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So tough metering

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Thu, Mar 4 2010 1:53 PM (11 replies)
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  • alexTM
    6 Posts
    Tue, Mar 2 2010 6:19 AM

    What we have on the real golf course? Club loft and lenght and the power of hit. We don't try to stop the swing in certain point as we train here in WGT. I strongly believe, it will be closer to real golf if we don't  try to click the mouse on meter. Instead, there could be more dependance on the power of hit, weather (temperature), green speed and so on. I hate when miss due to meter.

  • Basherz
    7 Posts
    Wed, Mar 3 2010 9:29 AM

    For some reason, all computer generated golf games use a similar method. Whilst I don't have reactions of a youngster anymore, and therefore would support this, how else could the game simulate the hook or slice?

    I would like to see a wider target area though of direct hit.

  • VanHalenLover
    1,422 Posts
    Wed, Mar 3 2010 2:22 PM

    missing the sweet spot on the meter does not simulate a hook or slice, it is just random that sometimes the ball is affected in that way.

    An option that allows the user to select fade or draw, and the degree of fade or draw as part of the shot setup (similar to the dot on the ball for spin) would be a great addition, and one that is used in other golf games already. Heck, you could even do it with the existing golf ball / dot combo used for topspin/backspin. If it is on center it should address only top or bottom spin, and hit it straight, which is how it reacts now. If you unlock the 'centered only' behavior of this dot, and allow it to be dragged left and right as well, you could build fade and draw functionality into the shot.

     

    IE, there would be 4 quadrants to the golf ball//target

    For the current right handed avatar, it would then:

    top left: use top spin and fades

    top right: use top spin and draws

    bottom left: use back spin and fades

    bottom right: use back spin and draws

    obviously, the father from center you get, the more drastic the top or bottom spin and the more drastic the fade or slice.

  • alexTM
    6 Posts
    Wed, Mar 3 2010 11:26 PM

    Exactly! That would be the most obvious decision. Put the dot on the ball to the right or left if hook or slice needed , pull the meter at whatever lenght you want  and just let it go.

  • chipshotcharlie
    538 Posts
    Thu, Mar 4 2010 1:42 AM

    And then you have cartoon golf thats why its done this way

    gg chip

     

  • alexTM
    6 Posts
    Thu, Mar 4 2010 1:56 AM

    There is real golf outside, and the principles should tend more to it than to computer games.

  • chipshotcharlie
    538 Posts
    Thu, Mar 4 2010 3:16 AM

    its more like real golf than i can believe you have been here long enough

    so accept it for what it is and youl be suprised by the experience you will have.

    They have invested 100`s of thousands do you think there going to change it because your not happy sorry it wont happen

    chip

    If you set it up and go bam like you say its point and shoot golf exactly what they dont want. when you play at the driving range do your shots go the exact distance you expect id say not.

    sorry i dont see your point

    TWO has the set up you want play that  play that i like this how it is

     

     

  • alexTM
    6 Posts
    Thu, Mar 4 2010 3:59 AM

    It's a very simple point to see.

    Yes, they invested. Did you see the changes through the year? There were a lot. That's why the topic exists. Nobody is going to bury investments, they just do the product better. 

    And tell me exact point of your swing, where you need to stop to get a straight shot. It doesn't have any  "golfing sense" on the driving range or on the course. In Tiger Wood's game the tempo, hook or slice are determined by the mouse movement, that is much closer to the idea of a golf swing. I don't think in WGT they will completely change the swing metering. Though there could be improvements. Simple point.

  • YankeeJim
    25,827 Posts
    Thu, Mar 4 2010 5:49 AM

    alexTM:
    And tell me exact point of your swing, where you need to stop to get a straight shot. It doesn't have any  "golfing sense" on the driving range or on the course.

    It does when you look at it this way. How many different things have to work in perfect unison when you swing a golf club to make a perfect shot? Hips rotating, knees alternately flexing, arm position, wrist movement, on so on. Pretty tough to do consistently and when you don't you get results just like you do here when you miss the ding! Pretty realistic, IMO.

    @VHL- While there is no actual draw/fade function here missing early or late most definitely replicates them to a degree that is very useful. BPB2 is a perfect example. From the master tees you can draw the ball around the tree line quite effectively by missing early. The graphics will show the ball actually going through part of the tree but not hitting it. The top view shows a landing such as you would have with a real draw. Manipulating the swing in this manner (pretend, if you will) is very helpful in guiding the ball in the direction of wind to gain distance or position.

  • VanHalenLover
    1,422 Posts
    Thu, Mar 4 2010 6:49 AM

    YJ,

    I agree that missing the meter can produce some limited fade or draw behavior, but I do not believe that this is the intent of the swing meter. I look at it this way,

    A fade or draw in real golf is rarely a product of poorly hit ball. Yes a bad hit can cause a hook or slice (differently terminology purposely injected ;)) but it rarely results in the desired behavior. A true draw or fade is a calculated change in stance, ball position, and ball strike, and executed perfectly when the ball is hit exactly as intended. To me it is more realistic to replicate this here. I'm not asking for stance change options, etc, but do think it would be a positive change to be able to use the existing programming (ball dot) to purposely set up a draw or fade, and keep on the current behavior by having it executed perfectly on a 'ding' on the meter. As stated before, the farther you miss the sweet spot, the more undesirable to final result, along the same lines as it is handled right now with straight shots using only top/bottom spin.

    My biggest reason for this is to get away from using 'bad' hits to manipulate the swing to try to get the intended result. For me, I'd much rather make a draw or fade an intended, programmed shot, and be challenged to hit the sweet shot to pull it off.

     

     

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