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Williams' Collection Volume 5 guesses
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<blockquote data-quote="pinfan7" data-source="post: 291638" data-attributes="member: 7683"><p>Cloda has a point here and I agree, also he backs it up with videos. <u>The unpredictability</u> is what makes Pinball special, which is one of the main variables <u>as ball speed</u> is also, that creates the feeling of tension in the air (of losing the ball) and thrill (of struggling to control the table) as it was obvious in Deadflip's Real vs. Zen's arcade table, where he was in tension playing the real table but relaxed playing Zen's version. If you take those away then you are not playing pinball -or at least you don't play the real tables' pinball and you could stick to Zen fantasy physics-, and I agree that Deep has to look into it a bit more. </p><p>Problem is I don't have the Universal pack so I can't judge how it plays in Tournament Setup, as I believe this is the mode where the setting that controls the unpredictability inside the ROM is being used.</p><p></p><p>Regarding the AfM gameplay (and MM, FT, fall also in that category), although I also prefer the flipper physics of Vol.4 and on and I want them in those tables as well, going back to it is a very refreshing "feeling alive " experience like a soft breeze, due to the speed of the ball and the unpredictability, a thing that I'm very missing from Vol.3 and on. It just feels like the real beast as it was designed to be against the "been there-done that" feel of every new table after Vol.2. If I had to make a compromise though to please everyone, I'd choose ToM & WH2O 's physics + speed, WH2O is incredibly well done, there's no need for further nerfs.</p><p></p><p>When talking about physics we should take in consideration the ball speed on the one hand, which is relevant to slope and friction, and which is easier to "physically model" and on the other hand the "material constants" of every item in the table with which the ball impacts, which are responsible for the momentum, angular momentum and impact (elastic/semi-elastic) in the laws of physics. It's the latter that should be tweaked and being more physically correct and not the ball speed. Nerfing the ball speed is just an easy way "hiding" the lack of implementing real physics that obey to the physic laws, as it was the case with TPA and nobody wants that, it failed.</p></blockquote><p></p>
[QUOTE="pinfan7, post: 291638, member: 7683"] Cloda has a point here and I agree, also he backs it up with videos. [u]The unpredictability[/u] is what makes Pinball special, which is one of the main variables [u]as ball speed[/u] is also, that creates the feeling of tension in the air (of losing the ball) and thrill (of struggling to control the table) as it was obvious in Deadflip's Real vs. Zen's arcade table, where he was in tension playing the real table but relaxed playing Zen's version. If you take those away then you are not playing pinball -or at least you don't play the real tables' pinball and you could stick to Zen fantasy physics-, and I agree that Deep has to look into it a bit more. Problem is I don't have the Universal pack so I can't judge how it plays in Tournament Setup, as I believe this is the mode where the setting that controls the unpredictability inside the ROM is being used. Regarding the AfM gameplay (and MM, FT, fall also in that category), although I also prefer the flipper physics of Vol.4 and on and I want them in those tables as well, going back to it is a very refreshing "feeling alive " experience like a soft breeze, due to the speed of the ball and the unpredictability, a thing that I'm very missing from Vol.3 and on. It just feels like the real beast as it was designed to be against the "been there-done that" feel of every new table after Vol.2. If I had to make a compromise though to please everyone, I'd choose ToM & WH2O 's physics + speed, WH2O is incredibly well done, there's no need for further nerfs. When talking about physics we should take in consideration the ball speed on the one hand, which is relevant to slope and friction, and which is easier to "physically model" and on the other hand the "material constants" of every item in the table with which the ball impacts, which are responsible for the momentum, angular momentum and impact (elastic/semi-elastic) in the laws of physics. It's the latter that should be tweaked and being more physically correct and not the ball speed. Nerfing the ball speed is just an easy way "hiding" the lack of implementing real physics that obey to the physic laws, as it was the case with TPA and nobody wants that, it failed. [/QUOTE]
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