Unread postby Lthayer3 » October 2nd, 2011, 8:28 pm
My pachinko analysis:
Originally, I was excited about pachinko. That opinion has faded rather quickly over the past 24 hours. I am now indifferent, bordering on annoyed. At least most of the early bugs that should have been dealt with before it was ever released have been fixed.
Anyway, pachinko is interesting, but ultimately just another doomed party house game. User machines would be a lot better if the owner got to keep the balls instead of having them converted to ryo. A poor decision in terms of game design. Turns what could have become a fun addition for a long time to come into another party house game to grnd for 2 or 3 weeks to get the trophies, then never play again.
As it is, there is almost no incentive to make winnable machines, since they'd be operating entirely at a loss. I have a machine, but I really wouldn't recommend anyone play it. A player will probably do slightly better than breaking even, but it wouldn't be much. I'll probably redesign it with one huge crazy unwinnable jackpot to see if that would make it possible to make profit.
Designing a machine is a headache, as you have to compute your machine's probabilities by yourself. McM has specifically stated that he will not add anything to the game for a person to test their own machine. I expect there might be a script to help with it after a week or two, though.
The four machines are so-so. After 3-4 weeks, though, they won't be worth playing, as prices for the pet items and new perms are already reaching reasonable levels. The looptastics in the gold machine appear to be the only long term cash cow of pachinko, and obtaining them is completely up to the RNG -- gold balls are frustrating to get, and even if the RNG gives you some, looptastics have an absurdly small win percent.
The Bawg isn't entertaining and doesn't appear to be much of a puzzle. Or if there is a puzzle, it is completely invisible, so it just feels like blindly changing values and hoping the RNG isn't toying with us. Essentially, it is just an insane RNG stamina grind where you then get to list 5 other people that "helped you" to give the 45ers trophy to once you beat it. McM really should have coded cooperative aspects into the game. As it is, the Bawg trophies could quickly become the most hated in BvS. Potentially worse than Robo Fighto if there isn't a guaranteed formula for the 11 machine stat things.
Pets appear to be a neat addition at first (the intro quest is amusing), but they're really nothing special. If there was art and if the pets could do something new, they'd be great, but they just feel like another silly daily bonus you have to remember to activate/switch as they are. Hopefully related quests or other minigames will involve them, but if that ever happens, it likely won't be until houses (which probably won't be for at least a year).
Overall, the concept of pachinko is great, but the execution is rather flawed, like many parts of BvS seem to be.