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  • Tilt and Flipper adjustments

    Zen Pinball is the most realistic pinball simulator ever made, yet there are a couple of things that could be improved in my opinion.

    1) The tilt settings on ZP take away from the excitement of real pinball IMO. Why do the tilt warnings reset, and why there's a time lapse between nudges? This takes death saves out of the equation (bangbacks are not that satisfying), and makes techniques like post passes practically useless due to the unlimited tilt warnings. If not a general fix, can we get at least an option to adjust these settings in the operators menu?

    2) There should also be an option to adjust the strength of the flippers (I believe the only parameter that can be adjusted is the sensibility). Often the flippers feel too stiff and strong to make subtle movements and advanced techniques (controlled cradle separations are borderline impossible in certain tables).

    With these tweaks, ZP would literally become the perfect pinball simulator.
    Last edited by M1N0RA; 07-09-2012, 07:49 AM.

  • #2
    Originally posted by M1N0RA
    Zen Pinball is the most realistic pinball simulator ever made, yet there are a couple of things that could be improved in my opinion.

    1) The tilt settings on ZP take away from the excitement of real pinball IMO. Why do the tilt warnings reset, and why there's a time lapse between nudges? This takes death saves out of the equation (bangbacks are not that satisfying), and makes techniques like post passes practically useless due to the unlimited tilt warnings. If not a general fix, can we get at least an option to adjust these settings in the operators menu?

    2) There should also be an option to adjust the strength of the flippers (I believe the only parameter that can be adjusted is the sensibility). Often the flippers feel too stiff and strong to make subtle movements and advanced techniques (controlled cradle separations and borderline impossible in certain tables).

    With these tweaks, ZP would literally become the perfect pinball simulator.
    Zen isn't focusing on making their pinball games a pinball simulator like TPA, it's a more "arcadey" pinball. That being said, I like the tilt/nudging settings of their games, they go well with how the tables are, which is a more video pinball experience.

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    • #3
      ^^^

      I second that, Snake. Although I do understand where Minora is coming from, I also understand that Zen is its own pinball company that's giving Zen's approach to virtual pinball whilst staying true to the mechanics of pinball.
      PSN ID- RayCrocheron82
      Gamertag- RAFIE82
      YouTube- Rafie Crocheron
      Nintendo ID- Rafie82

      Tables Wishlist- Hanna-Barbera 4 pack, Holiday table, DC tables, or any Zen table...even if it's My Little Pony

      Comment


      • #4
        Originally posted by M1N0RA
        Zen Pinball is the most realistic pinball simulator ever made, yet there are a couple of things that could be improved in my opinion.

        1) The tilt settings on ZP take away from the excitement of real pinball IMO. Why do the tilt warnings reset, and why there's a time lapse between nudges? This takes death saves out of the equation (bangbacks are not that satisfying), and makes techniques like post passes practically useless due to the unlimited tilt warnings. If not a general fix, can we get at least an option to adjust these settings in the operators menu?

        2) There should also be an option to adjust the strength of the flippers (I believe the only parameter that can be adjusted is the sensibility). Often the flippers feel too stiff and strong to make subtle movements and advanced techniques (controlled cradle separations are borderline impossible in certain tables).

        With these tweaks, ZP would literally become the perfect pinball simulator.
        Thanks for the suggestions, I will send these to the team

        Comment


        • #5
          You can adjust the sensitivity of the flippers in the operators menu decreasing the factory setting reduces the lag time for the flipper ( this does not effect online leader boards ) and I feel the shots are actually stronger, if you don't like that setting you could always go the other way and increase. I'm with you on the tilt warnings though and being able to do post passes from flipper to flipper is not realistic by a long stretch, but like someone else stated it is video game pinball.
          Last edited by Crazy Bonus; 07-16-2012, 02:08 PM.
          Bonus multiplier goes nuts on drains

          Comment


          • #6
            Originally posted by Crazy Bonus
            but like someone else stated it is video game pinball.
            Which is perfectly understandable. But if players can choose what style they want to play (arcade or "hardcore" realistic pinball) through a couple of settings in the operators menu, doesn't that give us the best of both worlds?
            I have no skills in programming whatsoever, I have no clue how long can it take to adjust this kind of stuff, but in my opinion it's well worth doing, since you make the game interesting and appealing to a wider spectrum of players.
            And since we're at it, how about a tournament mode that disables extra balls (make them worth __________ amount of points according to each table's balance) or at least an option to do so in the operators menu (at the moment you can limit the amount per playable ball, not disable them altogether)?

            Mind you I am not bitching and/or complaining about the game. I'm merely giving suggestions that might make it more enjoyable for players who want the closest experience to playing the real thing competition wise.

            Comment


            • #7
              Originally posted by M1N0RA
              Which is perfectly understandable. But if players can choose what style they want to play (arcade or "hardcore" realistic pinball) through a couple of settings in the operators menu, doesn't that give us the best of both worlds?
              I have no skills in programming whatsoever, I have no clue how long can it take to adjust this kind of stuff, but in my opinion it's well worth doing, since you make the game interesting and appealing to a wider spectrum of players.
              And since we're at it, how about a tournament mode that disables extra balls (make them worth __________ amount of points according to each table's balance) or at least an option to do so in the operators menu (at the moment you can limit the amount per playable ball, not disable them altogether)?

              Mind you I am not bitching and/or complaining about the game. I'm merely giving suggestions that might make it more enjoyable for players who want the closest experience to playing the real thing competition wise.

              I think a tournament mode without Extra balls would be a great idea. I think can pull something like that off but I'm not sure how they're going to do it.

              Comment


              • #8
                Originally posted by tenorhero
                I think a tournament mode without Extra balls would be a great idea. I think can pull something like that off but I'm not sure how they're going to do it.
                Real tables generally have a tournament mode option in the ROM set via the operator's menu. Turning the option on disables extra balls and can even change some of the rules on the table to remove elements of chance.

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