@BuckHasTheBook wrote:
What I want is the actual act of swinging to be something you have to get good at... and for it to have nuance that impacts things shot by shot...
Like the pros, I want the chance of some bad swings, not perfect shots, in the trees..
Even the worlds best have to stay up on the swing and being dialed in -- that should be in this game also.
Otherwise why not just have a button to "swing" once you've put the arrow where you want?
I want a game that is like golf -- not one that just "looks like it"
It’s disappointing….. EA’s taken something out of the player’s hands that Pro’s work tirelessly for hours on end to perfect and then stated this:-
‘Ultimately, we decided that allowing the aim marker to set the length of the swing, more closely aligns with how professional golfers are able to feel and judge distance on their short game shots. What we’re doing instead of this, is limiting the movement of the aim marker depending on the shot type. For example, if you’re trying to hit an approach shot that’s in-between clubs, you won’t be able to pull back the aim marker to the perfect distance.
Instead, you’ll now need to either learn how to use shot shaping or use other shot types like Knock Down or Finesse to fill that gap in your bag.’
So in summary putting a ridged backstop on the swing more aligns with feel & distance judgment..? That’s just a head scratcher of a statement.
It’ll get stale real quickly even on simulation difficulty but the reason partials are left out is the markers position is baked into the downswing speed required to hit perfect shots.
What I’d like is the development team to look at increasing the over swing window on all aim marker adjusted shots. Let error percentage increase to 20-30 % over swing causing the ball to miss the target by a considerable distance as 5-10 % is not penal enough.