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Thread: Less unfair things on Boba Fett table

  1. #1
    Senior Member Mammouth's Avatar
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    Lightbulb Less unfair things on Boba Fett table

    Hi

    With my recent plays on Boba Fett table, I was a little frustrated by a lot of unfair things. I explain.

    First thing is the desactivation of kickbacks while in mission. Even of the kickbacks are easy to obtain, they aren't permanent and the table is able to easily punish you with outlane coming out of nowhere like a RKO. Timers on mission are also relatively shorts and you can't take your time. Being able to be saved by a kickback will not give you the chance to complete the mission but it'll be less frustrating.

    Second thing : the sarlacc. Can it be desactivated on missions when you don't need to fall on the pit ? Losing a mission because when you try to go on the Empire or Bounty lane and you are denied by the sarlacc, it's unfair ! You aim well but you are denied (and you were authorized 2 seconds later or sooner). But no ! 5 secondes left on timer, you aim well but the sarlacc says "You haven't say the magic word", you just want to aim the screen with the controllor.

    Third thing : the sarlacc again. Can it be always activated when the mission needs you to fall on the pit ? For a medium/good player, you can't really miss the shots and it's only luck (or good "bad aim") when you fall in the pit when the sarlacc is not here to block your way. So you shoot, you shoot and you hope to fall even once. When you need to fall 4 times, it takes a lot of time

    Fourth thing : locking a ball in the Slave-1. It's not about locking the ball, it's the fact that if you aim bad, you have a big big chance of a drain ball. My proposition is to have a "ball saving" but if it is used, the Slave-1 leaves. Losing the big millions of the mission is a big lose, it doesn't need to add a ball drain on it.

    Fifth thing : opening the HUTTS hole. My proposition is to add a magnet at the end off the mini ramp to block the ball because when you smash it, the ball goes, hit the end of the switch and came back with too much speed and the ramp doesn't switch. Again, it's a pain because you need to shoot it but with not so much strength. Like falling in the pit without the sarlacc, it's random, and the randomness isn't in our favor.

    Sixth thing : freeze the timer of the missions when you are in the bumpers. In the bumpers, you can be there for a long long time and some missions require to shoot on the bounty lane with a chance to go on the bumpers. Freezing the time when on the bumpers will be a good idea because actually, it's a time over guaranted.

    I hope my words will be taken in account to make this great table a little less unfair and random.
    Last edited by Mammouth; 05-16-2018 at 10:23 AM.
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  2. #2
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    The only suggestion I agree with is the freezing of a mission timer when the ball gets caught in the bumper nest, which seems to be have been tuned up from Pinball Fx2. From my standpoint, too many of Zen's tables are pretty easy, designed for casual players. If your first five suggestions were implemented, it would ruin the balance of what I think is a challenging (but absolutely fair) table.

  3. #3
    Senior Member Tech101's Avatar
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    Quote Originally Posted by TuttiDeLeon View Post
    The only suggestion I agree with is the freezing of a mission timer when the ball gets caught in the bumper nest, which seems to be have been tuned up from Pinball Fx2. From my standpoint, too many of Zen's tables are pretty easy, designed for casual players. If your first five suggestions were implemented, it would ruin the balance of what I think is a challenging (but absolutely fair) table.
    While o haven't played the FX3 version (Switch player) I would have to agree with you. I hated Iron Man at first but soon realised that it's ok to have some harder tables. Yes I get more frustrated but then it wouldn't be a challenge now would it.

  4. #4
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    Completely agree. There's a great risk vs. reward factor to Boba Fett, I think Zen nailed it almost perfectly. I remember the first time I completed the wizard mode, the tension was almost unbearable, but that made my victory so much more satisfying, I really had to earn it. I'm not looking for another walk-in-the-park pinball experience.

  5. #5
    Community Representative Chili's Avatar
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    Hey Mammouth! Thanks for your notes, we appreciate it. I talked our developer, Zoltán about the Boba Fett table. The truth is that Boba Fett is not an easy table for sure, but this time one of our goal was to challenge our users a little more than usual. Thanks for your support!

  6. #6
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    Quote Originally Posted by Mammouth View Post
    Hi

    With my recent plays on Boba Fett table, I was a little frustrated by a lot of unfair things. I explain.

    First thing is the desactivation of kickbacks while in mission. Even of the kickbacks are easy to obtain, they aren't permanent and the table is able to easily punish you with outlane coming out of nowhere like a RKO. Timers on mission are also relatively shorts and you can't take your time. Being able to be saved by a kickback will not give you the chance to complete the mission but it'll be less frustrating.

    Second thing : the sarlacc. Can it be desactivated on missions when you don't need to fall on the pit ? Losing a mission because when you try to go on the Empire or Bounty lane and you are denied by the sarlacc, it's unfair ! You aim well but you are denied (and you were authorized 2 seconds later or sooner). But no ! 5 secondes left on timer, you aim well but the sarlacc says "You haven't say the magic word", you just want to aim the screen with the controllor.

    Third thing : the sarlacc again. Can it be always activated when the mission needs you to fall on the pit ? For a medium/good player, you can't really miss the shots and it's only luck (or good "bad aim") when you fall in the pit when the sarlacc is not here to block your way. So you shoot, you shoot and you hope to fall even once. When you need to fall 4 times, it takes a lot of time

    Fourth thing : locking a ball in the Slave-1. It's not about locking the ball, it's the fact that if you aim bad, you have a big big chance of a drain ball. My proposition is to have a "ball saving" but if it is used, the Slave-1 leaves. Losing the big millions of the mission is a big lose, it doesn't need to add a ball drain on it.

    Fifth thing : opening the HUTTS hole. My proposition is to add a magnet at the end off the mini ramp to block the ball because when you smash it, the ball goes, hit the end of the switch and came back with too much speed and the ramp doesn't switch. Again, it's a pain because you need to shoot it but with not so much strength. Like falling in the pit without the sarlacc, it's random, and the randomness isn't in our favor.

    Sixth thing : freeze the timer of the missions when you are in the bumpers. In the bumpers, you can be there for a long long time and some missions require to shoot on the bounty lane with a chance to go on the bumpers. Freezing the time when on the bumpers will be a good idea because actually, it's a time over guaranted.

    I hope my words will be taken in account to make this great table a little less unfair and random.
    I have a few things to say for some of your points.

    - Practice nudging and pulling off death saves. It will save you a lot of frustration and make you less dependent on kickbaks.

    - Sarlacc's arms (?) aren't always there, so you can time your shots to avoid it and successfully shoot the Empire lane over the pit. And when you need to put the ball in the pit, you can aim the left side of the hutt see-saw, the ball will bounce off of it and then will go down the pit, it's not an easy shot, but not impossible.

    - About Slave-1 drains, I totally agree with that. It is an extremely risky shot, and losing the potential points should be enough as a punishment. But that's just the way it is

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