Swing Tuning Server Update

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lazza

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« Reply #15 on: October 10, 2018, 02:48:15 AM »
Hopefully the main changes we saw last night are here to stay and you're just fixing the crazy glitches some people had (crazy distances out of nowhere, draw/fade marker not showing etc.), and some bunker lies which were too extreme based on some people's report.

The new limit on the loft box is absolutely the best thing that could ever happen to this game, it's made a quantum leap in realism. People who went crazy with the loft box to dial a distance, e.g. max lofting a 3 iron to hit a 6 iron distance, will now have no choice but to play appropriate distances for each club.

Badger57

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« Reply #16 on: October 10, 2018, 03:45:56 AM »
Only briefly had chance to try after the server changes. Playing on Xbox One X, it was an absolute joy! Yes, a couple of problems people have already mentioned but overall the trajectories, the rough, changes to loft box are all moves in the right direction. Hope you can fix the glitches quickly!

spacialgroover

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« Reply #17 on: October 10, 2018, 03:52:39 AM »
If the ball rolls into the bunker, there shouldn't be as much penalty as if it hit the bunker directly. The latter can cause a plugged lie and those cause severe penalty. But if it just rolls into the bunker, the penalty shouldn't be more than 15% if that. 10% sounds more like it.

Agreed

Yeltzman

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« Reply #18 on: October 10, 2018, 05:19:56 AM »
Real shame it was pulled on xbox,the ball checking up on soft greens,playing great on firm greens.Don't think i would have changed the 3W distance and the loft box no idea how that worked (great),Hopefully won't be too long before its back,seemed like a new game to me.Only thing which will effect me is driving with the rough/bunker penalties now reaching the green is tricky maybe thats where the loft box may come in handy.

Rough/bunker % really effects the casual player,the player who scores well won't be in either,Hopefully there tweaked again to something between the patch and pre patch.
« Last Edit: October 10, 2018, 05:30:29 AM by Yeltzman »

random scotsman

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« Reply #19 on: October 10, 2018, 06:13:48 AM »
HB,

With these new changes you made the shot shaping window so short for the driver that you can't see the vertical line for fade/draw, which is unacceptable. You need to either make the window a little taller so we can see the ends of the vertical fade/ draw adjustment line, or make it red or some other color that can be readily seen against the white of the horizontal loft adjustment line.


Thank you!
if you added loft you could see the line, set it where you want then remove the loft

North47

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« Reply #20 on: October 10, 2018, 06:24:04 AM »
Any idea why I can’t perform a backswing any longer?


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You mean your golfer doesn't perform a backswing when you pull back on the stick? I encounter that glitch the odd time, did during TGC2 also. The 2 things that would fix it for me were either...(on PS4) press the PS button on the controller and go back to the PS4 home screen then back into the game. The second was to pause the game and bring up the menu screen, then unpause and it should be back again.

North47

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« Reply #21 on: October 10, 2018, 06:32:18 AM »
The only 2 issues I found myself, which people have already mentioned were, the lie % when the ball rolls into a bunker was too punishing as though it had plugged straight into it. And the other was the draw/fade line not visible in the shot modifier for the Driver.

I did see a few videos of the crazy/whacky ball ball flights though, and the ball going 600/700 yards or more. Also saw a screenshot a friend shared showing the clubs in his bag...all the yardages were in the thousands/millions. Hopefully things get fixed soon though, as I was really enjoying it last night.

roddymacd

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« Reply #22 on: October 10, 2018, 07:13:57 AM »
Only issue I found was when you lofted a sw fully it went 99 yards forgot one was playing with a friend and we both tried a sw pitch lofted and he could loft it a lot further than me.

leslie.sangster

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« Reply #23 on: October 10, 2018, 07:17:50 AM »
My only problem was when the ball rolled into a fairway bunker and was sat nicely in the bottom of the bunker you often ended up with a low percentage shot


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leslie.sangster

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« Reply #24 on: October 10, 2018, 07:20:31 AM »
I didn’t mind not being able to see the shot shaper line as it added to the difficulty if you felt you had gone to far just re select the driver to reset to the middle.


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lchurch1

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« Reply #25 on: October 10, 2018, 08:03:09 AM »
I noticed that when I tried to do loft clicks (on clubs where it’s allowed, obviously) that as much as two clicks seemed to have virtually no impact on my carry distance. Not too worried there, small sample size, need to learn the new system, totally fine.

The only thing I had a bit of an issue with was flop shots spinning back. I’m all for things not always being realistic because it just works better that way in a video game but I’m struggling with this one. Is it just intended to nerf flop shots because so many are too reliant on them for around the green shots? If that’s the argument then maybe I’m ok with it but still, even with the other physics changes this one still seems a little over the top and out of place compared to everything else.

mebby

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« Reply #26 on: October 10, 2018, 08:09:50 AM »
I noticed that when I tried to do loft clicks (on clubs where it’s allowed, obviously) that as much as two clicks seemed to have virtually no impact on my carry distance. Not too worried there, small sample size, need to learn the new system, totally fine.

The only thing I had a bit of an issue with was flop shots spinning back. I’m all for things not always being realistic because it just works better that way in a video game but I’m struggling with this one. Is it just intended to nerf flop shots because so many are too reliant on them for around the green shots? If that’s the argument then maybe I’m ok with it but still, even with the other physics changes this one still seems a little over the top and out of place compared to everything else.

I think k the issue with flops is really due to an overall flaw in the physics rules. Lofting a club up doesn't necessarily generate more spin. If you really want to spin a ball you hit down onto it (pinch it). This also requires a little more club speed.

The logic with the loft box is lofting up equals more spin and delofting equals less spin which in some ways is backwards. Since they've added more spin back into the game AND since more loft equals more spin (in this game) then I don't think there's much they can do with flops without a little but of surgery on the code.
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Martbloke

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« Reply #27 on: October 10, 2018, 08:26:58 AM »
I noticed that when I tried to do loft clicks (on clubs where it’s allowed, obviously) that as much as two clicks seemed to have virtually no impact on my carry distance. Not too worried there, small sample size, need to learn the new system, totally fine.

The only thing I had a bit of an issue with was flop shots spinning back. I’m all for things not always being realistic because it just works better that way in a video game but I’m struggling with this one. Is it just intended to nerf flop shots because so many are too reliant on them for around the green shots? If that’s the argument then maybe I’m ok with it but still, even with the other physics changes this one still seems a little over the top and out of place compared to everything else.

I think k the issue with flops is really due to an overall flaw in the physics rules. Lofting a club up doesn't necessarily generate more spin. If you really want to spin a ball you hit down onto it (pinch it). This also requires a little more club speed.

The logic with the loft box is lofting up equals more spin and delofting equals less spin which in some ways is backwards. Since they've added more spin back into the game AND since more loft equals more spin (in this game) then I don't think there's much they can do with flops without a little but of surgery on the code.


I get where you are coming from but I'm not sure I'd call it backwards. I play golf but am not a master at spinning the ball at all and in fact, I don't think I can add or remove spin on the go if I tried tbh. However, I would say that having a higher trajectory would allow for more spin to be seen on the green than a lower trajectory. For both though I have seen spin applied to huge degrees in order to spin the ball all the way back to a tucked pin (high trajectory) and to take out the wind element and stop the ball quick to prevent it running through the green (low trajectory). I think it's fair to say that you could not spin a ball back as far on a green with a lower trajectory compared to a higher one.

Anyhow, this is where I feel they may need to implement another way of applying spin to your shot rather than leave it linked to loft in future game releases. Could be done manually perhaps by adding another box similar to loft where a user would manually apply the amount of spin they'd like to generate perhaps which is not a given amount of spin and would be affected by strike, wind, current lie and slope of landing as it is now. Would need this to also affect shot difficulty to make the shot more difficult to pull off when straying from the default shot.

Matt43

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« Reply #28 on: October 10, 2018, 08:30:48 AM »
I noticed that when I tried to do loft clicks (on clubs where it’s allowed, obviously) that as much as two clicks seemed to have virtually no impact on my carry distance. Not too worried there, small sample size, need to learn the new system, totally fine.

The only thing I had a bit of an issue with was flop shots spinning back. I’m all for things not always being realistic because it just works better that way in a video game but I’m struggling with this one. Is it just intended to nerf flop shots because so many are too reliant on them for around the green shots? If that’s the argument then maybe I’m ok with it but still, even with the other physics changes this one still seems a little over the top and out of place compared to everything else.

I think k the issue with flops is really due to an overall flaw in the physics rules. Lofting a club up doesn't necessarily generate more spin. If you really want to spin a ball you hit down onto it (pinch it). This also requires a little more club speed.

The logic with the loft box is lofting up equals more spin and delofting equals less spin which in some ways is backwards. Since they've added more spin back into the game AND since more loft equals more spin (in this game) then I don't think there's much they can do with flops without a little but of surgery on the code.
Is the flop supposed to generate spin? I’ve never played the game in real life but when I watch players doing it on tv I’ve never seen them spin it back. I’ve read on the forum some wanting more spin and being told that’s not what the flop shot is supposed to do.

moneyman273

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« Reply #29 on: October 10, 2018, 08:49:04 AM »
Would someone be able to explain to me why HB couldn't just make it a light rough/first cut 85% or greater, then second cut 70-85% and then two foot weeds at 35-50%?  These numbers are examples as i'm not a golfer IRL.  My point is, can't there be a specific range per cut?  I heard rumblings of the first cut being way too harsh of a penalty. 

 

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