I don’t like that either. All my good games on TWD come because I happen to roll over the X and then make a shot which turns out to be worth good points. I’ve worked much harder (and better) for much less. Sure, when I do pull it off on purpose it’s satisfying, but so often I look up from a game where I didn’t think I do that well and see I got a massive score thanks to some random lucky X shot. Makes the whole game feel worthless when it’s so unbalanced. At least you have to execute /right then/ though. Although it also sucks if you build it up on purpose and then all that is wasted because you’re a quarter inch off.
When Game of Thrones came out people complained about this a ton before the balance was worked on. You’d play two multiballs or modes where you thought you played just the same, and one would be a billion while the other was 3 million or something. But for some reason it’s fine on TWD. Personally I think that even a 3x multiplier is getting a bit overpowered, let alone the crazy X values you can see in TWD or GoT.
I don’t like it in AC/DC or Metallica either. Too little work for the reward, there’s no other valid strategies to play the game, especially for high score (the default way to play games) besides using the multiplier.
I didn’t say they weren’t trying, I said they weren’t getting it. “Intentional shots up the ramp”. Everyone I’ve played with who tried to do it on purpose decided it wasn’t worth bothering with because it’s so unreliable to hit. If I were to take ten shots during a game at the target and ten shots at the shots around it when does it get the multiplier more?
I hate Aerosmith with a passion. I light my locks, and try and try to hit that dumb, badly designed lock shot (not the right size, wrong angle, etc) and never make it. But I miss the center ramp or elevator and it bounces in constantly. My strategy on AS is to light the locks immediately and then ignore it because I know i’m more likely to get the shot off pure luck than via any skill on my part.
To me, Zach played many of those games much ‘better’ than Keith. But Keith won because he hit the multiplier shot once or twice. You could argue that Keith played ‘better’ because he made better use of the multiplier, but I don’t find “made half as many other correct shots but knew to hit the multiplier once” to be better play. Technically taking advantage of a broken game is good play but I don’t think we should be designing games around that
Yeah, and it sucks! The number 1 complaint I hear about DI when I talk to people about it. SIM card hole is too luck based and the reward for ‘making’ the shot is too powerful. A good game is determined by how many SIM cards you fall into.