Quoted from BC_Gambit:As a disclaimer I have not played 3.0 code yet, and hardly can claim to be a WoZ master.
I have nothing against hard games. In fact I pass on buying most games for being too easy (i.e. games get too samey) or too long playing.
But WoZ takes a lot of this to an extreme, much of what you describe most people would categorize as not fun. It seems there is all stick, very little carrot.
There is no gimme multiball, cool mode that is easy to start etc... Without the LCD display and flashy playfield lights to draw in players like flies, this game would be DOA. Obviously shiny stuff matters a lot based on earnings reports, but this game is more TZ than AF in terms of how it greets players.
And I don't think that is something a company should be shooting for in 2014.
ECMB would be your gimme multiball, it pretty easy to get. The rest of the game is pretty damn difficult no matter how you slice it. It's got people closeing up their outlanes, making it easy to get extra balls, playing it in five ball, maxing out ball save, and God knows what other adjustments to help them get farther in the game. I plan to do none the sort, so far playing stock factory settings and I intend to keep it that way. The carrot is there but you are going to have to think a little and work towards it. Like I said, that's not something the average person wants to do when they approach a game. I think they did a pretty good job appealing to both players and nonplayers. The average person can approach the game, knock the ball around and feel like they accomplished something, at the same time there is plenty of depth and skill required shots to keep the more hard core players happy.
Christ I can remember people begging for a ball save feature after a crystal ball mode triggered (weak flippers? No hold?..don't remember), really? More evidence of people wanting to be spoon fed. How about paying attention and being ready...
Edit: I might.....might enable a timed ball save, just to eliminate a quick drain immediately after a plunge.