Kolchak357
Senior Pigeon
- May 31, 2012
- 8,102
- 2
I really hate the camera view options for the iOS version of Victory. None of them are any good IMO.
I spent some time looking for camera angle settings, yes, but did not look hard enough until you suggested they were there. In of all places 'Controls'. To me controls is the input to control the game, not settings. By this thinking everything should be in controls. However this is nice that the camera angles could be changed, but yes, now I have tried them and don't like any of them. Could you imagine watching someone playing a real table and seeing it as they would Pinball Arcade? It would be silly. It would be ass backwards. They would lean down in front when the ball is close (THIS is when you would be looking down, not busting your chin on the lock bar to quickly see a side view. Did these devs ever play a real pinball. They really did exist, they are not just making that up.. Then when the ball get up top you would see the silly player jump up and over the table and look down (THIS is when you would be seeing the side). Backwards.
Also eyes don't have a zoom which is what the camera switching otherwise seems to simulate. A static view is in my opinion needed to take silliness, on a couple of levels, out. A free camera would be easy to give in a static view. People don't tilt their head up to see the upper portion closer, just to see the upper portion. This same applies to a good size monitor, and the physics of the perception is there. Slightly enlarged, maybe. An angle change, sure. But zoomed in don't work for me.
It could be my graphics card which I have problems with nothing else with, but some elements look bad, low res, and have artifacts. Some of the plungers would look bad in a Nintendo 64.
Also the interface is sending me in circles because when I click quit the next thing I want to do is go back, but go back is go back to having to ask to quit again. Got to hit OK, no problem, I remember that program behavior, that it use to be used a lot. I'll get use to it. Now I got to hit back? OK and still back. Seriously.
Look, the game is great. I realize there comes a point where someone might be inclined to say good enough. I'll say it myself, but just because it isn't mine.
We always play in static view and with event cameras off unless they are really needed for that table. I haven't played the PC version yet but on the PS3 and PS4 you can cycle through the different angles and cycle the static and follow the ball camera features. I would think that there would be a way to do the same on the PC.
I have seen screen-shots of those ports. You are not missing anything not having the PC version.
I did find an event camera in another area. I also found a multi-ball camera.
I found the camera lock. This appears to be the one to turn on to get the follow the ball camera off. Confusing.
Much better. Thanks guys. I still say the defaults are silly though. The view should default to bellying up to the table with your head staying attached to your neck. I would not recommend it, but scrolling could work if it did not have the zoom, and the perspective was logical, more downward in front and less downward in back.
And with the all the hype from the devs I expected high-resolution graphics with realistic texture maps, and at least fair light and shadows. Genie in particular is ruined by the lack of shadows. It hardly even looks 3D. Not done by the same guy that modeled Black Knight I would wager.
I'm still a fan. I just thought the hype suggested I would not have to tax my imagination, or fiddle with the program so much just to each a relaxed state. I expected to want to buy all the table packs.
Thanks again. I'll keep looking for an update with the same anticipation I had before the release.
I would just like the launch buttons on the tables on iOS 7 to actually work instead if having to use the launch button in the top right hand of the screen. They used to work, but none of them do since I installed Black Knight 2000.
THE WISH: I'd love for tables with game-to-game features like these to remember where I left off, or at least give me a random starting position.
(Sorry if this has already been suggested. I didn't see the idea explicitly mentioned in the first post, and my 4 searches didn't turn up anything either).
If you were to walk into an arcade with a table that allows for progression of some element from game-to-game (e.g. "RANSOM" in Black Knight 2000, the Powerball in Twilight Zone, or "ELVIRA" in well... Elvira), the state of that element would figure to be random, with respect to the difficulty/probability of resetting it. Or if it was your personal table, the state of that element would be where it was when you last played. The point is: statistically it wouldn't be at its lowest position every time you walked up to the table.
TPA, however, defaults to the minimum progression once you've "stepped back" from a table. BK2K always starts with just "R", TZ always starts with the Powerball 3rd in the gumball machine, and Elvira starts without any letters collected at all. As a result, collecting/advancing these elements in TPA requires longer uninterrupted sessions on average than doing so on the physical counterparts - often longer than can afford. Frustrating. Unrealistic even?
THE WISH: I'd love for tables with game-to-game features like these to remember where I left off, or at least give me a random starting position.
(Sorry if this has already been suggested. I didn't see the idea explicitly mentioned in the first post, and my 4 searches didn't turn up anything either).
I think my biggest wish is to fix the plunger. maybe it's just on PS3, I can't speak for other devices, but the plunger is pretty broken with bugs that haven't been fixed since the game launched. I'm talking the bug where if you pull the plunger back when the ball is resting still on it, it won't register when you release.
Yeah that has bugged the heck out of me on PS3 and PS4. You may be interested to know that it doesn't exist in the Android version--which is probably a large part of the reason why it hasn't been fixed on console. : P