Quoted from PanzerFreak:
A few items I need to adjust out of the box.
1. Plunger spring is too weak to reach the "dwarf" drop targets. Going to replace.
2. Rollovers seem too be up to high and may be causing some of the airballs. Will lower.
3. Setting the game to a 7 degree pitch resulted in the ball falling off of the far left habit rail often. I set it back to the recommended 6.5 degree setting.
Items that need to be corrected through code.
1. Shaker motor is making a bit of a squeaking sound. Others have reported this since updating to version 1.10.
Stuck balls at far left habit rail and pop ups?
I haven't seen a ball get stuck at the far left habit rail. I did have one ball get stuck in a pop up as it was coming down but a few seconds later it came out.
1. I originally downloaded the 1.10 update file, unzipped it to my hard drive and copied it over to the my thumb drive. When attempting to update the game I got a "no update folder found" error. Turns out if you unzip the file directly to your USB thumb drive (root, nothing else on it) it will have a different folder name "hobbit_update" versus "TheHobbit_Delta_v1.10" if you unzip it to a local drive (I'm running Windows 10 btw). I'm not sure why the folder name changes based on if it's extracted to a USB thumb drive or to a local HD drive but in order for me to get the update to work I had to unzip the file from my local hard drive to the USB thumb drive.
I thought the plunger spring was too weak also, but me and everyone else has backtracked off this idea.
You might just have a bad spring.
Check that the plunger hits the center of the ball and there are no obstructions, adjust if necessary.
A bent plunger will also cause weak plunges.
Some have reported that a little dry lube on the plunger rod helps a lot, Teflon or silicone dry spray lube, due to the fact you want it to be super weak but controllable.
The spring has to be incredibly weak to make all the skill shots.
A proper spring gently hits the a or r in dwarf depending on the playfield pitch. A super careful shot will also hit the left hole. An extremely gentle pull will hit the right outlane for big points.
Push the flipper rubbers higher on the bats to combat airballs.
The game fresh out of the box is very fast, balls go everywhere.
At about 50 plays it will settle down, this is where all the tweaks come in e.g. 7 degree pitch flippers at 25 or 26.
Check the roll overs with a ball, just let it roll down on them from just before the ramps. They should compress and be a tiny bit above the surface of the playfield to avoid clearcoat chipping. They will soften out in a few plays.
A lot of us have been sorting out the left wire-form. I have tweaked mine a lot and it works perfectly now. I do think they should re-design it to allow for faster game play. The same holds true for the right wire-form and the ramps themselves. If you raise the flipper power to 29-32 the ball will launch over the ramps and hit the backboard, and never stay on the wire-forms.
Opening the loop and bending it up on the left wireform fixes some things. Adding a post at the lower attachment screw fixes other things. Warping and adjusting or in some cases carving the wireform itself has been very effective to get it just right.
Put the shaker on high for awhile extreme is not necessary. You can oil the shaft on the shaker but I wouldn't do that, I would just let it break in for a hundred games or so and it should get better. If it gets worse JJP will send you a new one.
Setting the playfield pitch to 7 degrees seems about perfect after about 50 plays, after the game has settled down a bit.
A full plunge hits the the A or R in dwarf the kickback flows the ball up the right guide towards the pops and rolls back smoothly.
A higher pitch makes the kickback bounce off the rubber instead of going up the guide, this is fun but a little too random for me.