to spin the ball. Obviously less spin out of the rough but they can create spin out of bunkers sometimes so its probably a tricky concept to put into a game I guess. I never played the older TW games without the spin option too much but I think I remember it was similar to TGC where you had to loft the ball more to create backspin? For instance if a pro is chipping from around the green off of the fairway or fringe they can check the ball up after a few hops to get it to stop near the hole.
You are exactly right. The way TW14 and previous versions had you apply spin on the ball was to move the cursor UNDER the mid point of the ball. That is okay for drives and teed up shots that you swing into with an upward follow through, but iron shots get their spin, height, and control from compressing the ball into the turf. I am not sure how you could get this kind of swing or interface into the game with analog sticks, but I did like the way ProStroke Golf had you transfer weight with the other stick. I also think this could be done by allowing us to change swing planes to reflect driver and fairway wood swings to LW and PW swings which are typically much more upright than Driver swings. Great points you make and it has really hit home for me this year as I am working on my IRL Golf game on a daily basis this year.....
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Old 04-30-2015, 10:43 PM   #53
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Re: Rory McIlroy PGA Tour to Feature Three Gameplay Styles, New Ball Physics

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Originally Posted by DivotMaker
You are exactly right. The way TW14 and previous versions had you apply spin on the ball was to move the cursor UNDER the mid point of the ball. That is okay for drives and teed up shots that you swing into with an upward follow through, but iron shots get their spin, height, and control from compressing the ball into the turf. I am not sure how you could get this kind of swing or interface into the game with analog sticks, but I did like the way ProStroke Golf had you transfer weight with the other stick. I also think this could be done by allowing us to change swing planes to reflect driver and fairway wood swings to LW and PW swings which are typically much more upright than Driver swings. Great points you make and it has really hit home for me this year as I am working on my IRL Golf game on a daily basis this year.....
Off topic but I remember going from a 90's golfer to an 80's (on occasion, even better) golfer immediately after understanding the concept of proper ball striking with my irons and wedges and compressing the ball. My divots were consistently in front of the ball and as a trick to help keep all this in mind, I would put my hands ever so slightly ahead of the ball at address.

Every golf game I've ever played has portrayed back spin as hitting lower on the ball and "scooping" it. I'm not sure how you could actually ever change this to represent it properly without confusing everyone. But no doubt, it gives the casual golfer the wrong idea on how a professional golfer achieves the type of back spin they do on tour.

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Old 05-01-2015, 03:14 AM   #54
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Quote:
Originally Posted by sroz39
Off topic but I remember going from a 90's golfer to an 80's (on occasion, even better) golfer immediately after understanding the concept of proper ball striking with my irons and wedges and compressing the ball. My divots were consistently in front of the ball and as a trick to help keep all this in mind, I would put my hands ever so slightly ahead of the ball at address.

Every golf game I've ever played has portrayed back spin as hitting lower on the ball and "scooping" it. I'm not sure how you could actually ever change this to represent it properly without confusing everyone. But no doubt, it gives the casual golfer the wrong idea on how a professional golfer achieves the type of back spin they do on tour.

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Agreed, the greatest strides I made in my own golf game was when I realized how to correctly strike my irons. Theres got to be a way to somehow get that feel into the game. I guess well see. Looking forward to this game more than any other right now since I've started golfing a ton lately. No scooping unless you're in the bunker or hitting that 911 flop shot! haha
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Old 05-01-2015, 05:40 PM   #55
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Re: Rory McIlroy PGA Tour to Feature Three Gameplay Styles, New Ball Physics

Am I correct in assuming that the wacky diagonal swing that they had in TW14 is gone? I wasn't a fan of that at all.
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Old 05-01-2015, 08:28 PM   #56
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Re: Rory McIlroy PGA Tour to Feature Three Gameplay Styles, New Ball Physics

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Originally Posted by Pappy Knuckles
Am I correct in assuming that the wacky diagonal swing that they had in TW14 is gone? I wasn't a fan of that at all.
Yes, it is gone. I wasn't a fan of it either. It was counter-intuitive to me to be imparting such a severe angle - on scale - with the club to hit a 'straight' shot. This year you'll have to use the diagonal swingpath - at least in Tour mode - to hook or slice the ball, hopefully proportionally.
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