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Everybody's Golf Arrives on August 29 For PlayStation 4 - Post Impressions

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Old 08-31-2017, 05:18 PM   #217
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Re: Everybody's Golf Arrives on August 29 For PlayStation 4 - Watch The New Trailer

Quote:
Originally Posted by aukevin
Is fishing just for fun or is there a benefit to it? I only have played one night, last night, and I didn't see much point to the Home area. As you open different courses do you have to walk to them in the Home area or do you just keep going to the tournament tent to play?
Fishing seems like it's a side activity but there are "Secret" VS Characters in the game so I wouldn't doubt that one or two are tied to fishing somehow.

You don't walk to any of the courses, the Home Area is just used for all of the Offline stuff. To the left of the Tournament Signup you can play any new courses you unlock in Solo Play. When you play Online you leave the Home Area and you walk around the actual course.
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Old 08-31-2017, 07:41 PM   #218
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Re: Why am I enjoying EG more than TGC2?

As others said, it's fun because it's a sim golf engine with an anime exterior, and has been for a very long time.

If you doubt the sim part, here's a list of things I have to consider before each shot that the game doesn't spell out for me:

Landing zone/wind/height/weather: You are shown a grid in the area where your ball would stop rolling on a 100% swing IF you were hitting straight there with no wind/elevation, but that's all. It's up to you to plan for wind and elevation changes, which often means moving up or down a club or two and pushing that landing grid far away from where you actually want to aim (the first time you come up 20 yards short of an uphill green on a 100% shot, you'll understand - we've all been there). Not to mention you need to know your carry distance so you don't end up plopping a ball into a lake just behind your landing zone with a low iron.

Oh, and rain matters. Big time.

Ball lie: Affects the percentage of your actual power potential that you'll get on your swing - which means that even if you max out the meter from the rough you might only get 60% of the distance you were expecting. And in certain situations you might even get over 100% (the dreaded "flyer"). And you aren't going to know how much you'll get until the impact - perfect impact does not = max % here. The game always tells you what the percentage range on a shot is (except for flyers), so you can do some math with the meter and figure out where you want to stop it.

Sway: This one's new to the series (or at least new to the front-end), and I believe it plays into the "control" level of your golfer. On impact a circle appears in the lower left club display that shows how well you struck the ball. if it's far off to the left or right, you can probably expect an unintentional hook or slice and the ball not going where you aimed. There's no way to control this other than the control rating - and that's only going to get better by leveling the club or using the Pin-Hole club (and sacrificing some distance). So, there's pretty much always going to be some degree of unknown in where the ball's going, especially on the lower irons and woods that are hard to build control on. This one aspect in the game is causing me to play a lot more cautiously than I did in previous installments of the series.

Putting: The tools are there, but putting is and always will be the hardest part of this game to master. You'll get the grid with the moving dots showing the slope of the green and the height change to the hole, but beyond that it's all guesswork. Often times you'll need to change to a more/less powerful meter on longer/uphill/downhill putts with the square button. Rain matters here too, btw.

Wanted to say something about impact, too. Getting perfect impact is what opens up a lot of the goofy stuff in the game - shots that run up the pin and drop in the cup, home in on the hole, etc. Through 344 rounds holes (I thought that seemed a tad high to be rounds) I have 43.8% perfect impact. So...if I was trying for that crazy stuff all the time, where would my shots be going for the other 56% ? Probably not where I'd want them to. Anyway, what I'm getting at is that the fun stuff has its place, but I don't feel like it takes over the game. You still need to play smart in order to score well.

Last edited by bcruise; 09-01-2017 at 02:21 AM. Reason: I can't math. Also, I haven't played over 300 rounds, though it sure feels like it
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Old 08-31-2017, 08:20 PM   #219
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Re: Why am I enjoying EG more than TGC2?

Quote:
Originally Posted by bcruise
As others said, it's fun because it's a sim golf engine with an anime exterior, and has been for a very long time.

If you doubt the sim part, here's a list of things I have to consider before each shot that the game doesn't spell out for me:

Landing zone/wind/height/weather: You are shown a grid in the area where your ball would stop rolling on a 100% swing IF you were hitting straight there with no wind/elevation, but that's all. It's up to you to plan for wind and elevation changes, which often means moving up or down a club or two and pushing that landing grid far away from where you actually want to aim (the first time you come up 20 yards short of an uphill green on a 100% shot, you'll understand - we've all been there). Not to mention you need to know your carry distance so you don't end up plopping a ball into a lake just behind your landing zone with a low iron.

Oh, and rain matters. Big time.

Ball lie: Affects the percentage of your actual power potential that you'll get on your swing - which means that even if you max out the meter from the rough you might only get 60% of the distance you were expecting. And in certain situations you might even get over 100% (the dreaded "flyer"). And you aren't going to know how much you'll get until the impact - perfect impact does not = max % here. The game always tells you what the percentage range on a shot is (except for flyers), so you can do some math with the meter and figure out where you want to stop it.

Sway: This one's new to the series (or at least new to the front-end), and I believe it plays into the "control" level of your golfer. On impact a circle appears in the lower left club display that shows how well you struck the ball. if it's far off to the left or right, you can probably expect an unintentional hook or slice and the ball not going where you aimed. There's no way to control this other than the control rating - and that's only going to get better by leveling the club or using the Pin-Hole club (and sacrificing some distance). So, there's pretty much always going to be some degree of unknown in where the ball's going, especially on the lower irons and woods that are hard to build control on. This one aspect in the game is causing me to play a lot more cautiously than I did in previous installments of the series.

Putting: The tools are there, but putting is and always will be the hardest part of this game to master. You'll get the grid with the moving dots showing the slope of the green and the height change to the hole, but beyond that it's all guesswork. Often times you'll need to change to a more/less powerful meter on longer/uphill/downhill putts with the square button. Rain matters here too, btw.

Wanted to say something about impact, too. Getting perfect impact is what opens up a lot of the goofy stuff in the game - shots that run up the pin and drop in the cup, home in on the hole, etc. Through 344 rounds (most of those 9-holers, probably) I have 43.8% perfect impact. So...if I was trying for that crazy stuff all the time, where would my shots be going for the other 56% ? Probably not where I'd want them to. Anyway, what I'm getting at is that the fun stuff has its place, but I don't feel like it takes over the game. You still need to play smart in order to score well.


I've played this more in 3 days than the whole time TG2 has been out. Not knocking TG2 but this game is money. Having a blast.


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Old 08-31-2017, 09:31 PM   #220
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Re: Why am I enjoying EG more than TGC2?

Love it - having a blast.

Between this, TGC2, Madden, F1 2017, and in a couple weeks NBA 2k18 and Project Cars 2... I'm in Video Game Heaven.
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Old 08-31-2017, 09:53 PM   #221
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Re: Why am I enjoying EG more than TGC2?

Quote:
Originally Posted by bcruise
As others said, it's fun because it's a sim golf engine with an anime exterior, and has been for a very long time.

If you doubt the sim part, here's a list of things I have to consider before each shot that the game doesn't spell out for me:

Landing zone/wind/height/weather: You are shown a grid in the area where your ball would stop rolling on a 100% swing IF you were hitting straight there with no wind/elevation, but that's all. It's up to you to plan for wind and elevation changes, which often means moving up or down a club or two and pushing that landing grid far away from where you actually want to aim (the first time you come up 20 yards short of an uphill green on a 100% shot, you'll understand - we've all been there). Not to mention you need to know your carry distance so you don't end up plopping a ball into a lake just behind your landing zone with a low iron.

Oh, and rain matters. Big time.

Ball lie: Affects the percentage of your actual power potential that you'll get on your swing - which means that even if you max out the meter from the rough you might only get 60% of the distance you were expecting. And in certain situations you might even get over 100% (the dreaded "flyer"). And you aren't going to know how much you'll get until the impact - perfect impact does not = max % here. The game always tells you what the percentage range on a shot is (except for flyers), so you can do some math with the meter and figure out where you want to stop it.

Sway: This one's new to the series (or at least new to the front-end), and I believe it plays into the "control" level of your golfer. On impact a circle appears in the lower left club display that shows how well you struck the ball. if it's far off to the left or right, you can probably expect an unintentional hook or slice and the ball not going where you aimed. There's no way to control this other than the control rating - and that's only going to get better by leveling the club or using the Pin-Hole club (and sacrificing some distance). So, there's pretty much always going to be some degree of unknown in where the ball's going, especially on the lower irons and woods that are hard to build control on. This one aspect in the game is causing me to play a lot more cautiously than I did in previous installments of the series.

Putting: The tools are there, but putting is and always will be the hardest part of this game to master. You'll get the grid with the moving dots showing the slope of the green and the height change to the hole, but beyond that it's all guesswork. Often times you'll need to change to a more/less powerful meter on longer/uphill/downhill putts with the square button. Rain matters here too, btw.

Wanted to say something about impact, too. Getting perfect impact is what opens up a lot of the goofy stuff in the game - shots that run up the pin and drop in the cup, home in on the hole, etc. Through 344 rounds (most of those 9-holers, probably) I have 43.8% perfect impact. So...if I was trying for that crazy stuff all the time, where would my shots be going for the other 56% ? Probably not where I'd want them to. Anyway, what I'm getting at is that the fun stuff has its place, but I don't feel like it takes over the game. You still need to play smart in order to score well.

Couldn't have put it better and would like to add that there is an additional strategy layer on top of what @bcruise mentioned when you face off against AI opponents (vs matches) where the winner is decided on points. You literally have to figure out how to plan and execute your shots so you get more points than your opponent. I learned this lesson the hard way when I lost a couple of holes despite hitting a par and a birdie and despite doing almost everything right. And at higher levels the margin of error is nearly non-existent with AI opponents making you pay for each and every error.

Oh and did I mention that you also need to determine the type of clubs and balls you want to select depending on the course, conditions and your opponent? I foolishly opted for clubs with more power but struggled as I lost control since getting "perfect impact" was nearly impossible. There are so many layers to the game - gameplay, strategy etc. - that once you think you've the game figured out, you get struck out by a curve ball.

Last edited by Alfie; 09-01-2017 at 11:20 AM.
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Old 08-31-2017, 09:54 PM   #222
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Re: Everybody's Golf Arrives on August 29 For PlayStation 4 - Watch The New Trailer

Quote:
Originally Posted by countryboy
I put in the code and it said I have Disc version installed and need to delete it before downloading.

I don't know if it will work or not but if someone wants to try the code they are welcome to it

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You could've sold the code and made a few bucks.
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Old 08-31-2017, 09:58 PM   #223
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Re: Everybody's Golf Arrives on August 29 For PlayStation 4 - Watch The New Trailer

Folks, does anyone know where do I pick up the item available in "Home Area/Hub" on Rank 3? Apparently I suck at finding stuff in the home area. Took ages to find extra "Power Up" on Rank 2 and have spent half an hour finding the new item on Rank 3 as well.
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Old 08-31-2017, 10:05 PM   #224
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Re: Everybody's Golf Arrives on August 29 For PlayStation 4 - Watch The New Trailer

Quote:
Originally Posted by Alfie
Folks, does anyone know where do I pick up the item available in "Home Area/Hub" on Rank 3? Apparently I suck at finding stuff in the home area. Took ages to find extra "Power Up" on Rank 2 and have spent half an hour finding the new item on Rank 3 as well.
I got you fam.

Spoiler


Just hit Rank 5. Man, this is definitely where the difficulty picks up. The new course has some really REALLY tiny fairways so with the 'sway' mechanic it can seem like RNG sometimes.

I can already tell that leveling your control is going to be HUGE for the harder courses. Having your contact off just a tiny bit can be the difference between a fairway and O.B.
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