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Farsight Studios
The Pinball Arcade / Farsight Studios
Platform Specific
PC
Too easy tables (PC version)
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<blockquote data-quote="Rudy" data-source="post: 115636" data-attributes="member: 1233"><p>tbh, I think this is less that tables are getting easier, and more that we've been playing this videogame for an extended period of time and some of the more intense players have managed to completely master it.</p><p></p><p>It's the same controls on every platform, skills are transferable across platforms (well apart from the android/iOS but that's another story) and the more we play a table, the more we work out it's ruleset. Plenty of you have played loads of pinball before picking up TPA so you know roughly what to shoot for, but for everyone else it's a game of pot luck until you get adjusted to each game.</p><p></p><p>It's just generally how things go, if you played a Tony Hawk's game for 2 years you'd probably master it, if you played any first person shooter game with bots for 2 years you'd probably master things and get bored of the AI. The only effective 'challenge' that could be had is to play head to head with other players, with the pressure of not making a single mistake being enough to ramp up the difficulty.</p><p></p><p>The problem is, for 95% of all players, the difficulty is just right. That's just how it goes. Twilight Zone failed as a commercial product because it was too hard for the casual pinball fan to pick up, play and enjoy. Do we really need to kill off this resurgence in pinball games by making it an exclusive collectors club, when we're having plenty of fun with it as it is?</p><p></p><p>I mean, I welcome the idea of difficulty levels, but that's going to be incredibly problematic because each individual table may need to coded with a new physics engine to accommodate such a design, which COULD vastly improve the gameplay of TPA or it could irreparably damage it. We've all seen games in the past which had a 'balancing' patch which had to be withdrawn, this is something that would require a very long time to implement and I'd much rather FS spent more time on things that affect 95% of players, instead of things that affect only a few people in comparison.</p></blockquote><p></p>
[QUOTE="Rudy, post: 115636, member: 1233"] tbh, I think this is less that tables are getting easier, and more that we've been playing this videogame for an extended period of time and some of the more intense players have managed to completely master it. It's the same controls on every platform, skills are transferable across platforms (well apart from the android/iOS but that's another story) and the more we play a table, the more we work out it's ruleset. Plenty of you have played loads of pinball before picking up TPA so you know roughly what to shoot for, but for everyone else it's a game of pot luck until you get adjusted to each game. It's just generally how things go, if you played a Tony Hawk's game for 2 years you'd probably master it, if you played any first person shooter game with bots for 2 years you'd probably master things and get bored of the AI. The only effective 'challenge' that could be had is to play head to head with other players, with the pressure of not making a single mistake being enough to ramp up the difficulty. The problem is, for 95% of all players, the difficulty is just right. That's just how it goes. Twilight Zone failed as a commercial product because it was too hard for the casual pinball fan to pick up, play and enjoy. Do we really need to kill off this resurgence in pinball games by making it an exclusive collectors club, when we're having plenty of fun with it as it is? I mean, I welcome the idea of difficulty levels, but that's going to be incredibly problematic because each individual table may need to coded with a new physics engine to accommodate such a design, which COULD vastly improve the gameplay of TPA or it could irreparably damage it. We've all seen games in the past which had a 'balancing' patch which had to be withdrawn, this is something that would require a very long time to implement and I'd much rather FS spent more time on things that affect 95% of players, instead of things that affect only a few people in comparison. [/QUOTE]
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