playgroundhoo
Amateur Golfer
Posts: 257
TGCT Name: Jonathan Alford
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Post by playgroundhoo on Mar 22, 2021 16:20:22 GMT -5
As others have said for some of these, with a few additions:
- water - spline water, tilt water slightly downhill for streams, waves(!) - navigation - flyovers of holes and plot for Xbox and Playstation - surfaces - allow tees to be fairway - objects - long grass visibility/rendering fixed somehow; quaking aspen trees (to complement the few they have that look the same - very cool how they glow in light, though) - shadows - more realistic and less dark - a 500-yard shadow for a 50-foot tree that goes through other objects makes designing lower light angles a bear. A single tree's shadow can consume greens hundreds of yards away - design processing power - somehow fix Xbox from slowing down considerably as object meter increases (or even earlier). Maybe new Xbox solves this - not sure...
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Post by yeltzman on Mar 22, 2021 16:37:24 GMT -5
It's Never going to Happen but it would be nice to get back some of the features which were in previous games.
Why they took Tours and Tournaments out from TGC1 never understood it.You could set up 4 round event with 4 different courses. Biggest loss to me were the Tournament set up were you could set up 12-16 events for ever and anybody could play them.
For me 2k21 Great for single player games set up a game how you want to play it, but finding a socitity with the same options is really tough i feel.
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Post by jcauthen04 on Mar 22, 2021 20:13:32 GMT -5
I think a big improvement would be to change the swing interface such that tempo is the determining factor for 'push/pull', while swing path determines 'hook/slice'. I think a fast tempo is more analogous to to a pull. A swing path of inside to outside is going to produce a hook or a draw in my world. I'd like to see the swing interface reflect that. It would make the game more intuitively satisfying IMO.
I suspect HB Studios reason for doing it this way is this is a better way to mitigate dead axis controllers and controller mods. Gamers who use dead axis controllers are going to be immune to hooking or slicing if the swing path is used as the determinate, so they made the less manipulatable component, tempo, the determining factor there. I just wish the game could be designed for honest players who want to play the game straight up.
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jayraygun
Weekend Golfer
Don't worry, that unintentional blindness was intentional.
Posts: 137
TGCT Name: JayRayGun
Tour: Challenge Circuit
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Post by jayraygun on Mar 23, 2021 0:48:29 GMT -5
I didn't read through everyone's lists so mine will probably have some repeats. Just means that many more people want the same thing: Gameplay: - Shots from the heavy rough and especially from the sand need to have a limited amount of change you can make to the loft and amount of spin you can create. In real life, hitting from these hazards is not as easy as it is in game and the amount of control you have on the ball should simulate what you'd get from true life. I know some of the older golf games used to have a small graphic by the lie percentage with a visual representation of how the ball is sitting. I'd like to see that make a comeback just to see a fried egg in the sand or just a few dimples of my ball visible above the long rough. - I would like to see better physics interactions between the ball and the fairway, rough, and heavy rough or at least dynamic lies. It would probably be painstaking to program, but balls don't simply finish their last three inches of roll out by jumping into the heavy rough and all of a sudden sitting in a 58% lie (at least not on all courses). The tall grass itself would probably block a ball moving that slow. I hate the flatness of the different grass textures in the game and how your ball can literally take half a roll into the heavy rough and it's the difference between maybe an 80% lie and a 50% lie. - If perfect swing tempo is the goal and anything else is a failure to achieve, than anything other than a perfect should be punished accordingly. Slow shots are punished by coming up short, sometimes way short, and veering to the right. A red slow is a backbreaker for anyone in the game, not to mention the feeling of utter despair should you hit a shot very slow. But a red fast on the other hand has become the meta of the game because for some reason, even after calibration after calibration, hitting a red fast is more consistent than hitting a perfect. A red fast also has a benefit of increased distance. Players are able to compensate for both the added distance and draw that there is rarely a time when someone is discouraged when they hit the red fast and more often than not, those same players complain about the perfects because they compensated for the fasts. In my mind, the window for perfect tempo needs to be enlarged just a bit while the punishment for fast and slows needs to increase exponentially the faster or slower the shot. And there should be no benefit to an imperfect shot. Red fasts should not have increased distance even if it makes sense in a real world physics argument. - Wind gusts or swirling wind. I have seen the wind change direction in between shots but I would like to maybe see a meter with a windspeed like 3-6 mph or 10-14 mph instead of a single wind speed. Wind does not blow at the same speed all the time. This would also add an element of difficulty to the game since a gust of wind could hold a ball up short of the green or carry one off into a hazard. - More feedback (or even an explanation) about how sensitive the swing tempo really is. I know others feel the same as I do when we swear we smashed the stick forward only to get a very slow or we've been a groove hitting perfects only to have one of them careen into the very fast. It doesn't feel any different sometimes so how large is that window? Micro seconds? Is it a function of when I start my downswing because I feel like that should just alter power. It confuses me sometimes and really causes problems when the different clubs and different shot types all seem to have different tempos but we can only calibrate with the driver. Career Mode: - I'd love to actually play against another pro and get to see their shots. There should be the ability to skip any of their shots but I'd probably want to see most of their putts, especially if we happen to be close. - A more involved and RPG like career mode where you can tune your skills and get better over time. I'd also like my character to feel like a real golfer winning (or losing) events and maybe there's online news stories about it or reporters asking me if I plan to go for the Grand Slam or if I regret falling apart on the back nine of the latest tournament. - You can never have too many options when it comes to clothing. Ever. Designer: - Ability to rotate all objects along the x/y/z axis. If I want to put a cow upside down, let me. But really I want this for rocks. - Ability to place water objects like ducks and lillypads on water planes, not just the water table. - Like clothes, you can never have too many object choices like buildings, houses, clubhouses, etc. - More texture color choices, especially bunkers. I would like to see more shades of greens and browns for grasses and I would like the textures with the same number to match up more like they are different lengths of the same grass. Some of them look like they aren't related at all. Shorter grass should be brighter, taller grass should be darker. - The ability to spline out of bounds areas. - The ability to designate ground under repair (probably not) and hazard areas where the player would be prompted with "Would you like to drop out of the hazard?". By the way, I know people want it but splining water would be impractical from both a programming and design aspect. Perhaps splining a flat lake or pond could be done (although using a water plane is just as practical) but I would imagine most people think they would be able to use this feature to spline rivers and streams that could flow downhill. The problem is, water simulations are so CPU and physics intensive that to attempt to give that to an amateur course designer as a tool would be like giving a graphing calculator to a three year old. Imagine if you created a dry stream bed that flowed downhill from some hills to the bottom of you course and into a lake. The game would have to calculate how steep that stream is at all points to be able to fit the surface of the water inside the boundaries while simulating it flowing downhill. The designer would have to make sure that at no point does the land turn back uphill because otherwise the water would stop and if the simulation continued, it would create a lake or pond at that point before flooding over and continuing downhill. I just don't see a way a programmer could make this a practical tool for the designer. I had a lot more at different points but I've either forgotten them or they're just not coming to me right now. I'm sure they've been mentioned at least twice by now anyways. 8.7.1
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Post by itsmb8 on Mar 23, 2021 1:41:40 GMT -5
Add in the caddy feature from TW12. Allow us to be able to edit his look like we can with our golfer, and give us the option to have him by our side during rounds. Also, caddy shot suggestions for career mode.
For putting, give us a new green grid setting: replace the beads with arrows, and give us the option to have it always on, toggleable like the lie grid, or always off.
Those are the two biggest for me, everything else has probably already been mentioned.
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Post by axelvonfersen on Mar 23, 2021 2:06:30 GMT -5
As others have said for some of these, with a few additions: - surfaces - allow tees to be fairway That we can do already, however. You remove the tee box and spline a new surface.
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Post by crunchshark on Mar 23, 2021 2:43:46 GMT -5
I'd like to be able to make up and save two or three different golf bags.Then change to which one i see fit before any round.
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Post by sroel908 on Mar 23, 2021 9:31:09 GMT -5
I'd like to be able to make up and save two or three different golf bags.Then change to which one i see fit before any round. I like this idea a lot - would be similar to how they have the apparel set up for casual rounds, round 1, round 2, etc. I could see this tying into my idea that you need to use your sponsor's gear in career mode. You could have a "career mode bag", which would require you to only play items from the company that's currently your sponsor, to go along with a variety of other bag setups done however you choose.
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Post by PicnicGuy / BobalooNOLA on Mar 25, 2021 19:27:41 GMT -5
Anyone suggest some form of "real time". The sun moves 12 minutes per hole (3:36 minute round summer), if you start at noon, then on the 10th tee it's 1:45 or so.
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Post by sroel908 on Mar 25, 2021 19:37:40 GMT -5
Anyone suggest some form of "real time". The sun moves 12 minutes per hole (3:36 minute round summer), if you start at noon, then on the 10th tee it's 1:45 or so. Good call...I'd also add the ability to set the time of day more specifically when playing a round. Right now, you can just choose the generic "dawn", "afternoon", "dusk", etc. Why not make it like it is in the designer, and let you change time of day to a specific hour and minute?
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Post by HoneyBadgerHacker on Mar 25, 2021 20:41:55 GMT -5
A few things for the designer:
1: to be able to copy objects and then be able to sink or raise them before planting.
2: to be able to set the weather for each hole. Would be great going away from the light to have more control of cloud cover.
3: to be able to modify a published course.
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Post by zooby97 on Mar 25, 2021 20:43:09 GMT -5
The red fast is just a power draw. What is wrong with that? IR I do use a power draw on shots.
The change that needs to be done with red fast is the shot shaping aspect of it. Approach shots should not be that deadly accurate when aimed as far left or right and the right stick pulled all of the way down to get that crazy hook where people can perfectly map out an approach shot to come within 5 yards of the hole. That is not realistic
But the basic red fast power draw still has to be part of the game IMO.
I’d have a career mode that progresses from year to year and to have actual majors in the game mode. I know the points are higher but there is nothing to identify that particular Tourney as a Major.
And to continue to have the TGC Tours intact.
I also think they could do some sort of online career mode with different difficulty levels. It would be like the TGC Tours but an online career mode schedule. The schedule would be completed in a month with just 2 rounds per tourney and 3 for a major. Probably too hard to get full participation unless incentives are involved.
Different colored balls to choose from.
The ability to change the practice range to your liking.
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Post by mrohde4 on Mar 26, 2021 9:36:04 GMT -5
The red fast is just a power draw. What is wrong with that? IR I do use a power draw on shots. The change that needs to be done with red fast is the shot shaping aspect of it. Approach shots should not be that deadly accurate when aimed as far left or right and the right stick pulled all of the way down to get that crazy hook where people can perfectly map out an approach shot to come within 5 yards of the hole. That is not realistic But the basic red fast power draw still has to be part of the game IMO. I’d have a career mode that progresses from year to year and to have actual majors in the game mode. I know the points are higher but there is nothing to identify that particular Tourney as a Major. And to continue to have the TGC Tours intact. I also think they could do some sort of online career mode with different difficulty levels. It would be like the TGC Tours but an online career mode schedule. The schedule would be completed in a month with just 2 rounds per tourney and 3 for a major. Probably too hard to get full participation unless incentives are involved. Different colored balls to choose from. The ability to change the practice range to your liking. The Red Fast is a guided failure. Any comparisons to real golf are silly, but it's the equivalent of aiming 40 yards into the rough/water/forest and somehow tricking your body into hitting the ball to a different location than your mind intends. In this game, the avatar's aim point is displayed on the screen, directly in front of the avatar. When you power draw in real life, you are actually aiming for the ball to land in the green or on the fairway, the difference is you execute the shot "perfectly." The set up position is very different from the intended landing area. A power draw can be accomplished by using the shot shaper without resorting to the cheesy red fast. The tempo window for red fast (or red slow) is substantially larger than the tempo window for perfect, therefore the red fast is a cheesy exploit or "sidestep" if that E word is too offensive. It should remain in the game but as a duck hook that travels somewhere between 50%-75% of the club's potential carry distance. The farther from perfect, the greater the dispersion. A harsher or unpredictable penalty will require players to actually play the game as intended. Come at me all you want, but I doubt anyone uses the red fast on beginner or pro-am difficulty. Why is that? Everything in the game sets up for players to be challenged by tempo and accuracy. Granted, the red fast is a horrible design flaw, but in the end it's a workaround by players who think they've outsmarted the system. No, they just aren't very good.
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Post by rjwils30 on Mar 27, 2021 9:37:53 GMT -5
Designer: Not sure how many people use the drafting program Revit, but the designer should have a way to tab objects to select the correct one when there’s multiple in an area similar to how that program does it. Copy and Paste items stay in their vertical formation as wel as horizontal in relation to the ground plane. (I hope that makes sense) Water bodies of different shapes or the ability to round corners. Z axis for Waterbodies. Ability to grab measurements in an area to delete Pro Mode: more use for money other then just clothes and clubs. Better calendar view to see where Majors are. More variability with CPU players (despite a hard course on very high winds someone still will score -8) Some match play events Overall for the game: CROSS PLATFORM PLAY!!! Ability on all platforms to search for designers courses I like the tab objects option. Very useful in Revit.
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Post by rjwils30 on Mar 27, 2021 9:53:42 GMT -5
-finer grained 2d and 3D forms. A finer level of detail for detailed bunker edges and other forms. Ie: increase the mesh density. -higher level of max firm. Pool table option! -have a trail texture that blends into the terrain -linear object spline for creating fences, steps, pathways -more options for brown grass textures. Give us a patchy burnt out look. -a way to create the burnt out look in the grass without having to sink trees -more native terrain options. Distinguish it from heavy rough. It’s kind of weird that a site has heavy rough when you start. -more waterfall options for creating flowing rivers. Slower flow, less intense. - crashing waves for ocean courses. -better light quality when light is behind you. It’s better but Course still looks washed out. -a way to do multiple tee sets for each tee to create variable tee locations.
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