Ashes Cricket General Discussion

I've always (quietly) liked the idea of a "dice-roll" style mechanic to bowling whereby you actually don't "select" a delivery type at all. You select a length prior to delivery and the rest is up to a dice-roll based on attributes and game situation. For example, it would be "easier" to bowl yorkers in the final few overs of a "close" match, the AI batsman would then have a higher chance of "reading" your deliveries and come down the track to you. Based on the attributes of the bowler you select, the dice-roll determines how effective your attempts are... I don't have nuanced language to describe it any better but you get the idea.
The balance in bowling and batting in DBC17 was way off for me. With batting the slightest mistime or misdirected shot can end in a wicket, with bowling I rarely ever felt like I'd get punished. I always thought that poor footwork or timing should lead to wider deliveries rather than a reduction in pace. It was almost impossible to bowl a wide sometimes even in one day matches.

Likewise the difference between pace bowling and spin bowling (because of the turning of the stick to impart spin) made those styles feel equally unbalanced. I'd sooner be able to choose a delivery type and then have a modifier (e.g. hold R2 to go for a big turner or big swing ball) that then causes a minor penalty in accuracy, with that penalty reduced the more confident a bowler becomes.
 
My perfect bowling control would be everything is controlled by placement of the seam position, and the stability of my input.

We've talked a lot about length control and that the dbc14 mechanism was better than dbc17 which it certainly was.

But what both games have certainly missed is the mechanics of what makes bowling skillful: the ability to control seam position and repeat your action at speed.

Imagine choosing an outswinger by angling a seam, and the way you release (and your bowler skill) determining how well that seam position is retained during delivery and the swing quality.

That's my holy grail!
 
I've always (quietly) liked the idea of a "dice-roll" style mechanic to bowling whereby you actually don't "select" a delivery type at all. You select a length prior to delivery and the rest is up to a dice-roll based on attributes and game situation. For example, it would be "easier" to bowl yorkers in the final few overs of a "close" match, the AI batsman would then have a higher chance of "reading" your deliveries and come down the track to you. Based on the attributes of the bowler you select, the dice-roll determines how effective your attempts are... I don't have nuanced language to describe it any better but you get the idea.
That sort of thing sounds good for a strategy/management game like ICC but I'm not sure about it in for this, still it'd probably be better than the DBC17 style bowling.

The annoying thing is that I think DBC14 had the fundamentals near spot-on... Length varied by release timing was great; intuitive and tactile... Then in 17 you just get to plop the ball on any of 12 predetermined lengths at will, with the only timing based interaction being in the form of a QTE where better timing magically makes the batsman worse for no apparent reason.
 
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My perfect bowling control would be everything is controlled by placement of the seam position, and the stability of my input.
We've talked a lot about length control and that the dbc14 mechanism was better than dbc17 which it certainly was.
But what both games have certainly missed is the mechanics of what makes bowling skillful: the ability to control seam position and repeat your action at speed.
Imagine choosing an outswinger by angling a seam, and the way you release (and your bowler skill) determining how well that seam position is retained during delivery and the swing quality.
That's my holy grail!

I've always thought a 'Ball- Seam Position' HUD where you freely angle the seam of the ball before you set off in your run up would be a sweet addition. Allow the programming of how the ball physics react to how the ball is released take effect and as you said the skill of the player itself all factor in to the final result (to that point 'weather' too)... it would truly allow for a infinite of possibility.

Effectively- if we place ourselves at the top of a run up... what we do in real life can be replicated more closely. These type of inputs would more likely excite people who look for an overall fully replicated simulation experience.

But Alas; an idea dream worthy but maybe not realistic.
 
All Big Ant's AI problems could be solved if they just based the AI on Google's AlphaGo Zero software. The software was just taught the rules of the game Go, and then played itself millions of times over, updating itself as it learned how to win.

Piece of cake, right? I'm guessing this functionality will be in Cricket 2027.
 
That shot Warner plays off the 1st ball in the 2nd over in Twistie's PAX video is highly unusual! What do you guys think?
 
Anyone got any news on the PlayStation Store preorders yet?
 
Any ideas when steam store page will be up? and what price will be?
 
Why is Starc bowling 165kph? Fastest ball in history?

Halzewood 152kph? Surely they can get the speeds right and give players a max. It always seems like 10kph too fast for everyone. No way that 165kph delivery actually looks 165. More like 145-150.

It's a shame the mo-cap bowling is on the last couple of seconds, yeah - but looking a lot better.
 
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Why is Starc bowling 165kph? Fastest ball in history?

Halzewood 152kph? Surely they can get the speeds right and give players a max. It always seems like 10kph too fast for everyone. No way that 165kph delivery actually looks 165. More like 145-150.

It's a shame the mo-cap bowling is on the last couple of seconds, yeah - but looking a lot better.

Starc is nothing. Wait until you see Coulter Nile steaming in, you are going to get your helmet:p
 
Are we discussing these controller setup ideas/wishes expecting them to be in Ashes 2017 or in its next iteration?
 
IMO online should be played at a standard locked down difficulty with base set of attributes so you don't get exploits like bowlers bowling 170 kph or a medium pacer bowling at 60 kph. But I don't agree about the controls at all. In order to attract more players to the game - both online & offline - they should be able to select any control option they want to.

If you choose to play with hardcore controls then you can't blame your opponent for picking an easier control scheme. Your argument is akin to what i hear some people make on FIFA - those who play with manual passing controls. They want EA to make FIFA online based on manual controls as "assisted" controls is too easy. That's not how it works. the game should be accessible to all and only having a hardcore control for online goes against the principle. I'm all for locking difficulty level or locking down on base player attributes as they lead to exploits but I wouldn't force a control scheme on everyone. This is the approach followed in Madden, FIFA and other successful sports games for online gameplay and it works..

You cannot have Person A on the one side (Which could be the Worlds No. 1 Player) , playing with fully assisted footwork , plonking all deliveries to the fence , against Person B , who is trying to play the game with no assists , and doesnt hit the balls as consistently as A.

All that will happen is that Person B will eventually also start playing with Fully assisted Footwork , to try and compete with A , eventually meaning the end of the "Old DBC Style" batting controlls.

I for one would defnitly limit it in my Online Leagues , but for that to be effective , there needs to be an option to prohibit the use of these controls , otherwhise how do I enforce it in a league ?
 
You cannot have Person A on the one side (Which could be the Worlds No. 1 Player) , playing with fully assisted footwork , plonking all deliveries to the fence , against Person B , who is trying to play the game with no assists , and doesnt hit the balls as consistently as A.

All that will happen is that Person B will eventually also start playing with Fully assisted Footwork , to try and compete with A , eventually meaning the end of the "Old DBC Style" batting controlls.

I for one would defnitly limit it in my Online Leagues , but for that to be effective , there needs to be an option to prohibit the use of these controls , otherwhise how do I enforce it in a league ?
That's my point and some here found it silly like Ali Khan who bragged about his skills only. ....
 

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