relaxation
New member
- Oct 8, 2015
- 561
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Preface: What is a post transfer (or post pass)? It's when a ball is trapped on either flipper, then a deliberate attempt to use the nearest post as a surface to rebound from to transfer the ball over to the other flipper. With some playfield designs it's not always an available tool.
Consider, in real life, the post transfer isn't always a simple and safe task.
So I've commented irregular flipper behavoir before (here), I've vaguely commented (here) on how it's changed (since R911, the post pass from either side hasn't been a safe thing to attempt, on PC). Then while attempting to help others with Eight Ball Deluxe (here), I find out mobile users cannot flip as fast as controller users.
I know I've commented in a 'Difficulty thread' that if they removed the safe post transfers that could make it a more skill required game, and I thought that's what had happened since the R911 release however, when I consider what I've learned from trying to get a favorable cradle separation on Frankensteins left flipper, I found the games engine was giving me 2 outcomes for the same [3 frame, and 4 frame] interaction so it went from being a skill based game to being luck based game.
So what exactly is your game design choice?
#Do you intentionally base interaction design around touch screen input lag, making that time frame the standard safe post pass
#Feeling out a new difficulty setting on controller and keyboard users
#Testers got wireless controllers that have bad input lag or aren't that thorough anymore
#___fill in your own___
This post suggests you may not be aware of how far that issue extends.
Consider, in real life, the post transfer isn't always a simple and safe task.
So I've commented irregular flipper behavoir before (here), I've vaguely commented (here) on how it's changed (since R911, the post pass from either side hasn't been a safe thing to attempt, on PC). Then while attempting to help others with Eight Ball Deluxe (here), I find out mobile users cannot flip as fast as controller users.
I know I've commented in a 'Difficulty thread' that if they removed the safe post transfers that could make it a more skill required game, and I thought that's what had happened since the R911 release however, when I consider what I've learned from trying to get a favorable cradle separation on Frankensteins left flipper, I found the games engine was giving me 2 outcomes for the same [3 frame, and 4 frame] interaction so it went from being a skill based game to being luck based game.
So what exactly is your game design choice?
#Do you intentionally base interaction design around touch screen input lag, making that time frame the standard safe post pass
#Feeling out a new difficulty setting on controller and keyboard users
#Testers got wireless controllers that have bad input lag or aren't that thorough anymore
#___fill in your own___
This post suggests you may not be aware of how far that issue extends.