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News

Everybody’s Golf Related News

Halloween Items in the Shop

Looks like we have some new items available at the shop. You can buy them from the in game shop easily with coins….

Additional Download Contents 「Halloween Costumes」

During the limited time you will be able to purchase Halloween parts from the in game Shop.

<Limited Event Period>
2017/10/10 Tuesday ~ 10/31 Tuesday

 

<Available Parts>
Ghost Cloth / Pumpkin Mask

20171010-newmingol-02.png

Frankenstein Mask / Witch Dress & Hat

20171010-newmingol-03.png

Three type of Face Paints (Skull, Cat, Tears) 

20171010-newmingol-04.png

<Price>
Each part is 500 coins with all parts total to 4,000 coins.

 

Source: 『New みんなのGOLF』にハロウィンがやって来た! 「ハロウィン衣装」を期間限定で配信開始!

Participating in the Strongest Mingolfer eSports Tournament

In Japan there is a regional tournament happening along side the PlayStation Festival for New Minna no Golf. Earlier this month there was Four Daily Ranking Courses which were being monitored for entry selection to the tournament event.

I recorded my attempts at the dailies for those who wanted to see what it is like or how far I would go to compete with the other entries.

First Entry Attempt:

Personally not a fan of the settings that I have to play in to compete… Custom Clubs, Triple Just Impact and Eagle City. It’s just a game of luck here.

Second Entry Attempt:

I quite like Alpina as a course, but it has way too many drive able Par 4s even without Custom Clubs. Also during this day it was also Open Course Bonus so it was hard to tell if someone was attempting tournament entry legitimately or just doing it for their daily bonus.

Third Entry Attempt:

Canaloa was definitely a much better course to test some skills… most of the eagles required a little skill to maintain them consistently if you were trying to get a good score. I kind of had trouble on 8H and lost a few good attempts and Aces/Hole in Ones that I had made on the Par 3s early in the round.

Final Entry Attempt:

I found Vortex Valley a lot easier than Eagle City for some reason… maybe because the Course is well designed and offers a decent challenge and fun balance…? I wish the last shot hit the pin though.

Well hope you enjoyed a look into the series of dailies I had to play to get an invite to the PlayStation Festival event. My thoughts overall about this though is that it kind of isn’t very fun that in order to put up a good score we are forced to play with Custom Clubs and Triple Just Impact Balls. It was also very eye opening to find out that the ball was very easy to farm through fishing and how boring the game can be if everyone was expected to Eagle every hole.

New Everybody’s Golf: In-Depth Guide to Custom Clubs

Disclaimer: We are not responsible for the time lost, financial damages or your choices made after the knowledge you gain from reading this guide.

Many of you have probably reached Special Rank in your game progress and gained access to the Custom Club or what the developers consider as Solo End Game for the player.A few people have requested or asked about what they should do about the Custom Clubs and how it all works, it was probably best to write a guide about it and explain it in detail.

What is Custom Clubs?

It is the part of the game that changes your character progress so that you are either unique in your own way or a power house that lands all the Par 4 greens from the tee.

Custom Clubs can allow you to increase the stats of your character to double of the maximum. In essence you can think of a maxed out character as only being 50% complete, because a maxed out character has a base status of Power Lv.25, Control Lv.15, Spin Lv.15 and Kurukuru Lv.10 [Backdoor]. Which are the same maximum values of a Custom Club.

Can We Upgrade Custom Clubs Freely?

The Limitations are currently that you only have 11 chances to Level Up the club to the status you desire. While the potential is that a custom club does have a maximum of [25, 15, 15, 10], this is not possible as we theoretically have only 33 Levels to work with… Each time you choose to level up your clubs there is a chance that you will only get a upgrade of 1 to 3 levels. So on average you’ll be looking at a Custom Club that is maxed at Lv.22.

Anything above Lv.22 is considered a decent roll. However each Custom Club has it’s potential already laid out so it is best not to think of yourself as unlucky, but the Custom Club you received was not fitting for your needs. What does it mean when I talk about the potential of the club? This means that no matter what route you take, the maximum value you get per upgrade on one stat is already set. Simply put if we have a fresh Custom Club and try to upgrade it fully it’s potential total levels could be Lv.24, but because you chose to put all the upgrades in Power it ended up being a Lv.16 Power Club as the last 4 upgrades were increments of 1.

How do I know the Potential of my Custom Club?

Finding the potential of a Custom Club is a tedious process. As the disclaimer has been noted, you are responsible for your own actions… The reality is that even with this information, if the Custom Club potential doesn’t fit your needs… there is nothing you can do about it but finish leveling it and recycling it.

You will need to backup your save data before you upgrade your clubs, then upgrade each status 10 or 11 times and take notes of the number of levels per upgrade. Also it is not recommended that you use S-Tickets, but again the disclaimer has already mentioned we are not responsible for your actions… data or financial loss.

Now you will end up with information in this format:

P: Lv. 22 [3, 3, 3, 3, 2, 1, 1, 1, 1, 1, 3]

C: Lv. 15 [3, 2, 2, 3, 1, 3, 1]

S: Lv. 15 [2, 3, 1, 1, 3, 3, 2]

K: Lv. 10 [3, 2, 1, 2, 2]

You now have the Potential Data of your Custom Club.

What is the point of Potential Data? Isn’t the Upgrades Random?

Think about it, if you were the developer and you want people to spend money on a part of the game… would you let people cheat their way through? Now reload your save data and upgrade your clubs… What numbers came up each time you upgraded?

No matter what you do, you cannot escape the fate that the Custom Club you have… but at least now you can get the most out of it right?

In our Custom Club example, it ends with Lv.22 Power if you put all 11 upgrades into power. You may think that Lv.22 Power is great, yet the reality is that it is only an average club, because Lv.22 total stats is just the same as rolling 2 for 11 upgrades.

You would potentially have more stats if you had stopped after 5 upgrades into Power [Lv.14] then upgraded 6 times in Control [Lv.14] giving you a total of Lv.28 on your Custom Club which now makes it a high end above average custom club. Sure we could have squeezed even more out by using the last 2 on Spin and Kurukuru giving us Lv.29 Custom Club, but most people would probably find Control has more weight than those other two status.

What should I be doing then? I want Custom Club with Power Lv.25!

Well getting Power Lv.25 isn’t that hard at all, what you want to do is have as many Blank Custom Clubs available to you. This allows you to work out the potentials of each club and choose which to keep and which to recycle. Continue to recycle the ones that aren’t useful to you and keep the ones that have high overall Lv. or that suit your needs.

Since we can get 2 extra sets without spending money, it is best to unlock these two first. If you’re happy with the potential of these two then you can just work with those… otherwise you can go the extra mile and get the last 2 sets available from the Store.

What does Recycling do to the Custom Club?

The game words it in a way that if you recycle the Custom Club that it will become better or something, there is no solid evidence of this unless the potential rolls get better with each recycle I would say that recycling just gives you a new set of potential numbers for you to work with. It could be better overall Lv. potential but it might not be the status you were hoping for.

Also don’t even think about trying to game the recycling system because it is designed to prevent you having any randomness in your Custom Clubs and force you to completely use 10 upgrades on them before you can recycle. This is part of the business model which means you either grind your time in game collecting gems or pay for those S-tickets.

What kind of Custom Club should I be trying to make?

If you’re just trying to complete the trophies in this game, you don’t need to have a crazy Custom Club to do the Condor on 12H Alpina Regular Tee. If you can reach about 350y or 360y the wind and water skip and some luck will carry you through. Power at around 17+ should do the trick for that…

Ideally if you plan to get the most out of this game, you want to achieve one Lv.25 Power Club. Next you would want a high power and high control club… with the rest of the clubs you can just experiment with the potentials and recycle until you get one that is better than another club you have previously made. Once you have found a better one just recycle the other and keep going until you obtain a club that is a total Lv. 30~33.

Why would anyone put upgrades into Kurukuru? [Backdoor]

Maybe you’re bored and it was something to try out since it is easy to max it out with only 10 levels to put into it.It does make putting a lot easier and you can probably get more than 11 loops around the cup with a good shot.

The Kurukuru Lv. helps with putting and in general chips that lip the cup, will likely go in even though it seemed unlikely. You can think of it as the Luck status of your character.

Is there any negative effects for using Custom Clubs?

It does confuse me why the Custom Clubs have no real balancing involved. If I had designed the system, I would have made it where if we take less risk for an upgrade our club gets average stats but if I wanted to go over average then I would risk that my clubs have a chance of receiving negative attributes. Example: Upgrading Power for a Guaranteed 3 Lv.s will have a chance of losing Impact stats making my club harder to hit the sweet spot during the swing.

When you use a Custom Club for awhile it does eventually need repairs, however the negative effect if not repaired seems to be that you cannot see the Flag marker on the power bar, which is not a big deal for players who know what they are doing. This means you can effectively use the clubs as long as you want without spending gems or S-tickets to repair them at all.

Any last hints or tips?

This guide was written with the idea that the knowledge will help you make better decisions, the point is that while you may be able to collect potential data on your clubs the fact is if it isn’t the club you want you just recycle it. Use the club, don’t repair if you’re going to recycle it… save the gems for another upgrade.

Also remember that 25 or 10 are not divisible by 3… so don’t go spending that last upgrade on something that will only give you 1 Lv. because you lucked out getting 3s all the way so far.

If you collect gems daily, it only takes around 30 minutes do go through all the open courses. Which results in a new Custom Club every 4 days. Once more courses are added to the game, it maybe just 2 days per new club. Remember if you are taking too much time to find the gem, just skip it and do a challenge to get your missing gems. Challenges can take 5 minutes if you skip shots and play fast.

Hope everybody enjoyed this guide. If you have any other specific questions or need help with something else… drop by on the Discord Channel and you should get a very quick response to your issue. I’ll be adding a video and some images to the guide later to make it more visually appealing to read.

Good Luck with your Custom Clubs!

New Minna no Golf Review [Patch 1.07]

Though I should have probably started from Patch 1.04 or even the Closed Test Server [1.03] Review… I think it will be a good idea for me to write down my opinions of this game as it progresses and as someone who has played the series for over a decade. To many of you this game is just a golf game, but for me it has done more than just provide me entertainment when I am looking for something to play.

It has been 5-6 years since we last had a main series Mingol released. [PSVita release 2011 and then was made available on PS3 with Cross Play in 2012] Since then we were teased multiple times of the game coming to PS4. Now that the game has been out for nearly a month and most players who have put all their time into the game are now seeking new things to do while we wait for the next big patch.

To review this version of the game, I will be separating it to sections and then add together the ratings to form a complete score. Each section will explore the game thoroughly and I will do my best to address the topic from a player/developer/designer point of view. This means I will cover a point from how I feel as a player, defend developer choices and what design choices should have been made if I were to change the flow of design. Now with that said, let us begin.

Presentation

The New Mingol logo and title screen menus look great and very suitable for the Mingol series. Other than the in game Menu window the overall game looks great and feels fitting for a Mingol game. I wouldn’t say it is their best presentations… granted they are trying something different with the My Character design, but it could be stretching it a little further than they can reach with the resources they had.

Score: 7/10

User Interface

I have mixed feelings about the interface because as a player I don’t feel too bad about it, everything works fine and there is enough information for me to make an educated shot. The menu that we access to do everything is so generically simple, it is probably why the developers made it the way it is… but personally as a designer, I feel that the menu was poorly made. One thing that made Mingol 5 great was that the menu was responsive and easy to navigate to where you wanted to go, in this version however… I feel the flow of the UI doesn’t work well at the moment and is unresponsive at times.

Typing with the Keyboard puts up a huge software keyboard on screen which disrupts the view for watching other players shots during Game Rooms.

Score: 6/10

Game System

The game currently has a very simple single player and online modes. In a way you could say there wasn’t much effort gone into the single player challenge mode as it is basically the same all the way from the start to end. Two challenges per rank and upon reaching a milestone you will unlock a character to play against and gain their assets to create your own character with.

Most of the time your character hangs within your own Offline World Hub… which while it is pretty cool, it gets old fast once you’ve completed everything. No new Daily Vs. Match appears once you have defeated all revenge characters, a wasted opportunity as I would have thought a cool thing to have done was let us play a randomly generated character, the script doesn’t have to be unique either… just have say Hikari or Suzuki introduce the person as a fan/gallery member who wants to play us. Upon defeating you gain bonuses for club levelling and gain the opponents assets. This would help people complete their character levelling and maybe collect parts without having to grind the challenges.

Score: 6/10

Online System

What Online System?

It’s a little confusing as to what they want the players to do Online at the moment, there is no reason to play game rooms if they are unofficial and other than getting parts for character creation or collecting gems, the Online System doesn’t encourage community play or social connectivity. It is pretty hard to navigate menus to meet up with friends or even meet new friends…

Score: 5/10

Game Engine

Ever since I played the Demo versions available at TGS and during the Closed Test, I could tell this engine was going to be very fun and enjoyable to play the game with… though with that said there are a few bugs and weird things that I feel could have been tuned a little better. This game engine plays very similar to that of Mingol 5, with a few differences such as Cart way Physics aren’t forgiving or frictionless to the point a ball will randomly stop even on a slope…

It appears the game is programmed to stop a ball simulation if it rolls for too long, I’ve had a ball go orbital around a tornado cup for so long that the game gave up simulating it and it stopped inside the tornado even though it was still supposed to be in motion with momentum and that the tornado was close enough to pull it in.

Water skips no longer increase the distance of the ball when skipping and in fact it slows down the ball, which is interesting because physically this is probably closer to reality. Whether a ball skips or not is still subject to the angle of entry more than the type of spin, as hitting an Ultra Top Spin does not increase the number of skips or make it easier to skip a water hazard.

Ultra Spins are back in the game, however there appears to be a bug or is it a feature? Ultra Side Spin does not activate Spiral. If this is not a bug, they should make it the way we can activate Homing Spirals… otherwise it should be patched so Ultra Side Spin does activate spiral.

Back spins itself seems to have been buffed to a ridiculous degree, even missing impact can yield a Homing Shot. So it feels that Spin status is not worth as much as the other two status Power and Control. It would have been better to make Spin itself a more balanced status and so that it would be more interesting to build the Custom Clubs.

Super Just/Perfect Impact appears to be no longer in the game, those who are unfamiliar with this term it is basically a perfect hit where all the stars align and you get dead center control and maximum lie % on the shot. Without this ability in the game, it means Control status is now more valuable than it was in the other games. I guess it just means in this game we go for Control instead of Spin, which was something that we did in the other versions.

Rabbit/Turtle shots are still in this game, don’t rule them out… how they function seems to be different with gains of maybe 10y when doing it right.

3 Click Putting and Kurukuru… Personally I welcome this change, but it does drop my Impact ratio. They did buff Kurukuru a lot in this version, I’m not sure if someone decided it after watching many videos of point matches I uploaded that having Kurukuru activate more often is more fun. It does lower the skill level required to hit them however the result is more people can get more putts in and that feeling of seeing Kurukuru does give a bit of a rush to the brain. While it maybe easier to hit them now, I do kind of wish they made it only activate if you pulled off a Just or Perfect Impact. [For reference: Kurukuru only used to activate only for Super Just/Perfect Impacts, which is sometimes just random variable in other versions of the game.]

The new ball drop system where if you end up in a hazard or need to drop your ball seems to be a bit random, some situations can be really beneficial while others are totally just make the situation worse. More often than not there is too many of the Man Made Obstruction and no penalty situations which while being better than Unplayable or OB, seems a bit too forgiving or over sensitive at times. [In Mingol 6 most of these things would just be unplayable with penalties.]

Points system seems to have been changed… we have yet to determine how balanced this new system is however all special chips have now been balanced in a way that the points rewarded are quite similar and that doing a more impressive version yields better points.

Hopefully patches will iron out some bugs and changes. Overall for this section for now I am going to give it a Score: 8/10

Course Design

As of Patch 1.07 we currently still only have access to Seven Courses with two of which are re-imaginations of Classic Mingol courses. Those will not be used for the evaluation of this review. While the Open Course aspect of the game is a key feature of the Course Design, many of the courses are either on par or just shy of the quality of the Courses in Mingol 5.

Graphics of the courses looks stunning of course, but there is a few areas on some courses where there is massive frame drops and unnecessary objects that ruin the experience of the courses. A few holes also just feel like a blatant rip off of another hole from an old course, example: Hole 14 in Eagle City is just a copy of Hole 14 in Ayamegahara [Highlands] of Mingol 5 with an added Bunker hazard in your way.

Even so, the designs of the courses are very enjoyable as long as you aren’t using Custom Clubs Power Builds to ruin the experience. It is very cool to be able to run and drive around on the open course and play each hole how you see fit, but the Menus and Quality of Life for the Open Courses could be improved.

While Imperial Gardens is no where near the epic feeling of Crown Links from Mingol 5, it is still a difficult course to navigate and can prove to be a challenge. The other intermediate courses were also quite well designed and challenging too, so the balance on the release courses seem quite good so far.

Score: 7/10

Character Creation

I have always said that the future of Mingol was to have us create our own Characters and let us choose the stats for them from an stat allocation pool, though this system may not be what I would have created, they did a really impressive job with the Character Creation side of the game. You can make some really impressive characters or even make characters from other games and media, which it self becomes a small end game for some players. While there is still room for improvement, I would say for their first custom character creation system they surpassed many players expectations.

Score: 9/10

Visuals & Graphics

Visuals for the game is a little mixed. We have courses which are made with attention to detail yet a character creation system that makes characters that don’t fully fit into the environment because their animations aren’t as smooth as their surroundings.

Game Menus could have been done better and not look like a old school RPG game in the 8-bit era.

We could have potentially had better loading times if we had a classic title screen interface to access different modes and then if we were to go online we would start in our Hub area and other people could also be in that Hub area. Think of the interface of Mingol 5 and how colourful it looked navigating through it.

While the game could have been only in development for about 2 years, the gap of time between releases makes us believe otherwise which is what hurts the overall visuals and graphics most. This is because the game is on the PlayStation 4, yet if it wasn’t for the beautiful open courses it would just look like a PS3 game. So much time was given to the production of this game… and it feels like it doesn’t deliver for the amount of time we had waited.

Score: 7/10

Sound & Music

There are a lot of people who tend to turn off the music or sound for this game because they don’t really care about it, but for those that do listen to the music of this series you may notice that the music just doesn’t sound right? Since New Mingol was set to be an international release, it appears they decided not to go with the Mingol Style of music and just try some generic mash up of music… which sounds alright but I think whoever makes the decision about the music needs to go listen to music from other games or just the classic Mingol games.

So much of the classic music from the old games is so iconic even I can remember how they start or sound like, but I have trouble trying to remember the course music in this game. At least their main theme of this version is catchy enough to stick, but I wouldn’t count that as a praise towards the sound department of this game.

Voice Packs [Japanese] for the character creation is quite good, though I hope they plan to release more voice packs or character actions in future patches and downloadable content because it seems like there are people who are willing to fork out money for characters they would like to see, such as Gloria?

While writing this section I have still not been able to recall how any of the music starts on the Open Courses… which kind of sucks right? You can just name any of the old courses from any of the other games and I will be able to mentally play back the tracks in my head, but I don’t even know how the music starts for any of the current game’s courses.

To kind of explain what I mean, the two DLC courses we get to play with right now are designed off the classic game courses… It’s interesting to note that the music from those are some what more distinguishable to me than the original courses we got with this game. Is it because those courses are remixed classic tracks or were they just more iconic?

Score: 6/10

Development of Misc. Content

Rather than having a separate category for each content, I’m just going to bundle it up into one section because these parts of the game don’t really add to the game play at all… Thus it doesn’t deserve any special mentions. The score given is to reflect how much fun it was to be able to do those things instead of playing golf itself in a golf game.

Golf Cart Driving was a pretty special thing that we apparently got in this version of the series… though it wasn’t required was it? I was pretty content with having my character be ridiculously fast if I held the run button. I mean that was the comical part of the series right? When our Caddies would be so ridiculously fast they could run up to our ball in mere seconds.

While the Golf Carts are pretty cool, the way they are handled and the fact that anything you collide with will bring you to a complete or sudden stop makes them quite irritating to drive at times. It would have been nice if their collision detection wasn’t so strict and felt smoother to drive them around. They feel alright when driving around the track in the home area though…

Fishing seems to also be kind of wasted content… there is no real challenge in the fishing mini game, and if it wasn’t for the Triple Just Impact ball… I doubt anyone would bother to fish. Most people who cared will finish their fishing logs and get bored of it and stop.

With the way Fishing was originally advertised, it sounded as if it was going to be something people would want to do while online… again if it wasn’t for the TJI ball, no one would really bother with it because they are just fishing for their trophy and then they are done most of the time.

Turf Wars… I don’t have a positive opinion for this game mode. Most people who have watched or played with me know that I am a speed player, in Turf Wars we are split into red and blue teams and the most hole outs from one team declares the winner. This kind of means a speed player has advantage over any other player

When playing the Closed Test, I was already able to try out Turf Wars, and the only reason to play then was because it was something new to try… at what part of the development process did they think this was going to be a fun online mode to play in? For one thing, we can’t even form our own teams before we start playing it… Which brings me back to the other problem of Online being that it doesn’t encourage communities to grow.

Team Battle [A multiplayer game mode that we came up with back in the days of Everybody’s Golf World Tour] game rooms would have been a much better system, it’s sad when a player community created multiplayer game mode is more fun than one that came with an official release.

Score: 5/10

Final Summary

While it does kind of feels like the game falls short on a lot of things, mainly end game content for those who have already finished the single player aspects of the game… I’m still hopeful that this game’s potential can still break through. The game engine itself holds up well in terms of deep game play mechanics and the character creation does lead to some fun times.

If you are in it for Minna no Golf, this game is going to hold true in the long run… but how long of a wait is a different question. Just hope you weren’t sucked into it for the Golf Cart Driving, Fishing or Turf Wars side of the game. As of the current patch [1.07] this game to me sits at around…

[Patch 1.07] Score: 7.5/10

I may revisit some of these categories or topics later because there may have been information I left out or thought wasn’t a big deal at the time yet actually needs to be addressed. Let me know what other perspectives I may have missed in my review of the game. I will address them in later patch reviews if they are constructive towards making the game better and more fun. Hope you all enjoyed reading through the review!

New Everybody’s Golf: Control Stat and Spray Mechanic Concepts.

SECTION ONE: UI Elements

Controversy often comes with the release of new games. Everybody’s Golf for the PS4 is no exception. One major defining controversy so far has been the changes to the Just Impact spray mechanics. This guide will attempt to illustrate the concepts of how spray is calculated in Everybody’s Golf, and how to use the onscreen UI elements to better understand what is happening each time you take a shot.

The first thing we need to understand is what the game is actually showing us in the UI elements on the screen. Below are a few pictures of the UI in action and a description of what each element represents.

In the first image above you can see two elements of the UI that give you a general visualization of the spray mechanics. The first UI element is the new gauge under the club, and the second element is the yellow shaded area. The second image above shows the old familiar cone from previous titles. Click on the images to enlarge.

Now that we can identify what each UI element looks like we can now go into further detail on how to read each element. The first one we will cover is the new meter below the club. It is very important to remember the following sentence; The new meter is not an exact representation of a numerical value for spray. Below I will explain.

The new meter is a visual representation of the BASE maximum value on the X-axis of a shot. The black line in the center represents the Y-axis (north-south). The reason why this meter is base, is that it does not factor in distance in its visualization. Each club has its own base maximum spray value, a good example of this is a comparison between the SW and AW. Although the SW has less total distance, the maximum spray value of the the club is much higher. This is the reason why we can conclude that the new meter is not an exact numerical value of spray, but rather an indicator of base maximum values.

Things of Note with the new meter:

  • The new meter is not an exact numerical value of spray.
  • The new meter represents the base maximum value of spray.
  • Each club has a different base maximum value.
  • A spray max right/left with the 1w, and a spray max right/left with a AW are not equivalent values.

If we return to picture one, we can see a yellow shaded area in the landing grid. This shaded area is a visualization of the estimated numerical value of spray. Each horizontal square in the grid represents roughly 1m. It is important to note that unlike the new meter we covered, the yellow shaded area does in fact interact with the distance stat. The yellow shaded area will change values based on the distance you are hitting. To see this change in game head to a tee box and select the 1W, make note of the size of the yellow shaded area, now activate a power shot(+10y). Then make note of the yellow shaded area again. You should be able to see the shaded area change as the distance of the shot increases, or decreases.

The next element of the UI will will cover is the old aiming cone. Which we showed you earlier in picture two. The aiming cone makes its return from previous titles mostly unchanged. So what is this cone and how does it work? The cone is a visual representation of a 3 dimensional Cartesian coordinate system. A 3 dimensional Cartesian coordinate system, has a X, Y, and Z axis. In this game, the Y axis is distance, the X axis is spray, and the Z axis is elevation. For the sake of this guide we will only be focusing on the X and Y axis.

The image above is an illustration of how a shot will travel when not including lie and wind. Notice that I did not add any numerical values to the image. It is not meant to be an accurate display of spray but rather a visual aid to show the concept. For the sake of demonstration, assume the intersection of X and Y is equal to 100% power. As you see the line cross over the X-axis, take note on how the spray will increase as distance from 100% increases. This is a representation of what we are seeing when interacting with the aiming cone, and the yellow shaded area in game.
SECTION TWO: Control Stat and Just Impact Interaction.

We now have a general understanding of what the game is showing us before we hit our shot, but a few questions remain. What happens after our shot? How do shot types effect spray? How does the control stat interact with spray mechanics? Below we will begin to cover these topics in more detail.

In patch 1.06 the developers decided to change JI mechanics, by making JI shots more accurate then before. Missed impact shots remained unchanged. This means there is now an even higher value on higher PI rates then previous patche versions of the game. Each shot type has a maximum base value of spray, indicated by the bottom left new meter. There are 4 different shot types we will talk about below, no spin, sidespin, topspin, and backspin. Each shot type has its own maximum base value under JI conditions. See below.

Shot types under JI(PI):

No spin- This is the base shot, under JI it is roughly 50% more accurate.

Sidespin- Has the same mechanics as no spin, roughly 50% more accurate.

Topspins- The most accurate shot type, roughly 75% more accurate.

Backspin- The least accurate shot type, roughly 25% more accurate.

The above values are a rough estimate I am using for the sake of showing what happens under each shot type. Please keep in mind they are not exact values. What this means is that if you hit a shot with Just Impact the game will reduce the base maximum value of spray

Example:

For this example we will use a base maximum spray value of 10. This means that we have a range of numbers from 0-10 in both directions with 0 being the center point. 10———0———10

  • Just impact with no spin, or sidespin will change the base maximum value to 5.
  • Just impact with topspin, will change the base maximum value to 2.5.
  • Just impact with backspin, will change the base maximum value to 7.5.

Under the previous patch backspin could spray to the maximum base value of the 1W, even under Just impact. This is no longer the case in 1.06. Missing Just Impact while trying to hit backspin still has a penalty, and can spray outside the base maximum value like before. Which would mean the dot on the new meter will be outside the gauge right or left boundaries.

And finally how does the control stat interact with spray? It is actually rather simple. All the control stat does is reduce the base maximum value for spray. The images below compares level 15 control, to level 30 control, there will also be a short video included as well.

As you can see the base maximum value of spray, was greatly reduced by adding +15 control stat. The video below shows the UI elements in action, and the yellow shaded areas as well.

If you are reading this congratulations you have made it to the end of this concept explanation. I will leave you with a few tips on how to simplify the UI elements, and use them in combination to gain a better understanding of shot mechanics.

  • The new meter below the club should only be used as a visual guide to show you what direction the ball is going.
  • The yellow shaded area is the most important indication of Just Impact mechanics, familiarize yourself with it and plan around it wisely. No shot should be a complete surprise.
  • Remember as you increase the distance of your shot, your control decreases.
  • If you want better control continue to practice your Just Impact mechanics!

~This guide is a work in progress~

 

PlayStation Plus Subscription Bonuses for New Mingol!


To celebrate the release of New Minna no Golf, PlayStation Plus will be giving away some added bonuses which I think we already should have the Dynamic Theme if we pre-ordered the game or participated in the closed testing.

PlayStation Plus Japan Subscription Purchased starting from Wednesday the 6th or September to the 5th of December 2017 will receive a Dynamic Theme for Minna no Golf and a S-Ticket for use in the game… I assume the S-Ticket actually stands for Suzuki Ticket. It’s a pretty nice bonus to get, though maybe an extra closet extra club set would have been a more useful bonus. Either way I haven’t subscribed yet so seems to be a good time to start.

About New Everybody’s Golf Custom Clubs

Upon reaching Rank 7 in Challenge Mode you will receive the time and money sink aspect of the game Custom Clubs.

The maximum status achievable with these clubs is 33 levels, however it is gated behind random number generators.

  • Power Max Lv.25
  • Control Max Lv.15
  • Spin Max Lv.15
  • KuruKuru/BD Max Lv.10

If these numbers look familiar, that’s right… it is the same number as the max Player Profile stats, so in essence our characters are only half the strength the game allows us to be and the rest is up to us to choose.

Since the random number generator rolls 1-3 levels each time and you can only upgrade 10+1 times, the maximum points you can get on your club is 33 points. This sounds like it’s a luck based game doesn’t it? Well the reality is, it is not… All clubs maximum potentials are generated by the game when they are created, so this means there is no luck involved when upgrading it. Recycling the club actually does change the potential upgrades of the club.

Because the way this system is designed, those who may be interested in Min Maxing would want to buy the extra club sets and try upgrade those… This does however make it pay to win, but that’s how ClapHanz wants this part of the game to be played. If you follow the gem collecting guide, you would get a new club worth of gems in about 4 days. The more sets you have at your disposal the more tweaking and recycling you can do which will yield more chances at a better potential club.

Just one last hint, don’t upgrade a club that only has one level to reach max and use it on a different stat. It will be more likely better overall if you got Lv.3 control instead of the one last point to power when you were at Lv.24 on Power.

Open Course Item Farming Guide

Many of you have already figured out that you can farm gems, coins, tokens, balls, and items each day from the open course lobbies, but to make things easier I will share the pattern of how the holes are generated so you can spend less time running around the courses and more time actually golfing! For the purpose of this guide we will only be covering gems and items.

Details:

  • There are 14 9H open courses to farm each reset (daily).
  • Each open course has only 1 hole with items available.
  • 2 gem spawns per open course, worth 1-2 gems each.
  • 1 item gift package per open course.
  • 2 warp tokens

So that tells us that there is a minimum of 28 gems to farm per day, and 14 item gift packages to collect as well. Searching for the  holes consumes a lot of time that could be spent doing other things so below is a method that I have figured out to make things easier. Below I will explain how it works and how to farm much faster then without using this method.

Think of the open courses as sequential numbers from 1-14, Eagle City OUT being number 1, and Balata IN being number 14. So the easiest way to use my method is to just add 10 for every increase in open course number. So lets begin with Eagle City OUT each day since it is the first course in the sequence.

  • Search out the hole that has items on it, and keep track of the hole number.
  • Collect both gem spawns and the item package and then move on to the next course in the sequence.
  • Simply add 10 to the previous open courses number and you have the number for the next open course in the sequence.

Example: Eagle City OUT is hole 5, therefore Eagle City IN is hole 15!

So the pattern for a day starting with Hole 5 would look like this. Keep in mind when adding 10 that 19 and 20 do not exist as there are only 18 holes. Possibly an easier method is to just add +2 to each OUT, and then +10 to each IN, you can use whichever method you find the easiest.

5-15 7-17 9-10 2-12 4-14 6-16 8-18

In conclusion as long as you find out a single hole number on the open course, you can add 10 to the next course in the sequence and immediately run to that hole to start collecting your items for the day.

 

New みんなのGOLF Release Date Announcement!

New Minna no Golf Release Date August 31st 2017

So a trailer for New Minna no Golf was uploaded today announcing the date of release to be on August 31st 2017. These articles have been full of fluff lately so I will only be translating the useful information in this post. Here is the new trailer video included with the official post:

So the game comes in multiple delivery methods. Physical, Digital and a Course Special Digital Pack. You could say it’s some kind of collectors edition but it really isn’t. Let us break it down so we know what we are getting on release date.

Packages Available for Purchase

Other than the Physical version coming with a proper box for the game, normal version and the digital version costs exactly the same price. However if you pre-order any version of these two you will receive the Rabbit Character Costume and the 20th Anniversary Memorial Course No.1.
Rabbit CostumeCat Costume

The Cat Costume however is only included in the Course Special Digital Edition of the game. So inside the special pack you will receive on top of the normal game, the 20th Anniversary Memorial Course No.1 (You get this also for just pre-ordering the game.) and 20th Anniversary Memorial Course No.2., A Seasonal pass for 3 Add-on Courses and a Premium Skin for your Golf Cart.

So to conclude, Course Special Digital Edition you don’t need to pre-order because it looks to be still available after release.  You will gain an additional 5 courses overall which people will still be able to purchase after the game is released, The only things that remain unique appears to just be the Golf Cart and the Cat Costume. All players who want to play this online will also need a PS Plus Subscription on the PS4.

Do not Pre-order this game if you are waiting for the World Server Announcement as New Minna no Golf is supposed to be a World Wide International Version or Server Supported.

Pre-order Period

  • 2017 April 17th to 2017 August 30th.

Price

  • 6,372 Japanese Yen Normal/Digital Copy.
  • 9,936 Japanese Yen Course Special Digital Edition.

PlayStation Store Pre-order Bonuses

  • Rabbit Costume
  • 20th Anniversary Memorial Course No.1 (Also included in the Course Special Digital Edition Pack)

Date of PlayStation Auto-Download for Game

  • Starts from Midnight of 2017 August 29th.

Date of Play-ability 

  • Starts from Midnight of 2017 August 31st. You must be signed into the PlayStation Network to start the game.

Source: 『New みんなのGOLF』8月31日発売決定! 本日より予約受付開始!