Batting and Bowling Practice ON THE SCG!!!! - now in the Cricket Academy

One comment/observation after watching the YT video uploaded by @AL_Amin (Thanks AL_Amin!)... when the batsman's beaten by a spin delivery from the bowling machine, the delivery barely has enough speed & momentum to cross the 30 yard cricle, forget reaching the boundary. In real life a delivery from a spinner, if it beats batsman and the wkt keeper or if it's edged by the batsman, has enough momentum to comfortably reach the boundary. This was an issue in DBC 14 as the ball simply died after crossing the batsman and I hope it's fixed. Edges, french cuts, byes (along with wides down the leg side), leg byes etc. going to the boundary against both spinners and pacers is an integral part of the game and am hoping it makes its way in the final product in DBC 17.

To be more precise, here's the video and look at the deliveries bowled at 7.56 and thereafter. The delivery doesn't seems to have enough momentum to reach the boundary...

Also deliveries from fast bowler doesn't seem to have enough bounce and carry, and may struggle to reach the wkt keeper. Look at the same video I posted at 12.48 onwards as an example. One would expect a fast bowler at SCG to at least have a delivery carry at waist height to the wkt keeper but it isn't the case.

 
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One comment/observation after watching the YT video uploaded by @kamrul (Thanks Kamrul!)... when the batsman's beaten by a spin delivery from the bowling machine, the delivery barely has enough speed & momentum to cross the 30 yard cricle, forget reaching the boundary. In real life a delivery from a spinner, if it beats batsman and the wkt keeper or if it's edged by the batsman, has enough momentum to comfortably reach the boundary. This was an issue in DBC 14 as the ball simply died after crossing the batsman and I hope it's fixed. Edges, french cuts, byes (along with wides down the leg side), leg byes etc. going to the boundary against both spinners and pacers is an integral part of the game and am hoping it makes its way in the final product in DBC 17.

To be more precise, here's the video and look at the deliveries bowled at 7.56 and thereafter. The delivery doesn't seems to have enough momentum to reach the boundary...

That video was posted rather streamed by @AL_Amin and for the ball dying thing..Such stuffs can be discussed on later as they will keep updating stuff till the release..Final game would differ for sure with all the tweaks and stuff to get the gameplay right...
 
The academy crashed while I was looking up the equipment section of a male player created by me.
 
after todays update and playing 1 hr, few things which i noticed and need to be fixed are
- stump (bails) flying too much even here and there on bold
- while bold, noticed 2nd wkt uprooted in several cases even first wkt just touches
- controls need to be corrected as in broadcast camera controls are reverse
- ball not bounced as good length ball reaches to keeper like rolling ball
- well left or leave a ball is not realistic some good leave actions needed
hopefully BA also notice these things
 
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One comment/observation after watching the YT video uploaded by @kamrul (Thanks Kamrul!)... when the batsman's beaten by a spin delivery from the bowling machine, the delivery barely has enough speed & momentum to cross the 30 yard cricle, forget reaching the boundary. In real life a delivery from a spinner, if it beats batsman and the wkt keeper or if it's edged by the batsman, has enough momentum to comfortably reach the boundary. This was an issue in DBC 14 as the ball simply died after crossing the batsman and I hope it's fixed. Edges, french cuts, byes (along with wides down the leg side), leg byes etc. going to the boundary against both spinners and pacers is an integral part of the game and am hoping it makes its way in the final product in DBC 17.

To be more precise, here's the video and look at the deliveries bowled at 7.56 and thereafter. The delivery doesn't seems to have enough momentum to reach the boundary...

I agree, the ball does seem to lose too much momentum when it misses everything, and when it collides with the batsman - I haven't seen any bat-pads that could pop up to close catching fielder's and even from pace, none that would go for leg byes or short ones that would fly over the keeper.

I think with pace bowling, it's compounded by the actual speed of the movement of the ball having to be slower than how it would be IRL so that batting is playable (and even at this reduced speed, many people such as yourself still think it's too quick to react). This means that there isn't as much momentum to begin with for the carry to look realistic, and you can't compensate for that by having the ball accelerate after it passes/hits the batsman or reducing friction/gravity.

From spin though, that isn't such an issue.
 
That video was posted rather streamed by @AL_Amin and for the ball dying thing..Such stuffs can be discussed on later as they will keep updating stuff till the release..Final game would differ for sure with all the tweaks and stuff to get the gameplay right...

Thanks for the correction... I have updated the post accordingly.

And I completely disagree with your suggested approach to provide feedback to Big Ant. IMO we need to mention anything that doesn't look right or can be enhanced as soon as we see it rather than assume it will be "fixed' by Big Ant or we wait till some arbitrary later date to let big Ant know about an issue. I think one of the primary objectives of the weekly updates is for users to provide feedback in case something seems off and let Big Ant figure out when it will be fixed, i.e. in the future updates or the final version.
 
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after todays update and playing 1 hr, few things which i noticed and need to be fixed are
- stump (bails) flying too much even here and there on bold
- while bold, noticed 2nd wkt uprooted in several cases even first wkt just touches
- controls need to be corrected as in broadcast camera controls are reverse
- ball not bounced as good length ball reaches to keeper like rolling ball
- well left or leave a ball is not realistic some good leave actions needed
hopefully BA also notice these things
After one minute of reading your posts I notice the following;

-I am bored
-I am not interested
-The same mundane stuff over and over again
-you still dont get what this is about
 
I agree, the ball does seem to lose too much momentum when it misses everything, and when it collides with the batsman - I haven't seen any bat-pads that could pop up to close catching fielder's and even from pace, none that would go for leg byes or short ones that would fly over the keeper.

I think with pace bowling, it's compounded by the actual speed of the movement of the ball having to be slower than how it would be IRL so that batting is playable (and even at this reduced speed, many people such as yourself still think it's too quick to react). This means that there isn't as much momentum to begin with for the carry to look realistic, and you can't compensate for that by having the ball accelerate after it passes/hits the batsman or reducing friction/gravity.

From spin though, that isn't such an issue.

IMO that's why Big Ant has to think about a solution to address the "reaction time" issue while batting, i.e. how can users get more time to read line & length without impacting other aspects of the gameplay. We can provide our feedback, concerns and possible options to solve the issue but at the end of the day Big Ant are in the best position to determine which solution is the most feasible.
 
I agree, the ball does seem to lose too much momentum when it misses everything, and when it collides with the batsman - I haven't seen any bat-pads that could pop up to close catching fielder's and even from pace, none that would go for leg byes or short ones that would fly over the keeper.

I think with pace bowling, it's compounded by the actual speed of the movement of the ball having to be slower than how it would be IRL so that batting is playable (and even at this reduced speed, many people such as yourself still think it's too quick to react). This means that there isn't as much momentum to begin with for the carry to look realistic, and you can't compensate for that by having the ball accelerate after it passes/hits the batsman or reducing friction/gravity.

From spin though, that isn't such an issue.

I am not sure reducing friction would look bad, they could just accelerate the ball a little after the second bounce and then keep a reduced friction until there is a collision with a player or boundary.
I have seen some shots for six also, and they didnt look bad even if the ball was travelling really fast after been hit.
 
I am not sure reducing friction would look bad, they could just accelerate the ball a little after the second bounce and then keep a reduced friction until there is a collision with a player or boundary.
I have seen some shots for six also, and they didnt look bad even if the ball was travelling really fast after been hit.

If reduced friction gets us edged boundaries along with byes, leg byes and wides going for 4 down the leg side so be it. But these should be part of the gameplay.
 

Thanks Ross for bringing an amazing updated game over the last one. Batting seems more fluid this time . Bowling pace will require a lot of practice. Spin got more lethal this time .

Full pitch deliveries from the spinners going above waist line , is that deliberately placed for no balls ? or if not please take a look at that.

Waiting for more gap shots over due time!
 
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After one minute of reading your posts I notice the following;

-I am bored
-I am not interested
-The same mundane stuff over and over again
-you still dont get what this is about

I belive this is not ur owned forum and I wish there is IGNORE button for comments like this
 
I belive this is not ur owned forum and I wish there is IGNORE button for comments like this
But it still doesn't give you the right to post some BS and shit all over the work BA has put in the game.
As for the ignore button, there is one, use it.
 

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