Quoted from pinball_keefer:0%.
Calling this a "reliability improvement" is a gross oversimplification of all the issues involved and a clear attempt to steer the opinion that you are correct that this is a good thing.
Joe Blackwell, perhaps the most-respected man that ever worked in pinball service thought as you did. We had a couple of conversations about it, and he came to the conclusion that I was correct not to put it into TSPP. If I can convince Joe of that, then I'm going to go ahead and sleep comfortably at night.
First, thanks for replying.
You may have convinced Joe (and I sure would like to know how that discussion went - perhaps it was something like, "Hey look how many extra flipper parts we can sell!" I don't know), but myself and others are actual customers who have paid for the game with the intention of operating it publicly. This is not some arbitrary, "Hey please it would be nice if you did x"-type feature. It is something specific and direct to do with the main [traditional] purpose of pinball, which is to earn money. I can't tell you how many TSPPs I have seen on location that were impossible to play because the couch could not be shot due to poor flipper condition. Yea, in a perfect world, every operator would maintain games perfectly, but that's not the real world, and not every game can get immediately fixed. And it's a fact the less a flipper flips, the more reliable and longer-lasting it will be. It's just a matter of time before WOZ will have the exact same issues, but x2.
As I understand it, your main rationale for not implementing this feature is...
Quoted from pinball_keefer:
That's not pinball. You take the good with the bad. Sometimes the ball goes over the flipper, and sometimes some whacked-out thing happens that's awesome. That's also why things like Dirty Pool exist, Sneaky Lock, Secret Lock, the list goes on.
I can appreciate and relate to that. But I'm not asking you take away the random, unexpected fun out of pinball. I'm simply asking for a config option that says: "[x] Disable upper playfield flippers when inactive." You could re-enable them during any multi-ball mode just to be safe.
If you say, there are technical reasons why it can't be done, after I squint my eyes a bit, I'll grudingly go, "Ok." But if you're simply holding your position because it doesn't jive with your principal of how pinball should be played, that seems a bit overbearing in my opinion.
I know you didn't like the idea of making ball locks virtual, but the ECMB locks were problematic and manipulable, (excuse me, I meant, "exciting and random") But in competition, items like that matter and make things unfair. Sometimes there are some good reasons for making minor adjustments because of the way other people want to use the game.
I don't see how this in any way compromises pinball, WOZ, its ruleset or its enjoyment in the slightest.
Anyway, I guess we know where you stand. This is your line in the sand, though I'm not sure exactly what you're defending.