Like changing rubber elasticity and post rubber removal, so on and so forth. And in a perfect world, I am hoping along with the physics being defined within the UI, to also have some other table setup tweaks. The physics settings have been "officially" documented in posts here and in interviews and press releases, however, as you state, this info does need to be readily available to the end user in the game itself. ![]() I agree, and while I suspect that the UI is not something Zen wants to completely redesign, the idea of having the Williams (and other licenses) group into the current scheme will soon grow unwieldy as table numbers continue to expand. (After the initial flurry of Vol 1 Glasnost, Zen have gone just a little quiet again.) Hopefully the upcoming update for Williams Vol 2 will include fixes/adjustments for Vol 1 games as well. ![]() I think this is a core part of the game - those lightning flippers kinda suck - but Zen's implementation may be exacerbating the problem. It's a very small proportion of games that are responsible for half-way decent scores. Even with all his skill, most games are over quickly, or restarted. But if you don't get there, most games are flame-outs. For those skilful enough to get to that 100m Super Jackpot and beyond, the scoring becomes exponential. The real problem with it is that it's all-or-nothing. I think it's a brutal game on Classic (aka New/Williams/Simulation). "Classic -> Arcade/Tournament" compounds the problem.Īs for Fish Tales. This is particularly important when watching games on YouTube/twitch. The differences need to be obvious, and it would be helpful to have an indicator during the game, to say "Fantasy" or "Simulation" or something. ![]() There's been a lot of confusion between the different modes. IMO, Zen really need to clarify the physics differences, in terms of UI flow. You could play two identical brand new right out of the box pins and they will play differently, and once they have had a few hours of play on them all sorts of things start behaving differently and then factor in years of play, location, maintenence, etc. And it has proper random factors and no vacuums are used.Ī real life table has too many variables to compare to any video game simulation. If you think the Classic Single Player Tournament mode is easier than PBA, I have no idea what game you are playing since the Zen game runs almost twice as fast and uses a much steeper table slope, and material friction and elasticity is far more active than in PBA. If you mean Single Player, well of course it is easier as it uses the normal Zen physics which doesn't use any randomization when calculating interactions and is meant to be point and shoot style pseudo-strategy gameplay that allows you to explore extremely deep rulesets that were never meant for money earning amusements. Originally posted by ShadowAngel:The tables are a lot easier in PFX3 then in either PBA or real life.
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