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Post by mde8965 on Nov 20, 2019 8:34:58 GMT -5
Not happy at all to hear the possibility of hook being all or nothing. I was hoping that it would be variable and set at the point of release (like a gauge controlled with left stick but very very short window at release point) with no modification possible after release.
The way I envisioned it would have been to set speed first based on a gauge where it’s controlled by how long you hold the backswing (right stick) before starting the downswing, then as you start the downswing the gauge for hook comes up controlled by the left stick but only is there for about 1 second or so. If you missed on the speed then you could affect/compensate with hook but it would have to be done almost instantaneously and would be difficult to master
But it it’s as you say (max or no hook) the smart play will be max hook and the only real variables will be ball speed, oil pattern and ball choice. Would be way too easy once you get lined up on a pattern. Unless they develop a way to simulate oil carry down, etc.
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Post by lastchancehombre on Nov 20, 2019 13:04:33 GMT -5
Yeah it's all or nothing but as mentioned before max is what you'll usually use & for an 'arcade' release guess we couldn't expect much more in the way of variables.
I go back again to that old PS1 game Ten Pin Alley. Although it was a push button meter, power & spin were initiated prior to release. The way it worked was perfect whereas when you started the gauge to set power & the way down was accuracy a 2nd smaller gauge you could initiate whatever level of spin before your bowler started his approach & of course not during or after release.
Really don't see why FarSight Studios couldn't take the time & through some testing come up with a more organic feeling swing/spin setup. Hopefully by the next release (if there is one) they'll do some research into past bowling games. There's some knowledge there that could be used in an analog setup these days.
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Post by lastchancehombre on Nov 21, 2019 12:05:24 GMT -5
Well the patch or patches hit the console version last night, at least Xbox. 2.23gb & I only had a couple minutes to take a look but noticed this added power meter (funky, better without it I thought) & the fact that now when you load your power you set your spin before your shot. Ok but now it seems that spin is just one level, max I think! (wtf?)
I only looked at it for a few minutes so I'll have to take a more thorough look at it this eve. They did however include making you reset your mark frame to frame so that's a plus. Oil issues I hadn't noticed yet.
Didn't see this on PS4 tonight so hopefully soon. In case you didn't see this already Tim,
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Post by SweetTeeBag on Nov 21, 2019 12:18:10 GMT -5
Didn't see this on PS4 tonight so hopefully soon. In case you didn't see this already Tim,
In a word..... YIKES!
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Post by SweetTeeBag on Nov 23, 2019 17:40:16 GMT -5
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Post by ErixonStone on Dec 3, 2019 18:53:34 GMT -5
They made Jesper Svensson terrible in the game. He misses spares regularly.
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Post by nick80 on Dec 12, 2019 10:42:29 GMT -5
The patch is a good thing. (I play on xb1)
But what about the online game ?
A bowling game you can't play with friends ? Ridiculous
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Post by nick80 on Dec 14, 2019 11:05:41 GMT -5
Last Frame of my first perfect game since gameplay patch
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Post by SweetTeeBag on Dec 17, 2019 18:32:23 GMT -5
Simulation swing FINALLY is live on PS4
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Post by SweetTeeBag on Feb 13, 2020 20:06:51 GMT -5
gdog do you know who the 9 new pros are? steamcommunity.com/games/1126990/announcements/detail/3176663794384217849?fbclid=IwAR3q90gjvAbUirMsRPzNJ78E1GhSaWmwNQsSjS0Z34JfBT2AY1N9DpG163U Today we're releasing our Q1 2020 Content Update! This time around we have 9 new PBA Pros, 20 new bowling balls, and a variety of new commentary. Additionally, we've adjusted the timing for skipping animations, making the gameplay feel faster when you want it to. Nine new PBA Pros added. 20 new bowling balls added. New commentary added. Player and AI bowler transitions between throws have been sped up for faster gameplay. Updates to Pro Trivia. Left Stick works again for throwing with Arcade controls. Fixed bug where spare leaves were occasionally credited as a strike. General bug fixing.
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Post by lastchancehombre on Feb 24, 2020 18:50:03 GMT -5
I think it's great that they're staying on top and/or adding to this title. Haven't seen the patch hit console yet (I'm sure it's coming) but what I find a shame is that they have not focused on a sim style mode. The last patch imo nerfed the swing meter interface, straight line in the middle of the screen. I actually forget how it was to begin with at this point on console at least but seemed like it was a better option than now.
Just wish somebody in their camp would do some serious thinking into creating a better sim style of play. They really have a lot going for themselves with this release but it's also a typical constant high score arcade kind of game. Easy to lose interest in in with no real challenge to it.
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Post by zorbacles on Feb 24, 2020 18:54:48 GMT -5
Does this have 2 handed bowling. I jateb2 handed bowlers.
I used to be a 200 AVG bowler back in the day but it became increasingly hard to finance and there is much opportunity for bowlers in Australia
Two 300 games to my name too
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Post by Oscar C on Feb 24, 2020 19:44:40 GMT -5
Does this have 2 handed bowling. I jateb2 handed bowlers. I used to be a 200 AVG bowler back in the day but it became increasingly hard to finance and there is much opportunity for bowlers in Australia Two 300 games to my name too Where and when did you bowl in Aus Zorb?
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Post by zorbacles on Feb 24, 2020 20:14:40 GMT -5
most of the 90s and early 2000s in adelaide.
home centers were salisbury, golden grove and ingle farm
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Post by ErixonStone on Feb 24, 2020 23:15:47 GMT -5
Does this have 2 handed bowling. I jateb2 handed bowlers. There are two-handed bowlers represented, such as Svensson and Belmonte, but your own player's delivery is not something you see or something that affects gameplay in any way.
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