Rapidly fluctuating forces I love, strong negative force magnitude I love, strong positives I just don't care for. I don't find them painful or offensive like
@LiveForTheLaunch seems to be saying, they're just irrelevant to me.
Now Steel Vengeance we all know I adore. The power of those negative forces over some of those hills is balls to the wall insane, and when you add in pacing and force fluctuation rate (probably the other two big things I look for in a coaster), it brings all three to the table and it brings them well. Now I305, Batman clones, Gio hypers, and other coasters that are associated with positive forces, I don't think anything like that even makes my top fifty. I'm so glad I rode 305 as a new enthusiast because as I got into coasters, I started to see it slip pretty dramatically in my rankings, despite seeing it as a pretty common number one. So I rode it again last year, thinking my memory wasn't accurate since I was such an inexperienced enthusiast, thinking I didn't know what to pay attention to when I rode it, and it was the most anticlimactic thing ever. Sure it spend most of the time pounding me with positive force, but I was just sitting through it, waiting for it to do something cool with all that speed, but what it did do was just repetitive, and the icing on the cake was the absolutely pitiful airtime it had crawling over its hills. The only sensation that I considered to be extreme was the magnitude of the positive force, spending way too much time doing the thing I didn't care about, but doing it really well.
When a machine is designed, it's like what I saw that food stand worker tell the angry guest at Six Flags America, "This ain't no #$%& Burger King, you don't always get it your way." You can't have a cost efficient ride that's comfortable and spends a ton of time doing everything a coaster can do that costs a reasonable amount. There are sacrifices you have to make to do something that's above average and they're usually noticeable. The choice 305's designers made was to use less of their resources on airtime and pacing elements and focus most of it on sustaining strong positive force around the layout. Now many enthusiasts consider that the holy grail of coasters, I personally find sitting there being crushed by the same force over a long, boring interval to be monotonous. RMC's engineers, on the other hand, have actually stated they aren't big into positive G's and prefer to focus on other things, many of which happen to be exactly what I like in a coaster. Now what I'm getting from what
@Pear is saying that he enjoys pretty much any sensation on a coaster as long as it could be considered extreme relative to other rides, and this wouldn't be the first time I've seen that. For me, not just any extreme sensation will do, it has to be one that actually interests me. Some do, some are eh, some don't.
Anyway, before I type a third paragraph, here's my first update here since last summer. Wanted to get it out there so I have a comparison to make after Texas in two weeks.
1.
Steel Vengeance
2. Lightning Rod
3. Skyrush
4. Wicked Cyclone
5. Outlaw Run
6.
Twisted Cyclone
7. Storm Chaser
8. Goliath
9. Fury 325
10. Hades 360
11. The Voyage
12. Cheetah Hunt
13. Renegade
14. Mystic Timbers
15. Avalanche
16. El Toro
17. Superman: The Ride
18. Ravine Flyer II
19. Viper
20. Boulder Dash
21. Millennium Force
22. Maverick
23. Leviathan
24. Banshee
25. Wooden Warrior
26. Raging Bull
27. Phoenix
28. Thunderbird
29. Powder Keg
30. Magnum XL-200
31. Top Thrill Dragster
32. American Thunder
33. X-Flight
34. Ride of Steel
35. Behemoth
36. Full Throttle
37. Cyclops
38. Lightning Run
39. Diamondback
40. Thunderhead