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Post by paddyjk19 on Sept 23, 2022 9:57:44 GMT -5
Hey everyone - going to try and give my perspective on the game play side of things from my brief experience with PGA Tour 2K23. We have a pretty big section of players here and our settings can trickle down into other societies so it's a big responsibility to get them right the first time. With that in mind, I was focused on how far I could push 2K23 w/ difficulty and still keep the fun factor high and frustration low.
Wanted to give props to our 80+page thread on 2K23 in the Clubhouse section that started back in April. Definitely one of our better threads with how civil it's remained - so thank you all for that. I've decided to split off into a new thread as I wanted this to be easily found for people and not buried on page 80.
Basic Gameplay
Difficulty
I mentioned briefly in the other thread that I had played 90% legend and 10% master. Let's dive into that and you'll have a better understanding of what you should be looking to do once you get the new game.
One of the bigger gameplay changes in 2K23 is the wider grey tempo zones on the higher difficulty levels. This was something that was suggested to HB a while back - and apparently they agreed and added it here in the new game. I'm happy to say that my first impressions are that it works as intended, for me at least (this will be a common theme as I can only give feedback on what I experienced, your mileage may vary). My biggest issue with Master (and Legend) in 2K21 was the lack of forgiveness between a perfect shot and a terrible one. It was harsh - and I'm sure many of you have experienced a swing you felt was the same as the one prior, but give you vastly different results. This always led to frustration.
In 2K23 - the wider grey tempo zones give you more room to make average shots while reserving your worst swings for the worst tempo results. The shot dispersion on these grey misses is well done. I always found myself either on the green or around it - so you still feel like a pro player most of the time - when hitting grey tempo. Majority of the time I was left with a medium/long putt and you always felt you had a chance to make it to bail yourself out. Frustration levels remained low and hope remained high.
Specifically looking at Legend - it was very playable. When people wished for a sweet spot between Pro and Master (in 2K21) I now believe we have two options as I feel both Master and Legend fall in that zone. 2K23 Master feels like a medium sized jump from Pro on 2K21 and 2K23 Legend feels like a larger jump, but still better/more fun/less frustrating than Master on 2K21. My scores were consistently in the 8-over to 4-under range. Usually hovering around par. I was really trying to get used to Legend to see if it would be a fit for the entire tours - and I think it's so close. I was never frustrated and the more I played, the more excited I got at the prospects of it being good enough to be used.
That said, 2K/HB can still tweak things so I'm not committing to anything at this point. Just know that there's a zero chance we'll run Pro in 2K23 on the main tours. We'll run some exhibition events on both Master and Legend difficulties to get a feel for where everyone stands and make a call after we observe how everyone gets on (looking at you Xbox!)
Ball Physics You'll never please everyone in life - and the changes to ball physics/roll will likely cause some discussion. The biggest changes are on the greens and my personal opinion is that it is much improved. The roll of the ball is so much smoother now. It just rolls like a ball should - there's no coded in slowdown based on how slow you hit it (looking at you downhill putts of 2K21). This change is most reflected in downhill putts - you'll just have to experience them to see the difference. It's startling at first. It's something you will adjust to - and whether you love or hate it will likely depend on if your ball just rolled off the green or not. I'm a huge fan and think it will help bring in a bit more difficulty on the greens as you'll have to be mindful of downhill putts and putt weight.
Ball physics elsewhere seemed to be improved. Long irons/woods can bounce and stop quicker than in previous versions of this game. Ball flight is lower on the longer clubs so good luck hitting those drivers/3w out of bunkers with any type of lip.
Might as well throw the short game in here since the bulk of it is affected by ball physics outside of the change to chipping distance. Chipping distance starts at 25 yards so anything shorter requires a partial shot. That is a welcome change. Splash shots can only be used in bunkers. Flop shots may be the king of shots around the greens again - remains to be seen how they function upon release. Chips roll out quite nicely but that means that if you are short sided with a downhill slope - it's an extremely difficult shot to get close using a chip whereas previously it was pretty easy to chip in or have it spin/stop near the hole.
These changes to ball physics are very exciting to me. This is a situation where you have to remember that we're not one standard golfer anymore and if someone focuses on the shaping stat (includes spin) their results may vary.
Green Speeds In 2K21 I felt that there was room to go beyond Very Fast and still have playable greens. That there was some game play left on the table. That is no longer the case in 2K23. I think we've got a very good set of limits to play within with regards to green speeds. The slower speeds play well due to the new ball rolling physics and the fast speeds are deadly on any slope - so designers will have a good time making green complexes to fit their ideal speeds. Fast in the new game is 155 I believe. Welcome change in my books.
Player Stats/Fittings etc I think this is going to be a welcome addition to the game for quite a few people. It does put us into uncharted waters at TGCT so hopefully it is well balanced, and if not, is something that is patched/adjusted as needed. It's quite possible we'll be seeing Warzone style loadout videos for your golfer - showing the "best" setups to use. Hopefully there isn't a broken setup in the bunch so fingers crossed! The default archetypes definitely play different but it remains to be seen what a fully kitted golfer will feel like since they can all blend together depending on what you add to it. I didn't have the game long enough to see - spending less than half of the skill points available and a good chunk of my clubs not having fittings/stats on them.
Graphics Will keep this brief - it's a step up from 2K21 but not a next-gen step. Trees, lighting, objects, crowd - all improved. Since trees are so prominent on the courses it's something I noticed right away. Some of the others I had to view on a comparison pic to notice a difference but once I saw, you could tell it was an improvement. The game still looks good - it's not a revolutionary next gen jump though so if that's what you're hoping for, you'll likely be disappointed.
Other - I didn't have access to Societies so can't speak on any changes that may happen there.
- I had a handful of moments that rivalled anything I did in 2K21 all mainly due to the new ball rolling physics. I found it a lot of fun planning shots and using slopes on greens.
- I don't anticipate being able to lock out the player stats/fittings in society play so I'm going into it with an open mind and hoping it's well balanced and works as intended. It's likely going to create a bit of an imbalance for those that can't play as much out of the gate or join us mid-season. Eventually it should all balance out as everyone gets their golfer fully levelled. Just consider that part of your career where you need to build up your golfer to get up to speed.
- I did play myCareer but it's probably best to watch Seamount4Life's video of it here as he echoes a lot of my thoughts on it
- the best players will still be very good and shoot low scores - I feel the bulk of the members will be in the 5-over to 5-under range on Legend and a few shots better on Master on most course setups and think that will make for some great tournaments wherever we land on the swing difficulty.
Conclusion
We've always fit TGCT into whatever game is current and I see no reason we can't do it again. The improvements to the game play should make for a very fun season. Remains to be seen how the consoles will fare but hopefully we have parity and everyone can be happy for the entire run of the game. For me, it played great and I really enjoyed the challenge on Legend - will you have the same experience? We'll provide plenty of time for exhibition events and feedback before we launch into the new season. Is it Oct 11th/14th yet?
The more videos I watch the more I like Masters for normal tours and then legend for True Sim but with the added caveat that all assists should be turned off completely, it’d be great to have a tour for us nutty folk that like getting minced up and churned out by the game! TST could be that place!
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Sept 23, 2022 12:03:36 GMT -5
The top players in this game will eventually be shooting mid to high 50's including Legend. Every game version we start out thinking the scores will be higher, but eventually the best players perfect the swing and master the math and start with the crazy low scoring. This version will be no different and you can see how players on the streams who are leveling up are already greatly improving. Most of us will struggle initially learning the new swings and nuances, but we will eventually settle back where we have been previously. I think it is about time we play this game at the hardest level for at least the top tours. I know there are many players in the CC levels (having played there for the last season) that say they will not play the tours if on Legend, it is just too unforgiving, so maybe they play on Master, but dropping the numbers of players is not a bad thing in order to reduce the work load for the Admin and volunteers. As an aside, did anyone else think the sound of the ball chipping was a bit like hitting a plastic ball or was that just YouTube affecting the sound I heard? The ball flight and launch angle look to be much lower than 2KPGA21 and not realistic compared to real golf where ball launch is extremely high with low spin. Maybe that is elevated when you level up clubs and balls? Overall I love the new options for club and call characteristics and very excited about the new game and season. Hoping for some improvements to Multiplayer, but not holding my breath on that!
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Post by mrwhite1972 on Sept 23, 2022 12:24:18 GMT -5
I ordered the game last night in the UK, I notice it said this at the bottom of advert to do with societies. YOUR SOCIETY, YOUR RULES Rule your rough and control your Clubhouse with Online Societies. Make the game your own by managing tournaments and full seasons. Set up entry rules, requirements, handicaps, and event options. So look like you can tweak societies how you want? www.base.com/buy/product/pga-tour-2k23-ps5/dgc-pga23ps5.htm
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Post by Brenelan on Sept 23, 2022 12:36:15 GMT -5
...I know there are many players in the CC levels (having played there for the last season) that say they will not play the tours if on Legend, it is just too unforgiving, so maybe they play on Master, but dropping the numbers of players is not a bad thing in order to reduce the work load for the Admin and volunteers. I'd be curious to hear from the Admins on what their philosophy is on overall player load. More players assuredly means more emails for support with limited staffing. The API likely handles a great deal of the number crunching, and I don't see how that's more cumbersome with a larger player base. My sense would be that the vast majority of their work is on maintaining the societies, setting up the tourneys, picking courses/conditions, rangering, etc. I'm not sure that workload increases dependent on the number of players? Of course, I'm just guessing, and I know nothing really of where the bulk of their workload lies, and thus whether they are hoping to limit the number of participants overall.
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nameerik
Weekend Golfer
Posts: 92
TGCT Name: Erik Löfström
Tour: Platinum
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Post by nameerik on Sept 23, 2022 14:30:07 GMT -5
I ordered the game last night in the UK, I notice it said this at the bottom of advert to do with societies. YOUR SOCIETY, YOUR RULES Rule your rough and control your Clubhouse with Online Societies. Make the game your own by managing tournaments and full seasons. Set up entry rules, requirements, handicaps, and event options. So look like you can tweak societies how you want? www.base.com/buy/product/pga-tour-2k23-ps5/dgc-pga23ps5.htmI don't see anything there that wasn't in the last game. Hopefully we will see videos about societies soon
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nunzio0108
Caddy
Posts: 68
Tour: Challenge Circuit
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Post by nunzio0108 on Sept 23, 2022 15:36:29 GMT -5
The top players in this game will eventually be shooting mid to high 50's including Legend. Every game version we start out thinking the scores will be higher, but eventually the best players perfect the swing and master the math and start with the crazy low scoring. This version will be no different and you can see how players on the streams who are leveling up are already greatly improving. Most of us will struggle initially learning the new swings and nuances, but we will eventually settle back where we have been previously. I think it is about time we play this game at the hardest level for at least the top tours. I know there are many players in the CC levels (having played there for the last season) that say they will not play the tours if on Legend, it is just too unforgiving, so maybe they play on Master, but dropping the numbers of players is not a bad thing in order to reduce the work load for the Admin and volunteers. As an aside, did anyone else think the sound of the ball chipping was a bit like hitting a plastic ball or was that just YouTube affecting the sound I heard? The ball flight and launch angle look to be much lower than 2KPGA21 and not realistic compared to real golf where ball launch is extremely high with low spin. Maybe that is elevated when you level up clubs and balls? Overall I love the new options for club and call characteristics and very excited about the new game and season. Hoping for some improvements to Multiplayer, but not holding my breath on that!
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nunzio0108
Caddy
Posts: 68
Tour: Challenge Circuit
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Post by nunzio0108 on Sept 23, 2022 15:44:29 GMT -5
In your thread you said, I know there are many players in the CC levels (having played there for the last season) that say they will not play the tours if on Legend, it is just too unforgiving, so maybe they play on Master, but dropping the numbers of players is not a bad thing in order to reduce the work load for the Admin and volunteers. That's a very unfair statement to those who play the game on pro and that's as far as our ability goes. As a player of the golf club I take exception to your comment. I help support the TGC Tours monetarily and I hope they will take into account us players who have difficulty playing on master or legend. Having said that I won't know until I play the game and try out master or legend, maybe they make it more geared to us pro players. I hope you rethink what you said we are all in this game together.
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Post by mcbogga on Sept 23, 2022 15:56:16 GMT -5
Hey everyone - going to try and give my perspective on the game play side of things from my brief experience with PGA Tour 2K23. We have a pretty big section of players here and our settings can trickle down into other societies so it's a big responsibility to get them right the first time. With that in mind, I was focused on how far I could push 2K23 w/ difficulty and still keep the fun factor high and frustration low.
Wanted to give props to our 80+page thread on 2K23 in the Clubhouse section that started back in April. Definitely one of our better threads with how civil it's remained - so thank you all for that. I've decided to split off into a new thread as I wanted this to be easily found for people and not buried on page 80.
Basic Gameplay
Difficulty
I mentioned briefly in the other thread that I had played 90% legend and 10% master. Let's dive into that and you'll have a better understanding of what you should be looking to do once you get the new game.
One of the bigger gameplay changes in 2K23 is the wider grey tempo zones on the higher difficulty levels. This was something that was suggested to HB a while back - and apparently they agreed and added it here in the new game. I'm happy to say that my first impressions are that it works as intended, for me at least (this will be a common theme as I can only give feedback on what I experienced, your mileage may vary). My biggest issue with Master (and Legend) in 2K21 was the lack of forgiveness between a perfect shot and a terrible one. It was harsh - and I'm sure many of you have experienced a swing you felt was the same as the one prior, but give you vastly different results. This always led to frustration.
In 2K23 - the wider grey tempo zones give you more room to make average shots while reserving your worst swings for the worst tempo results. The shot dispersion on these grey misses is well done. I always found myself either on the green or around it - so you still feel like a pro player most of the time - when hitting grey tempo. Majority of the time I was left with a medium/long putt and you always felt you had a chance to make it to bail yourself out. Frustration levels remained low and hope remained high.
Specifically looking at Legend - it was very playable. When people wished for a sweet spot between Pro and Master (in 2K21) I now believe we have two options as I feel both Master and Legend fall in that zone. 2K23 Master feels like a medium sized jump from Pro on 2K21 and 2K23 Legend feels like a larger jump, but still better/more fun/less frustrating than Master on 2K21. My scores were consistently in the 8-over to 4-under range. Usually hovering around par. I was really trying to get used to Legend to see if it would be a fit for the entire tours - and I think it's so close. I was never frustrated and the more I played, the more excited I got at the prospects of it being good enough to be used.
That said, 2K/HB can still tweak things so I'm not committing to anything at this point. Just know that there's a zero chance we'll run Pro in 2K23 on the main tours. We'll run some exhibition events on both Master and Legend difficulties to get a feel for where everyone stands and make a call after we observe how everyone gets on (looking at you Xbox!)
Ball Physics You'll never please everyone in life - and the changes to ball physics/roll will likely cause some discussion. The biggest changes are on the greens and my personal opinion is that it is much improved. The roll of the ball is so much smoother now. It just rolls like a ball should - there's no coded in slowdown based on how slow you hit it (looking at you downhill putts of 2K21). This change is most reflected in downhill putts - you'll just have to experience them to see the difference. It's startling at first. It's something you will adjust to - and whether you love or hate it will likely depend on if your ball just rolled off the green or not. I'm a huge fan and think it will help bring in a bit more difficulty on the greens as you'll have to be mindful of downhill putts and putt weight.
Ball physics elsewhere seemed to be improved. Long irons/woods can bounce and stop quicker than in previous versions of this game. Ball flight is lower on the longer clubs so good luck hitting those drivers/3w out of bunkers with any type of lip.
Might as well throw the short game in here since the bulk of it is affected by ball physics outside of the change to chipping distance. Chipping distance starts at 25 yards so anything shorter requires a partial shot. That is a welcome change. Splash shots can only be used in bunkers. Flop shots may be the king of shots around the greens again - remains to be seen how they function upon release. Chips roll out quite nicely but that means that if you are short sided with a downhill slope - it's an extremely difficult shot to get close using a chip whereas previously it was pretty easy to chip in or have it spin/stop near the hole.
These changes to ball physics are very exciting to me. This is a situation where you have to remember that we're not one standard golfer anymore and if someone focuses on the shaping stat (includes spin) their results may vary.
Green Speeds In 2K21 I felt that there was room to go beyond Very Fast and still have playable greens. That there was some game play left on the table. That is no longer the case in 2K23. I think we've got a very good set of limits to play within with regards to green speeds. The slower speeds play well due to the new ball rolling physics and the fast speeds are deadly on any slope - so designers will have a good time making green complexes to fit their ideal speeds. Fast in the new game is 155 I believe. Welcome change in my books.
Player Stats/Fittings etc I think this is going to be a welcome addition to the game for quite a few people. It does put us into uncharted waters at TGCT so hopefully it is well balanced, and if not, is something that is patched/adjusted as needed. It's quite possible we'll be seeing Warzone style loadout videos for your golfer - showing the "best" setups to use. Hopefully there isn't a broken setup in the bunch so fingers crossed! The default archetypes definitely play different but it remains to be seen what a fully kitted golfer will feel like since they can all blend together depending on what you add to it. I didn't have the game long enough to see - spending less than half of the skill points available and a good chunk of my clubs not having fittings/stats on them.
Graphics Will keep this brief - it's a step up from 2K21 but not a next-gen step. Trees, lighting, objects, crowd - all improved. Since trees are so prominent on the courses it's something I noticed right away. Some of the others I had to view on a comparison pic to notice a difference but once I saw, you could tell it was an improvement. The game still looks good - it's not a revolutionary next gen jump though so if that's what you're hoping for, you'll likely be disappointed.
Other - I didn't have access to Societies so can't speak on any changes that may happen there.
- I had a handful of moments that rivalled anything I did in 2K21 all mainly due to the new ball rolling physics. I found it a lot of fun planning shots and using slopes on greens.
- I don't anticipate being able to lock out the player stats/fittings in society play so I'm going into it with an open mind and hoping it's well balanced and works as intended. It's likely going to create a bit of an imbalance for those that can't play as much out of the gate or join us mid-season. Eventually it should all balance out as everyone gets their golfer fully levelled. Just consider that part of your career where you need to build up your golfer to get up to speed.
- I did play myCareer but it's probably best to watch Seamount4Life's video of it here as he echoes a lot of my thoughts on it
- the best players will still be very good and shoot low scores - I feel the bulk of the members will be in the 5-over to 5-under range on Legend and a few shots better on Master on most course setups and think that will make for some great tournaments wherever we land on the swing difficulty.
Conclusion
We've always fit TGCT into whatever game is current and I see no reason we can't do it again. The improvements to the game play should make for a very fun season. Remains to be seen how the consoles will fare but hopefully we have parity and everyone can be happy for the entire run of the game. For me, it played great and I really enjoyed the challenge on Legend - will you have the same experience? We'll provide plenty of time for exhibition events and feedback before we launch into the new season. Is it Oct 11th/14th yet?
This sounds exiting - may have to come out of retirement from my virtual mediocre journeyman career on the true sim tour….
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Post by twofor22 on Sept 23, 2022 16:03:43 GMT -5
The top players in this game will eventually be shooting mid to high 50's including Legend. Every game version we start out thinking the scores will be higher, but eventually the best players perfect the swing and master the math and start with the crazy low scoring. This version will be no different and you can see how players on the streams who are leveling up are already greatly improving. Most of us will struggle initially learning the new swings and nuances, but we will eventually settle back where we have been previously. I think it is about time we play this game at the hardest level for at least the top tours. I know there are many players in the CC levels (having played there for the last season) that say they will not play the tours if on Legend, it is just too unforgiving, so maybe they play on Master, but dropping the numbers of players is not a bad thing in order to reduce the work load for the Admin and volunteers. As an aside, did anyone else think the sound of the ball chipping was a bit like hitting a plastic ball or was that just YouTube affecting the sound I heard? The ball flight and launch angle look to be much lower than 2KPGA21 and not realistic compared to real golf where ball launch is extremely high with low spin. Maybe that is elevated when you level up clubs and balls? Overall I love the new options for club and call characteristics and very excited about the new game and season. Hoping for some improvements to Multiplayer, but not holding my breath on that! Do you mean the chipping ball flight being high with low spin in real golf or just normal shots? The majority of my chips in real golf barely get two foot off the ground and have plenty of spin, unless I'm popping one up out of the rough.
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Post by martbloke on Sept 23, 2022 16:12:21 GMT -5
In your thread you said, I know there are many players in the CC levels (having played there for the last season) that say they will not play the tours if on Legend, it is just too unforgiving, so maybe they play on Master, but dropping the numbers of players is not a bad thing in order to reduce the work load for the Admin and volunteers. That's a very unfair statement to those who play the game on pro and that's as far as our ability goes. As a player of the golf club I take exception to your comment. I help support the TGC Tours monetarily and I hope they will take into account us players who have difficulty playing on master or legend. Having said that I won't know until I play the game and try out master or legend, maybe they make it more geared to us pro players. I hope you rethink what you said we are all in this game together. Probably is a bit of a bad comment to state if you can't play, see ya type of thing. But herein lies the issue. There are many players who play at different levels of difficulty. Some smash it because their dedication to learning the ins, outs, math, bag setup and so on is unreal, some not so much because either they have a valid reason for them not be able to be that good or maybe because people don't care enough to get that good and just play casually not taking it too serious. Issue is, how do you cater for all? Aside having different tours for different difficulties or having the lower CC 1 difficulty, the next up a different difficulty and the pro tiers on the top difficulty, there is literally no way to please everyone. You also can't say, "We'll use this easier difficulty because they are donating to us." At the end of the day it comes down to the admins and what they want their site to reflect. It's in my opinion that this was originally set up to be based on skill level and not golf on rails and so a more challenging difficulty is ideal for them. However, it would be 1 that is both challenging to separate the best from the rest, and is fair and fun for all, not making for a frustrating experience. It certainly will mean there will be a group of people that do not like what is chosen and it's then up to them what they want to do - try and play and progress or don't play. I had this dilemma in 2k21. It went Pro which for me, is just bore, bore, bore hitting dead straight all the time so I chose to not play because for me it's more fun when it's based on skill and challenging. For you of course this is your level and that's fine. We're all different. The admins have a choice to make and they will go with the majority when they set up their test events after launch and from what I'm hearing, it's either Master or Legend. Who knows, maybe, just maybe they get enough resource to split the tours by difficulty to try and please all - I don't think this will be the case though if I'm honest.
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Post by lessangster on Sept 23, 2022 16:12:55 GMT -5
The top players in this game will eventually be shooting mid to high 50's including Legend. Every game version we start out thinking the scores will be higher, but eventually the best players perfect the swing and master the math and start with the crazy low scoring. This version will be no different and you can see how players on the streams who are leveling up are already greatly improving. Most of us will struggle initially learning the new swings and nuances, but we will eventually settle back where we have been previously. I think it is about time we play this game at the hardest level for at least the top tours. I know there are many players in the CC levels (having played there for the last season) that say they will not play the tours if on Legend, it is just too unforgiving, so maybe they play on Master, but dropping the numbers of players is not a bad thing in order to reduce the work load for the Admin and volunteers. As an aside, did anyone else think the sound of the ball chipping was a bit like hitting a plastic ball or was that just YouTube affecting the sound I heard? The ball flight and launch angle look to be much lower than 2KPGA21 and not realistic compared to real golf where ball launch is extremely high with low spin. Maybe that is elevated when you level up clubs and balls? Overall I love the new options for club and call characteristics and very excited about the new game and season. Hoping for some improvements to Multiplayer, but not holding my breath on that! Do you mean the chipping ball flight being high with low spin in real golf or just normal shots? The majority of my chips in real golf barely get two foot off the ground and have plenty of spin, unless I'm popping one up out of the rough. Yeah the chip shot still flies to high in this game, in real life it’s usually just high enough to get over thick rough then run out like a putt even with Tigers input they have not quite grasped it yet.
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Post by Craig / Hendomedes on Sept 23, 2022 16:14:48 GMT -5
The top players in this game will eventually be shooting mid to high 50's including Legend. Every game version we start out thinking the scores will be higher, but eventually the best players perfect the swing and master the math and start with the crazy low scoring. This version will be no different and you can see how players on the streams who are leveling up are already greatly improving. Most of us will struggle initially learning the new swings and nuances, but we will eventually settle back where we have been previously. I think it is about time we play this game at the hardest level for at least the top tours. I know there are many players in the CC levels (having played there for the last season) that say they will not play the tours if on Legend, it is just too unforgiving, so maybe they play on Master, but dropping the numbers of players is not a bad thing in order to reduce the work load for the Admin and volunteers. As an aside, did anyone else think the sound of the ball chipping was a bit like hitting a plastic ball or was that just YouTube affecting the sound I heard? The ball flight and launch angle look to be much lower than 2KPGA21 and not realistic compared to real golf where ball launch is extremely high with low spin. Maybe that is elevated when you level up clubs and balls? Overall I love the new options for club and call characteristics and very excited about the new game and season. Hoping for some improvements to Multiplayer, but not holding my breath on that! Do you mean the chipping ball flight being high with low spin in real golf or just normal shots? The majority of my chips in real golf barely get two foot off the ground and have plenty of spin, unless I'm popping one up out of the rough. I think he's making two separate points. 1) Contact on chips sounds weird, and 2) Ball flight on shots looks really low. I didn't notice the low ball flight personally but I did notice the weird strike sound on shots.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Sept 23, 2022 17:16:37 GMT -5
Do you mean the chipping ball flight being high with low spin in real golf or just normal shots? The majority of my chips in real golf barely get two foot off the ground and have plenty of spin, unless I'm popping one up out of the rough. Yeah the chip shot still flies to high in this game, in real life it’s usually just high enough to get over thick rough then run out like a putt even with Tigers input they have not quite grasped it yet. I hit my 60 degree LW chips higher than in 2K23 but 60 degree is a lot of loft. A LW chip is not the same as a bump and run, ball flight on LW chips is pretty realistic in 2K23 from my perspective.
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Post by bigned56 on Sept 23, 2022 19:14:04 GMT -5
nothing new,very little change since 2019
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Post by zooby97 on Sept 24, 2022 4:08:15 GMT -5
nothing new,very little change since 2019 Really? So, when did you get your hands on the game?
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