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Farsight Studios
The Pinball Arcade / Farsight Studios
Platform Specific
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Too easy tables (PC version)
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<blockquote data-quote="JPelter" data-source="post: 116273" data-attributes="member: 623"><p>I really like that writeup a lot. I somehow missed the discussions at the time, but it pretty much mirrors what I think. Consider a table like TZ. On a real table even thinking about doing stuff like chaining multiple lost in the zones for score would be totally laughable for pretty much anyone at all. It becomes fairly trivial in the TPA version once you learn the shots (for some % of players for some definitions of trivial I am not a lawyer please don't yell at me), and more importantly it becomes really boring. I really just want to cut down on the playtimes on these tables and, like you said in the article, to make achieving table goals actually seem meaningful. This doesn't mean just make everything harder rar rar either. Just make different difficulty levels for the tables exist at the same time so people can choose how they want to do it.</p><p></p><p>To break it down even further using the example of TZ and describe why the table is "wrong" in TPA: There isn't a single shot needed for progression on the table that doesn't have an absolutely 100% safe return if you make that shot, and almost all of those shots are extremely easy. Fight the Power is the only thing you "have" to clear towards LITZ (because you really want the ramp shots usable) that has a potentially very hazardous consequences, and even that only happens if you fail the mode. The ramps need to be harder to hit or the feed from the slot machine needs to be severely more unpredictable or higher velocity to fix any of the current problems there I think.</p><p></p><p>There are some tables where simply disabling extra balls would go a long way. Funhouse is a prime example. You could in theory play a long time even with just 3, but in practice the main reason the table seems so easy is that you can chain extra balls off the mirror really fast.</p></blockquote><p></p>
[QUOTE="JPelter, post: 116273, member: 623"] I really like that writeup a lot. I somehow missed the discussions at the time, but it pretty much mirrors what I think. Consider a table like TZ. On a real table even thinking about doing stuff like chaining multiple lost in the zones for score would be totally laughable for pretty much anyone at all. It becomes fairly trivial in the TPA version once you learn the shots (for some % of players for some definitions of trivial I am not a lawyer please don't yell at me), and more importantly it becomes really boring. I really just want to cut down on the playtimes on these tables and, like you said in the article, to make achieving table goals actually seem meaningful. This doesn't mean just make everything harder rar rar either. Just make different difficulty levels for the tables exist at the same time so people can choose how they want to do it. To break it down even further using the example of TZ and describe why the table is "wrong" in TPA: There isn't a single shot needed for progression on the table that doesn't have an absolutely 100% safe return if you make that shot, and almost all of those shots are extremely easy. Fight the Power is the only thing you "have" to clear towards LITZ (because you really want the ramp shots usable) that has a potentially very hazardous consequences, and even that only happens if you fail the mode. The ramps need to be harder to hit or the feed from the slot machine needs to be severely more unpredictable or higher velocity to fix any of the current problems there I think. There are some tables where simply disabling extra balls would go a long way. Funhouse is a prime example. You could in theory play a long time even with just 3, but in practice the main reason the table seems so easy is that you can chain extra balls off the mirror really fast. [/QUOTE]
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The Pinball Arcade / Farsight Studios
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