I agree with this on most of the gripes people have on this forum, however the call attendant thing looks like a pretty simple fix.I'm sure you guys are all in perfect shape, have elegant homes, and are leaders in your communities. I mean, since all you people do is demand perfection from others, you obviously demand the same of yourselves.
It doesn't here.The thing I don't understand is why tilting stops working when the ball gets stuck or lost..
For the benefit of those who are new to this discussion and didn't participate in the first round of it a few months back, here's an example of how a ROM could get confused:One possible solution might be to have an option to end your turn, which would kill all balls and put them in the trough. This would be the equivilent of removing balls that were locked in traps and putting them in the drain. A rom may be able to handle that, but it's quite possible it'll get confused. Rom's get confused sometimes when things happen that could never happen in real life. Like a ball warping from one place to another.
For the benefit of those who are new to this discussion and didn't participate in the first round of it a few months back, here's an example of how a ROM could get confused:
That's why a fix for "ball stuck" issues is not as simple as it might first appear.
- You play a new game of Cirqus Voltaire, fresh from the menu. You lock 2 balls on the Highwire ramp.
- In the course of playing the 3rd ball, a ball gets stuck somewhere, let's say the Juggler Lock.
- You call the attendant, but the attendant says the ball is not stuck.
- You use the new option to kill all balls and replace them in the trough and resume play. Note there are now 0 balls on the Highwire ramp.
- You light the 3rd lock and shoot the Highwire ramp, starting Highwire Multiball. The ROM thinks there are 3 balls on the Highwire ramp, but there is really only 1.
- You play Highwire Multiball with a single ball, noticing that something is seriously amiss, then you drain. The table still believes there are 2 balls in play, so now you're stuck:
- The table will not move on to the next ball on its own, because it thinks you have 2 balls left on the playfield.
- You can call the attendant, but the balls are truly not stuck, because they're all in the trough.
- If you use the nuclear option again, nothing changes, because all the balls are already in the trough.
The reason why the game can recover easily when a ball goes flying off the table is that the ROM does not expect said ball to be anywhere in particular. A ROM on a physical table does not actually "know" where the balls are; it can only detect switch hits as a ball goes by. So when a ball is physically locked, all the ROM senses is the physical switch closure that corresponds to the lock shot being made. It trusts that the ball will remain in the lock until the ROM decides to release it. If this trust is violated, problems happen. But a ball that exits stage right is not expected to be anywhere in particular, so it is safe to return it to the plunger.
I'm sure you guys are all in perfect shape, have elegant homes, and are leaders in your communities. I mean, since all you people do is demand perfection from others, you obviously demand the same of yourselves.
It's a game. Quit being so damn serious and focus on something other than the negatives for a change.
For the benefit of those who are new to this discussion and didn't participate in the first round of it a few months back, here's an example of how a ROM could get confused:
That's why a fix for "ball stuck" issues is not as simple as it might first appear.
- You play a new game of Cirqus Voltaire, fresh from the menu. You lock 2 balls on the Highwire ramp.
- In the course of playing the 3rd ball, a ball gets stuck somewhere, let's say the Juggler Lock.
- You call the attendant, but the attendant says the ball is not stuck.
- You use the new option to kill all balls and replace them in the trough and resume play. Note there are now 0 balls on the Highwire ramp.
- You light the 3rd lock and shoot the Highwire ramp, starting Highwire Multiball. The ROM thinks there are 3 balls on the Highwire ramp, but there is really only 1.
- You play Highwire Multiball with a single ball, noticing that something is seriously amiss, then you drain. The table still believes there are 2 balls in play, so now you're stuck:
- The table will not move on to the next ball on its own, because it thinks you have 2 balls left on the playfield.
- You can call the attendant, but the balls are truly not stuck, because they're all in the trough.
- If you use the nuclear option again, nothing changes, because all the balls are already in the trough.
The reason why the game can recover easily when a ball goes flying off the table is that the ROM does not expect said ball to be anywhere in particular. A ROM on a physical table does not actually "know" where the balls are; it can only detect switch hits as a ball goes by. So when a ball is physically locked, all the ROM senses is the physical switch closure that corresponds to the lock shot being made. It trusts that the ball will remain in the lock until the ROM decides to release it. If this trust is violated, problems happen. But a ball that exits stage right is not expected to be anywhere in particular, so it is safe to return it to the plunger.
I'm sure you guys are all in perfect shape, have elegant homes, and are leaders in your communities. I mean, since all you people do is demand perfection from others, you obviously demand the same of yourselves.
It's a game. Quit being so damn serious and focus on something other than the negatives for a change.
I'm sure you guys are all in perfect shape, have elegant homes, and are leaders in your communities. I mean, since all you people do is demand perfection from others, you obviously demand the same of yourselves.
When I play CV, I tend to have my ball phase out of the table, and off into another dimension. The game then launches a new ball from the plunger, the moment this happens. So that got me thinking about bugs like this.
What if Ball Search fails, say, three times? Keep in mind Ball Search engages after a moment of inactivity, when the flippers aren't being touched. When the Ball Search doesn't knock the ball loose from its area numerous times, a new ball is fed to the plunger to be shot out?
The thing I don't understand is why tilting stops working when the ball gets stuck or lost..
It doesn't here.
One ball somehow, somewhere either gets stuck somewhere or disappears into the void. The game gets stuck in limbo, waiting for this ball. Waiting through the reset cycles does nothing. Nudging/tilting does nothing.
Thanks for responding to this issue, Mike! Though, I think we're talking various different bugs here, really.The biggest problem is it's hard to fix a bug (safely without risk) without being able to reproduce it to make sure that you fixed it, and that you didn't break something else.
Call Attendant is tricky because we don't want players to be able to cheat. The other issue I face is how do I determine which ball is stuck?
This is what I'm referring to below. So why would the ball being lost stop a tilt from registering when you nudge like crazy?
I'm not questioning that it does he he's saying because I'm pretty sure I can remember the same thing happening to me once on RBIoN (PS3) shortly after the original release. The ball was stuck somewhere that it was never supposed to be, I could nudge as much as I wanted without tilting, and had to quit the game. I'm just trying to get my head around why that would be, in my mind they seem like they should be unrelated. I'm sure there's a good reason why the tilt won't register, I just don't know it and would like someone to tell me..
That wouldn't help in my CV example, since the table would only see 1 ball hit the drain switch, but it's expecting 3. So it would just sit there, waiting for the other 2 balls to come down off the playfield.but that gives me an idea -- if you call an attendant AFTER tilting, maybe it could reset the ball no matter what without any ill effects?