Quoted from pinball_keefer:If I may step into the fray for a minute...
Maybe part of the problem is that there's SO MUCH to do it's a little difficult to convey it via the lights. Personally, I have NFI how I'd convey hurryups running when there's a lot of multiballs going at once with standard lights.
But, in general, I guess I don't really understand the argument. The lights are cycling next to the rollovers, when you complete one, LOCK lights on the ramp.
I know there's little you can do about the layout and two upper play fields but as far as coding....
Too many cycling lights. When everything is blinking, it makes it difficult to track anything. Lights off, no cycling except in attract mode. Lights lit solid when awarded would be a great option in settings. One Blinking light at a time only when that specific shot should take precedence next in a mode or multiball. During fireball frenzy pulsing blue is fine but not pulsing orangish with tinge of blue. Half the time I have to pause and figure out which shot to hit because the blue looks sort of orange and the orange looks sort of blue. These diamond inserts are also just too small to track easily in a sea of other small blinking and pulsing inserts.
HOADC is so low scoring compared to the risk of pursuing it or trying to set it up for bigger points that it is ignored. If you miss the shot there is a very good chance of a TOTO drain. More points and a big payoff mode is something it desperately needs. And if you're trying to get, say an orange horse to complete all one color, then there won't be an orange horse on the play field to shoot for.
Mega jackpot in rescue multiball is insanely too difficult. With factory out lanes, the end of ball save modes somewhat compensate for all the drains along with some good nudging during normal play. Where it becomes a major issue, is trying to keep a multiball going when you don't get a ball save and too much is going on otherwise to concentrate on nudging the ball out of the outlanes.
Too many things going on at once. All the stacking is overkill. Stern has got the stacking down with distinct modes that can be stacked and what order they must be started in order to stack. Stacking everything at once makes for a lot of counter productivity. At the very least, fireball frenzy should not be a stackable mode.
Munchkin Modes- I have no idea what's going on. Lots of pretty lights.
Hurry ups- worth so little, is there any "secret stash" ending that I have yet to see?
Call outs- more from movie actors, less from voice actors. They sound absolutely nothing like the actors. "Toto, you're back". Nix it and all others. The little background scream when Dorothy is captured, WTF?
I've probably killed the witch around 30 times or so, and SOTR is not gonna happen, so maybe a there and back again wizard mode somewhere in between?