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The Pinball Arcade / Farsight Studios
Drain Monsters
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<blockquote data-quote="Zaphod77" data-source="post: 177047" data-attributes="member: 2101"><p>I'm pretty sure it's tweaked in, because normally rebounds off of standups in tpa are more predictable then in real life. So a shot that would maybe drain 25% of the time in real life will drain either 100% of the time or 0% of the time in TPA. If too many of those danger shots don't drain, the table becomes a walk in the park.</p><p></p><p>FS made many fails in this regard, such as the easy 3bank clear in T2, which would never be that reliable in real life, and the superdog rebound always dropping in, which is NOT how it goes in real life.</p><p></p><p>I've already tried to explain to them that totally consistent rebounds off of rubber and standups are not realistic, and that adding in a small amount of randomization of trajectory off of every rebound from rubber and standups would make the games much less exploitable, but for some reason they can't seem to figure out how to do it.</p><p></p><p>Also the reason that some people play worse on real life games when they know what to do. it's because near misses are tweaked to drain by the designers in real life. when you are just flailing around, there will be more big misses then near misses, and thus less drains. See EATPM for what happens when near misses do not drain.</p><p></p><p>Note that, for the most part, those tweaked in drains are drains that would happen in real life. the table model is just every so slightly adjusted until the drains start happening, i'd say. there isn't a script that says "drain now" but the angles of those standups are adjusted slightly until the table drains enough. move the post a milimeter to the right here, move it a millimeter left there, and suddenly the near miss drains instead of coming back neatly to the flippers every single time.</p></blockquote><p></p>
[QUOTE="Zaphod77, post: 177047, member: 2101"] I'm pretty sure it's tweaked in, because normally rebounds off of standups in tpa are more predictable then in real life. So a shot that would maybe drain 25% of the time in real life will drain either 100% of the time or 0% of the time in TPA. If too many of those danger shots don't drain, the table becomes a walk in the park. FS made many fails in this regard, such as the easy 3bank clear in T2, which would never be that reliable in real life, and the superdog rebound always dropping in, which is NOT how it goes in real life. I've already tried to explain to them that totally consistent rebounds off of rubber and standups are not realistic, and that adding in a small amount of randomization of trajectory off of every rebound from rubber and standups would make the games much less exploitable, but for some reason they can't seem to figure out how to do it. Also the reason that some people play worse on real life games when they know what to do. it's because near misses are tweaked to drain by the designers in real life. when you are just flailing around, there will be more big misses then near misses, and thus less drains. See EATPM for what happens when near misses do not drain. Note that, for the most part, those tweaked in drains are drains that would happen in real life. the table model is just every so slightly adjusted until the drains start happening, i'd say. there isn't a script that says "drain now" but the angles of those standups are adjusted slightly until the table drains enough. move the post a milimeter to the right here, move it a millimeter left there, and suddenly the near miss drains instead of coming back neatly to the flippers every single time. [/QUOTE]
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