Quoted from Apollyon:And meanwhile, all WWE owners get "Waisoned". Xmen launch owners know what I'm talking about. Mega ACDC update after ACDC update while Xmen sat broken for months.
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Quoted from Apollyon:And meanwhile, all WWE owners get "Waisoned". Xmen launch owners know what I'm talking about. Mega ACDC update after ACDC update while Xmen sat broken for months.
Quoted from markmon:This irrelevant banter has nothing to do with the topic at hand. Lets please keep the WWE and KISS crying to their own threads.
Since it's his own thread about a Stern code update I fail to see how it's irrelevant.
You might disagree, but that doesn't mean the post is off topic or misleading.
My opinions:
LOL should light after one completion, then progressively add 1 or 2 completions each subsequent time to relight. It would be rare to light it that frequently for the average player and they aren't the safest of targets to shoot for. If that makes things too easy, then I would:
Make LOL light only one outlane and put it on flipper (or slingshot) lane change.
AND/OR
make them have to be hit in ascending/descending order to light LOL or else you only get spinner value increased (and Baratheon credit) but with no LOL. (like Centaur drops)
Quoted from Eskaybee:I like this idea of one LOL light and selecting with the flipper (or slingshot). Maybe add to it, if a player qualifies a 2nd LOL during that ball perhaps it lights both?
Yeah that would be good too. I would make the lane change for one LOL dictated by the slings or pops in this case; no flipper control then you would be 'unsafe' to some degree with only one lit.
Quoted from Eskaybee:What happened to the adjustment for once per ball? That would seem like a perfect balance. And to go a step further, perhaps have ball 1 be 1 bank of drops to light LOL, ball 2 - 2 sets, ball 3+ 3 sets.
I don't like the idea of once per ball being explicitly forced purely because I'd like to see the LOL feature akin to lighting kickbacks on older games where it is dangerous to play without it lit, but it's typically risky or difficult to light it too. (Think F14 Tomcat)
LOL should be one of many priorities or decisions to make if you choose to light it or not; If you only get one per ball, you take all decision making away as soon as it's used, and then the feature loses most of the strategy that could be built into it late in a ball/game imo.
At this point if I were to try to balance casual fun and deeper strategy it would be:
1. Single bank completion to light both lord of light first time
2. +1 bank each subsequent time
3. LOL cannot be lit inside a MB but can be brought in to the MB
Would be very interested to see how that would play out for casual players and in a deeper 20-30 minute game. If theres too many LOL being handed out still, make subsequent LOL light one outlane at a time instead of both - the first one in any game should always be both imo (mostly to help keep a casual quarter-drop player engaged in the game).
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