Batting in career mode is a serious issue

I was also thinking along same lines batter eye etc a whole range of options it opens up, The biggest prob for that is how bowling works since the inputs are decided at the last minute, the details cant appear any quicker than that.

Then try to capture all the inputs a little earlier. Let folks decide the line & length a tad earlier, i.e. let folks provide the input for deciding the delivery type and jumping/releasing the ball a couple of seconds earlier than now. Don't think it will need a major overhaul. Essentially you are trying to provide the same info as you do now but couple of seconds in advance for the batsmen to judge line & length.
 
Then try to capture all the inputs a little earlier. Let folks decide the line & length a tad earlier, i.e. let folks provide the input for deciding the delivery type and jumping/releasing the ball a couple of seconds earlier than now.

That will spoil bowling it feels natural now just like bating, only thing i would do is what i suggested above, use pulling back for length determination and pushing up for hurling, it would make it more natural as you can control pace with the stick too,well as give that extra bit of time for hudassist for batsman.

Even this wont be possible this iteration, afaik,no developer will change vital control schemes once the game is released.
They may tweak to make the game faster or slower etc but changing the way the system itself works i don't think it will happen in this iteration.
 
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That will spoil bowling it feels natural now just like bating, only thing i would do is what i suggested above, use pulling back for length determination and pushing up for hurling, it would make it more natural as you can control pace with the stick too,well as give that extra bit of time for hudassist for batsman.

How would it "spoil" something when you haven't even tried it? Just because the inputs are provided a couple of seconds earlier doesn't mean it won't look "natural". If Big Ant had come up with a control scheme which needed input a couple of second earlier, you would have been used to that timing and probably would be arguing in its favor.
 
How would it "spoil" something when you haven't even tried it? Just because the inputs are provided a couple of seconds earlier doesn't mean it won't look "natural". If Big Ant had come up with a control scheme which needed input a couple of second earlier, you would have been used to that timing and probably would be arguing in its favor.
anything were there is a delay with what you do and what happens on screen will feel artificial, which is why bowling was never good in earlier games, ya if BA had done what you said before ya may be i would have liked it because it would still be the best bowling simulation better than past itles, but after bowling this way it will feel a step backwards.
 
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anything were there is a delay with what you do and what happens on screen will feel artificial, which is why bowling was never good in earlier games, ya if BA had done what you said before ya may be i would have liked it because it would still be the best bowling simulation better than past itles, but after bowling this way it will be a step backwards.

There won't be a delay. If people enjoy online with the manufactured delay, why not with the input captured a couple of seconds ahead of time? People playing online have shown that "delay" is not an issue. We all had to learn this new way of bowling and providing inputs couple of seconds earlier (coz the bowling meters would show earlier as well) would seem just as natural. At least we will have a proper game where batting would feel natural by having enough time to judge line & length rather than premeditate majority of the shots.
 
I hope Ross and his team keep their vision for how the controls and HUD work similar to how they are now... That means no fielding radar, no bowling marker, no telling us the line and length before the delivery, no providing inputs 2 seconds before when bowling...

The last thing I want to see is DBC heading down the pick-up-and-play route by dumbing down many of it's gameplay elements.
 
I hope Ross and his team keep their vision for how the controls and HUD work similar to how they are now... That means no fielding radar, no bowling marker, no telling us the line and length before the delivery, no providing inputs 2 seconds before when bowling...

The last thing I want to see is DBC heading down the pick-up-and-play route by dumbing down many of it's gameplay elements.

Sounds to me like two separate gamemodes for two different audiences.

Why not have both?
 
If people enjoy online with the manufactured delay, why not with the input captured a couple of seconds ahead of time? People playing online have shown that "delay" is not an issue. We all had to learn this new way of bowling and providing inputs couple of seconds earlier (coz the bowling meters would show earlier as well) would seem just as natural. At least we will have a proper game where batting would feel natural by having enough time to judge line & length rather than premeditate majority of the shots.
online's main enjoyment is you play with another human which has better AI.Other than that its pretty much not the same level as Single player interms of responsive game play its pretty much noticeable but we take it in the stride to get the enjoyment of playing with each other, this wont be enjoyable in SP.

Also batting is pretty good except for the shot tweaks you have mentioned regarding ball going in the air a lot post patch 2, as well as against fast bowling.

I prefer gameplay related changes to controls that blend with the game rather than adding delay or slowing time.

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Why not have both?

Options would be the only answer, even if its going to lead to a miffed up leader board, that only a pool of 1000 players at max are going to bother.
Though i dont think DBC can cater to casual players and core players in terms of game-play mechanics, difficulty adjustment, would be the best way do that, like allow players to fully do the career in a single difficulty level etc.
 
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Options is the only answer, even if its going to lead to a miffed up leader board, that only a pool of 1000 players at max are going to bother.

Why would it miff up the leaderboards? You choose to play a "Casual" or a "Hardcore" game and the results go to the relative scoreboard...
 
Why would it miff up the leaderboards? You choose to play a "Casual" or a "Hardcore" game and the results go to the relative scoreboard...
right now everything is handled through a single leader board, so that would mean making ya more options in leader board too.

Ideally over the next iteration i would prefer the leader board becoming more statistics oriented than points with difficulty based boards or , post to board pro upwards whichever works.
 
Sounds to me like two separate gamemodes for two different audiences.

Why not have both?
I don't think that approach is the best one to take because you end up diluting your focus across trying to cater for so many different types of player so you offer many styles of gameplay in one product and don't really end up making any of them properly balanced or complete.

There are already multiple difficulty levels and a slider for bowling speed is coming soon in a patch. These are more than enough in my opinion.

To me, DBC is so good because it is so different from cricket games that have gone before, because of ditching things like the bowling marker (or other pre-delivery indicators) and fielding radar. The absence of such things makes it feel much more like playing cricket and seem central to the vision that Big Ant have for the game.

In Big Ant's planned 'Tabletop Cricket' game or any other arcade/casual style cricket game then I wouldn't care if these things were present, but I'd much prefer DBC to stay on it's current path.

In racing games I wouldn't play GTR Evo if I wanted to go pedal to the metal drifting around flawlessly, I'd play Need for Speed... If people want bowling markers/indicators and fielding radars they should play AC09/IC10/C07 rather than trying to make DBC a jack of all trades.
 
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Why would it miff up the leaderboards? You choose to play a "Casual" or a "Hardcore" game and the results go to the relative scoreboard...

That's the way to go as its all in one leaderboard at the moment..There's no separate leaderboard based on the difficulty level being played....
 
online's main enjoyment is you play with another human which has better AI.Other than that its pretty much not the same level as Single player interms of responsive game play its pretty much noticeable but we take it in the stride to get the enjoyment of playing with each other, this wont be enjoyable in SP.

Also batting is pretty good except for the shot tweaks you have mentioned regarding ball going in the air a lot post patch 2, as well as against fast bowling.

I prefer gameplay related changes to controls that blend with the game rather than adding delay or slowing time.

If you are able to bat by having enough time to determine line & length and play a shot accordingly, you will enjoy yourself. The 2 sec (or maybe 1 sec) delay won't hamper your enjoyment much. Given the choice between pre-meditating most of the shots and playing with no pre-meditation but with bowling inputs provided a sec or so earlier, I would opt for the second option every day of the week. Batting should be all about judging line & length and reacting accordingly, and not pre-meditating your shot and watching the result unfold.

Slowing time, or adding delay, is inevitable. In real cricket batsmen get a few milli seconds to react to a fast bowler whereas in a video game this much time is insufficient since...

1. You don't get all the info as you would if you were batting in real life. It will always be a 2D picture you will see on the screen with no depth perception.

2. You will have added layers in between - controller, network/wifi/blue-tooth, TV signal processing etc. - which will add latency of a few milli seconds, i.e. nearly the same amount of time that would you would take in the real world to react to a fast bowler.
 
It absolutely baffles me that people are still talking entirely in terms of the bowling being too quick rather than the problem being that they have to hit the right stick too early in the shot to have a good look at the ball, or that the shot takes too long to execute, whichever way you might look at it.

To roughly fact check, I recorded some drives against fast bowling in match practice, with my controller in shot and audio from both the game and room recorded. Then I took it into Cubase to analyse frame by frame.

I've only done a few shots so far but that data I get is that the deliveries from the quicks take about .7 or .8 of a sec to reach the bat, but in order to get perfect timing on a drive you have to complete your right stick movement before .25.

There are a couple of shots where I seem to be under .25 but the game still identified the contact as late (and it still went in the air in front of the bat).

And bear in mind that's the timing for completion of the right stick, which I've measured visually and by the audible click of the stick on the rim. It seems to take .1 of a sec from the first visible movement of my right thumb to completion of the stick stroke.

So on a lofted drive for six from a delivery that took .8 of a sec from hand to bat, my first visible movement of the right thumb is around 0.13.

Quite apart from the issue with decision making, the lag bothers just bothers me in terms of finding a natural groove for the timing.

All the above doesn't mean I'm advocating a massive change to the control system, btw. As I said in an earlier post, the way I would personally like to set things up would break the animations, and I bet I'd be the only one that liked it.

Nevertheless I think there's an important distinction between not having enough time because the deliveries happen too quickly and not having enough time because you have to make your shot with 70% of the delivery still to go.
 
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