Question regarding gameplay "balancing"

danknugz

New member
Mar 10, 2014
15
0
Not sure if this should go into the general forum, but I have a question regarding how the game reacts to different play styles. I have noticed that it seems whenever I play a certain way (using lots of nudging and "rocking the cradle" a lot), it seems the ball has a greater tendency to drain down side exit lanes and other unavoidable ways.

Does anyone know if the game has code built in to react to this style of play and "punish" the player for nudging too much or holding the ball on the flipper for extended periods?

For example on tables that require certain tasks to be completed but you can just hold the ball on the flipper and let the time run out, and it still counts as "completing" the objective, some may consider this a type of cheat. I swear it seems when I employ these kind of tactics, the game all of a sudden gives me "bad luck".

Back in the day of real pinball machines, I can remember certain machines employed magnets that would pull the ball towards the center and other directions which would cause you to lose your balls faster. So I'm wondering if this kind of logic is still present in the emulations.
 

switch3flip

Member
Jan 30, 2013
944
0
I am certain there is no such programming where extended periods of cradling has any effect, nor would a certain amount of nudging have any either (unless you tilt). The closest thing would be that certain "invisible" paths are programmed, so one shot might not be possible from cradled ball, but the amount of time you cradle has no effect whatsoever.

HOWEVER I am actually doing real scientific studies on timing at millisecond level at my university, and various sorts of timing has been studied by other researchers, and from what I can tell you, there can be a tendency for the brain to have a drop in producing timing accuracy if you are idle for a while. Maybe just try to flip the other flipper a couple of times before you fire away :)
 

SilverBalls

Active member
Apr 12, 2012
1,233
3
They definitely won't be programming predetermined paths, etc. and I think it is pure chance that you seem these things. It is far easier to program the behaviour of a ball reacting in an environment with objects rather than defining 'routes' that for each table would be even more work (a bit like the Pac-man ghosts 'routes' for want of a better word). Obviously if there is a deficiency in the physics coding you may seem strange things, or if the table isn't accurately modelled/scaled on the real thing in terms of the positioning of objects. One deficiency in the physics engine for sure is the ball can lack the randomness of a real world ball. eg: a kicker (I think in Funhouse) will always fire the ball identically each time so a flipper held up will cause the ball to go exactly the same path. In the real world there will obviously be variations - air - dust - vibration, etc. FS should definitely try to add this randomness in at least for kickers.
 

switch3flip

Member
Jan 30, 2013
944
0
They definitely won't be programming predetermined paths, etc. and I think it is pure chance that you seem these things. It is far easier to program the behaviour of a ball reacting in an environment with objects rather than defining 'routes' that for each table would be even more work (a bit like the Pac-man ghosts 'routes' for want of a better word). Obviously if there is a deficiency in the physics coding you may seem strange things, or if the table isn't accurately modelled/scaled on the real thing in terms of the positioning of objects. One deficiency in the physics engine for sure is the ball can lack the randomness of a real world ball. eg: a kicker (I think in Funhouse) will always fire the ball identically each time so a flipper held up will cause the ball to go exactly the same path. In the real world there will obviously be variations - air - dust - vibration, etc. FS should definitely try to add this randomness in at least for kickers.
Oh, but they do. And randomness is a pure pita to program. It doesn't exist in digital world. There are plenty of tunings made for different shots on different tables. And feeds. You never wondered how come the gumball loop in TZ is so easy to feed while say the right orbit in high roller casino is impossible from trapped ball on left flipper? Some shots have to be tuned in order to prevent exploits and keep gameplay "realistic". But it's all a simulation.
Here's an example of path programming. Maybe not the best example, but it's a statement from a programmer about creating a path for the ball to take.
http://digitalpinballfans.com/showt...th-Cactus-Canyon?p=75813&viewfull=1#post75813

It's no secret, just the way the programming works. If a shot cant be made for some reason, they can't be changing around the playfield. It's artificial physics.
 
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