Academy release 0.0.69 - discussion

In our game they can - it's the equivalent of a highlights reel.

The perfect bat can negate the perfect ball though, all things in balance.
 
In our game they can - it's the equivalent of a highlights reel.

The perfect bat can negate the perfect ball though, all things in balance.

Fair enough then but kindly make the fast bowler controls as hard as spinners so that it also becomes as satisfying
 
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Although I'd like to see a few less of the wide blue beamed deliveries I'm wouldn't like them to be completely erradicated. We have a couple of bowlers at our club that bowl the occasional howler and if it's indicative of a low skilled bowler with low accuracy and not a bug then I'm all for it. Only problem is it can be an unplayable delivery sometimes which in reality would bee the easiest to deal with.
 
Which difficulty are you set to? The system is the same for the two easiest difficulties as previous build and has been made harder from pro upto legend. The key thing is to keep the rotation smooth, you can do as many rotations as you want as long as you finish in the same place you started spinning.

We may have made the later difficulties too hard, we can bring them back a bit if people find it impossible.
@mikeymerren Thanks for the explanation. I've tried taking the difficulty down to Rookie (by the way you can't do this from the bowling settings...so to do this you have to go into batting and out again...unless I missed something) and it is very easy to get Ideal Spin Input. At Legend it is virtually impossible (though perhaps more practice would help) I am about 90% Weak input. On Veteran I have got it to a point that I can bowl around 60% Good Spin, 30% Weak Spin and 10% Ideal Spin...which might be about right. I think that people coming from DBC14 will find it a little difficult to get used to...but I recognise that we are trying it out here without the benefit of the in-game tutorials that will probably make the adjustment easier. I have found that to get any success (i.e. the percentages above) I need to stop trying to rotate LS multiple times DBC14-style (doing this, the percentages of good and Ideal drop dramatically) and focus on a single, well-timed, late rotation. I've also stopped trying to bowl by looking at the HUD and instead use the animation of the bowler as the trigger for starting the rotation and delivering the ball..which seems to make it easier for me. This bodes well for HUDless operation once the game is released. By the way, how will amounts of bounce and flight be reflected when HUDless (and how would you know when the LS is ready for Flight/Bounce adjustments)?

The interaction is sufficiently different to DBC14 to mean that adjustments to learned behaviours are needed...but I'm fine with that as long as I know what I'm supposed to do, I can learn to adjust. I will say that I am very happy with the adjustments made from the last release. I no longer have any problems with rotation direction...that all seems much more intuitive now.

Minor bug I spotted...when bowling spin in the nets, sometimes the Revs show as speed (i.e. it shows 49.6 MPH instead of Revs...before then showing 79.8MPH). This seems to occur for Weak Spin Input, so I noticed it most when bowling at Legend level.
 
That's it , I can count on you then :) I was worried because currently as a fast bowler I can swing/seam each and every delivery if I want.

The ball swinging should be partly based on skill but more-so based on the ball being new(er). The ball should swing more when the ball is new and less when it gets older. In DBC14 you could swing the ball as much in the 79th over (conventionally) as in the 1st over. It is almost as if the ball graphics change showing the ball getting older but the swing amount does not change at all. I am sure BA will rectify this in DBC17. Would make taking the new ball more effective.
 
The ball swinging should be partly based on skill but more-so based on the ball being new(er). The ball should swing more when the ball is new and less when it gets older. In DBC14 you could swing the ball as much in the 79th over (conventionally) as in the 1st over. It is almost as if the ball graphics change showing the ball getting older but the swing amount does not change at all. I am sure BA will rectify this in DBC17. Would make taking the new ball more effective.

Along with factors such as cloud cover and location. You would expect to see the ball swing miles on an overcast day at Headingley but not so much in the subcontinent.
 
Spin difficulty concept is really out of my mind mainly because I cannot get the need to make it difficult as the max RPM is gonna matter on the skills and attributes of the bowler..Then in real life people dont struggle to spin the ball even Murali Vijay if handed the ball who hardly bowls can give it the RPM to his level all the deliveries..He would be like 1500RPM is first then next delivery 1000 RPM next 1200 RPM because he is just used to bowling the similar zone of RPM varying really slightly, but what he would struggle is to land the ball exactly where he wants to thats where skills come into play..Eg: Bowling fuller would become half volley outside off driven for 4 easily, or good length thought but execution makes it short and smacked for 4or6..Thats how difficulty would be varied..Landing the ball right is what is the main difficulty aspect than the rotation..Similarly Flight or bounce options should be locked for lower skilled spinners like Vijay for example..And even for bowlers like Joe Root who is decent part timer, flight can be selected to full 90degrees but on delivering the flight should be minimal [visible enough but not like a pro level]...For Ashwin kind of bowler all the features and variations should be made available easy , even flight and bounce thats the level of skills you need to get the best out of it...But that doesnt mean he could land everything in same spot again and again [Form factor should come in here]...

This is the reason why I feel making it difficult or "Master" the spin is not something thats required to the game rather its the pitching and the consistency shown on his delivering abilities which requires the attention..

I am a big fan of bowling and I believe in gameplay plan like field positions, getting the best out of deliveries like landing the ball in the right place giving it that flight to give that turn which is possible than a system which makes me concentrate on whether I am timing the circle correctly or not..This change definitely frustrated me more than anything else...I just closed the game after that, people saying its a learning curve , why is that required..Are you as a batsman going to struggle playing dilscoop off the first ball of the match against a 145Kmph delivery,no..Then why for spin...There is a need to control the RPM which amazes me because I am able to land in a zone and turn the first ball really well say 2800RPM next ball I "CONTROL" the spin rotation and limit to yellow zone to get lower but land similar zone to the earlier one but the batsman would be playing for the spin he faced previous delivery and misses to WK by a whisker..If this kind of gameplay doesnt make you jump in the air I am not sure what will..
Thats the reason I request BA to revert back to the previous spin system and give the control to the bowler to bowl however he wants to..
 
Along with factors such as cloud cover and location. You would expect to see the ball swing miles on an overcast day at Headingley but not so much in the subcontinent.

You make a very good point there. Maybe in Stadium Creator you can select certain stadiums to be "swing" friendly and others to be "spin friendly". That would be a neat feature!
 
You make a very good point there. Maybe in Stadium Creator you can select certain stadiums to be "swing" friendly and others to be "spin friendly". That would be a neat feature!

Swing yes but spin and seam should depend on the pitch that's selected given the fact that swing is dependent on atmospheric conditions and cloud cover and thus could be related to stadium location or attributes. But the spin and seam will depend on the pitch type and depending on the pitch type selected I should get varying amount of seam and/or spin.
 
right now i was playing with broadcast cam
with inverted batting controls
tried to do padding the ball
i noticed that when i push my LAS towards 7-8 o clock and then the defence trigger with leave for padding, rather than padding for the ball pitched outside off stump batsman was padding for outside leg stump and vice versa
just wanted to ask if there is a problem with this or have controls been deliberately assigned like that
one more thing that whenever i just try to leave the ball of a fast bowler of a back foot it does the animation of leaving the ball on front foot and vice versa on inverted batting controls from broadcast cam.
it was the same in dbc14 as well but shouldn't it be the other way round?
 
Swing yes but spin and seam should depend on the pitch that's selected given the fact that swing is dependent on atmospheric conditions and cloud cover and thus could be related to stadium location or attributes. But the spin and seam will depend on the pitch type and depending on the pitch type selected I should get varying amount of seam and/or spin.

Just on the pitch effects- a green top can be good not only for seam, but also for swing as its usually softer and doesn't scuff the ball as much as well as preserving the seam as well.
 
Just on the pitch effects- a green top can be good not only for seam, but also for swing as its usually softer and doesn't scuff the ball as much as well as preserving the seam as well.

Yes a green pitch will help ball retain its shine longer but the amount of swing will still be dependent on conditions other than the pitch. If the green pitch is in subcontinent you will barely see enough swing but in an English or New Zealand stadium I would expect the ball to swing around a lot more.
 
I don't know if anyone else has found this but I'm struggling to play a front foot leg glance. My batsman jumps onto the back foot and attempts to play a pull shot every to very full balls. Is anyone else having this or is it just my user error?
 
Yes a green pitch will help ball retain its shine longer but the amount of swing will still be dependent on conditions other than the pitch. If the green pitch is in subcontinent you will barely see enough swing but in an English or New Zealand stadium I would expect the ball to swing around a lot more.

I agree with the atmospheric conditions and agree that countries like new zealand and england are more condusive to swing, but the most important part is the ball condition and pitch type more than anything else. If it were a cloudy humid day in mumbai on a commonly seen dust bowl, conventional swing would only last as long as the ball was still in a good enough condition(at a guess prob around 8 overs) but if it was dry and hot day at headingly on a green top then the ball would swing conventionally alot longer because the condition of the ball.
 
You have to push RS more down and slightly left. If you don't get it right it will play a pull.
 

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