2 years ago
Green grids
So why have I now got massive green grids which will severely impact ability to read putts ? Why am I unable to change this ? And what is it in the game that decides I am fit enough at putting for t...
@7AnimalMother wrote:
@BlackCat09522 wrote:
@ELF014 wrote:
@BlackCat09522 wrote:So I have to add those SP points to be able to do something that can be done in real golf irrespective of ability, that being, the ability to read a green ?
Not exactly realistic, is it ?
The whole game seemed to have been built around this premise. Why else would the RNG be so prevalent?
However, I don't find this concept terrible... and it might not be seeing the same criticism if it had been implemented on day one. You really do need a reason to add skill points to your character... you now have a reason to.
I play without skill points or green grids so I'm interested in how this will affect me?
Having earned all my SP points and having distributed them as I have seen fit, and bearing in mind that for a long time I placed none on putting (I currently have 4), it is ludicrous that I now have to strip back a ton of stuff, spending a lot of the relatively few coins I have, in order to free up the 24 SP points I need to get something back that I had since the game was released whilst not improving my putting accuracy at the same time. Hitting a straight line on your putts is easy even without a single SP point added on all levels.
As I said in my other post and as I am discovering on the seasonal sim right now, pitching on the green is the way to go. No doubt EA will soon remove this option.
I don’t personally have an issue with the green grid change, but your argument here is very valid. With this big of a change they should have refunded all skill points with this patch.
Their solution was to reduce the cost of retraining, which isn't a terrible idea considering how badly everything was conceived in the first place.
But it seems the 50 VC cost... might be broken. Kind of par for the course isn't it?
@ELF014 wrote:Their solution was to reduce the cost of retraining, which isn't a terrible idea considering how badly everything was conceived in the first place.
But it seems the 50 VC cost... might be broken. Kind of par for the course isn't it?
It's definitely broken...only a few attributes are currently able to be retrained now for 50 VC per point. Power, for me, currently costs 400 coins just to retrain one point, or 1800 to retrain all 7 I have. Driving accuracy skill costs 100 for me to retrain just one point. Putting costs 200 points for me to retrain one point.
As good as they are at writing patch notes, they are worse at actually implementing the changes.
@sroel908 wrote:
@ELF014 wrote:Their solution was to reduce the cost of retraining, which isn't a terrible idea considering how badly everything was conceived in the first place.
But it seems the 50 VC cost... might be broken. Kind of par for the course isn't it?
It's definitely broken...only a few attributes are currently able to be retrained now for 50 VC per point. Power, for me, currently costs 400 coins just to retrain one point, or 1800 to retrain all 7 I have. Driving accuracy skill costs 100 for me to retrain just one point. Putting costs 200 points for me to retrain one point.
As good as they are at writing patch notes, they are worse at actually implementing the changes.
Maybe the patch notes are the goal. They just haven't achieved it yet.
With software in general these days I wonder if the issue is more with QA. They just don't test like they should... they leave it for the consumer to find the bugs for them.
There used to be pride in the products you released. Now the mindset is we will just send out a patch if there is a problem.
Back in the day when we walked a mile uphill both ways to school in the blinding snow. You had to get it right... because you couldn't patch a game cartridge.
By the way school was a mile uphill, and I did it 3 times a day. Home for lunch.. and back up after dinner to play ball.
Times are different.