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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/tiger_woods_pga_tour_13/images/icon_minipost_new.gif?v2.26) 12/21/2009 07:11:27
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epic-uk
Joined: 04/08/2009 08:32:54
Messages: 375
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Pros have to be made able to tune up and get as high as made up guys ,as it stands pros are just a waiste of time on the disk when you can drive the ball 50 yards further than the biggest hitters in the game like daly it makes a joke of the game.
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/tiger_woods_pga_tour_13/images/icon_minipost_new.gif?v2.26) 04/21/2010 14:01:35
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knightmt
Joined: 07/17/2009 06:24:38
Messages: 18
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ps3.epic-uk wrote:Pros have to be made able to tune up and get as high as made up guys ,as it stands pros are just a waiste of time on the disk when you can drive the ball 50 yards further than the biggest hitters in the game like daly it makes a joke of the game.
Totally agree.
As said before power should come at the cost of accuracy.
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/tiger_woods_pga_tour_13/images/icon_minipost_new.gif?v2.26) 04/30/2010 14:29:18
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sjcup09
Joined: 12/20/2008 03:32:16
Messages: 1838
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ps3.epic-uk wrote:Pros have to be made able to tune up and get as high as made up guys ,as it stands pros are just a waiste of time on the disk when you can drive the ball 50 yards further than the biggest hitters in the game like daly it makes a joke of the game.
agreed x3- The other thing that I did not like was how fast i was able to upgrade my player. Im not even close to what you would call a hardcore player, but I do play often, however I found in like one weekend of pretty casual gaming my player was almost maxed out, and left little to be accomplished imo. It was too easy to jack your stats up at then end of an event with the practice scenarios. Id like to see it take longer to max your player out. Right off the bat I was easily winning the tournements, beating Tiger by several shot over a 2-day period. Also, things like landing in the bumker, and in the rough should be more difficult to get out of. Right now it seems like hitting into the sand is about the same as hitting into the fairway.
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/tiger_woods_pga_tour_13/images/icon_minipost_new.gif?v2.26) 04/06/2011 18:13:20
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carlmii9585
Joined: 04/04/2011 02:31:55
Messages: 3
Location: Somewhere in the United States
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Hi,
In your video you state you are the Guy to see for XBox360 and PS3.
Is this discussion open or applicable for The Wii platform also???
There are a few items I would love to toss my input into, but I don't want to cloud the waters with another platform unless Its OK.
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/tiger_woods_pga_tour_13/images/icon_minipost_new.gif?v2.26) 04/07/2011 10:22:02
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EAcom Golf Tim
Moderator
Joined: 03/10/2009 17:18:42
Messages: 4950
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carlmii9585 wrote:Hi,
In your video you state you are the Guy to see for XBox360 and PS3.
Is this discussion open or applicable for The Wii platform also??
360/PS3 only. We have a full blown Wii forum for TW here....
http://forum.ea.com/eaforum/forums/show/554.page
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/tiger_woods_pga_tour_13/images/icon_minipost_new.gif?v2.26) 04/19/2011 09:06:48
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SNAKExEATER4545...
Joined: 05/11/2010 21:02:52
Messages: 152
Location: Greensboro, NC
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How about give the player a choice between using equipment that boost attributes and those that want to use all the extra XP they have leftover. I have something like 1.4 million just sitting there doing nothing. And I would guess others have much more than that. And maybe with the pro shop have an option to have percentage boost or non-boost on all equipment. Then everyone could have access to the same equipment.
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/tiger_woods_pga_tour_13/images/icon_minipost_new.gif?v2.26) 05/15/2011 13:27:07
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Greg13666
Joined: 05/15/2011 15:16:14
Messages: 1
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I'm wondering if a dynamic, background running attribute system would be an idea to consider?
I mean, you've got your generic attributes that you can put points in and that's fine, but to me it just feels like you're not truly progressing as a golfer. A few new points in X block and I get a few few extra yards. Yay!
Why not have a background running XP system based on each club in your bag? The more you use a particular club, the better and more proficient you get with it. For example, the Driver. I might use mine 12 to 14 times during a round. Have the default brand new character start with maybe a 225-250 yard range. Over the course of a match, award 10 xp for a FIR, maybe 6 if you hit the first cut, 0 if you land in the rough. There's room for constant improvement but no penalty for being just off. The primary Driver attributes affected would be power and accuracy. Just don't set to curve so far out or so close. I'd hate to have to take 2 real years to become a big hitter, but it shouldn't take a week either.
On and on down the line, the more you use a particular club, the better you get with it.
With the inclusion of caddies, this would help them as well. They'd be pretty stupid out of the gate, but as you get better, they could make better shot suggestions.
It would make the earlier rounds of career mode that much more important because you'd almost want to complete as many of those events as possible before jumping onto the tour and getting your butt kicked in.
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/tiger_woods_pga_tour_13/images/icon_minipost_new.gif?v2.26) 05/24/2011 08:17:38
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XMKLX
Joined: 05/24/2011 09:44:04
Messages: 0
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Recentally purchased TW11 and it is the worst golf game since Jumbo Osaki and PGA golf made the scene for the original nintendo which I still have. Club yardages,wind direction, direction when hit, out of bounds shot are so scattered it's very difficult to play a good round. Lately I have noticed greens don't always break in the indicated direction. EXample:Sawgrass no.6-100yards to hole-11mph wind in face and left-83-85% lie-sandwedge 125 yards(that would be 106.25 yds @ 85%, w/no wind) factor in wind about 100yds at 100% hit. Shot goes 131 yards and OB. EX. take a shot on another hole hit is 21 degrees left(when 2 vectors are added, ie. face closed 9degrees 12degrees on swing in same direction)-wind is 6mph left ball lands to right of green. Position of ball and swing vectors create a V. I can cite 100's of examples. The game is full of BUGS. XMKLX
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/tiger_woods_pga_tour_13/images/icon_minipost_new.gif?v2.26) 05/26/2011 01:34:45
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SCollier
Joined: 05/26/2011 03:28:00
Messages: 1
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I'm not really excited about the attribute system. In order for my player to max out I have to wear the Hammer Head outfit and equip the Hammer Head equipment. I am an avid golfer and part of the fun of this game is playing around with all the customizations. I shouldn't have to sacrifice skill for customizing my player. If I want to rock the same gear I have in my bag or some of my Loudmouth pants collection (where are the shorts by the way?) while online I have to play below a level that I could otherwise achieve through game play. I have played every. single. Tiger Woods PGA game. If you had allowed for this in the game I would be able to give the 10 out of 10. Definitely something you should address.
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/tiger_woods_pga_tour_13/images/icon_minipost_new.gif?v2.26) 06/26/2011 22:00:49
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redmicasupra
Joined: 11/25/2010 22:33:36
Messages: 60
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I would love to see attributes be fully customizable right away. I know most people would just max out their golfers, but if that's how they want to play their game they should be able to. For online players who don't want to play against a maxed-out guy, there should be a way to see the ratings of an opponent before you choose to play them.
Another possible issue is that by eliminating the need to level up, gamers would be less interested. But I think the fun of the game should be the actual playing of the career and not the leveling up of the golfer. I find it really annoying to have to fudge the difficulty just so you can compete in a tournament while only driving it 240 yards, and then have to gradually make it harder because your player gets better.
And if you ever feel the need to add another custom golfer, they would be able to compete with your older created golfer right away.
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/tiger_woods_pga_tour_13/images/icon_minipost_new.gif?v2.26) 10/14/2011 21:40:02
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buzzzy8824
Joined: 10/14/2011 23:29:13
Messages: 1
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how do 2 created golfers on quick play use 2 conrtollers not just share one
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![[Post New]](http://cdn.forum.ea.com/eaforum/templates/default/skins/en_US/tiger_woods_pga_tour_13/images/icon_minipost_new.gif?v2.26) 01/14/2012 10:52:03
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Lnin0
Joined: 04/21/2011 16:44:35
Messages: 4
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Attribute points should be capped so players cannot max every category. Building a character should be a balancing process. Choosing to max one area means something else doesn't get attention.
Attributes should not artificially inflate stats. A power player should not mean you can hit further than superman. A power player should, if they do their mechanics all correctly, drive the ball a long way but still relative to real world players. While there can be some stat boosting, in line with reality, it should not be the primary focus of building out an attribute (see next).
Attributes should enhance the play mechanic. Maxing the power attribute should mean the gamer actually gets more leeway for error when performing the power mechanic. Building out accuracy means the gamer is afforded more room for error in their swing mechanic so they don't hook/slice as easily. Putting attribute grows a longer sight line mechanic than someone without. Gamers with recovery built up see less of a bad lie effect on the ball. Attributes should be focused on lessening the mechanical 'risk' when a gamer is going for a reward shot. Of course, this means gameplay mechanics actually have to have built in challenge, a risk-vs-reward, to begin with and I think that is what TW as a whole is lacking.
All attributes need meaning and balance. This is a balancing act the developer needs to flesh out. Just as a good fighting game is balanced you need to ensure that each attribute has a strong meaning. If one or two are overpowered then there is no point to having 11 because people will always gravitate to the two they see the most effect from. If that means having 5 attributes instead of 11 then so be it - just make them meaningful and balanced.
Attribute points should be generic. Points should be from a general pool and the player then decides how to distribute them and build their character. Don't force a player who has trouble performing an action do that action to build up an attribute. Let the player who cannot putt well dump his points into putting to overcome his shortcoming. Don't force him to do a bunch of putting drills he is not good at and hates.
Attributes can make up for shortcomings in gameplay. If you are not confident that the gameplay alone is enough to keep gamers challenged and enjoying your game for a long time to come then go back and fix the gameplay. Don't think grinding for attribute points will do anything to make your game good. Ask yourself if the game plays great without any of this attribute nonsense.
Attribute points should be granted when you build your character (see above). Everyone has different schedules so why should someone be at a disadvantage because they cannot play as often as others...aren't they already at enough of a disadvantage? If they must be used as a 'reward' then they should be something rewarded quickly and through general gameplay. Because attributes are capped and there is no super max player many people will find it fun to try different character builds.
This message was edited 2 times. Last update was at 01/14/2012 10:56:35
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