Problem: Bowling Experience in the Next Version

As the game currently stands I for one wouldn't change the bowling controls apart from as Dutch suggested, doing away with choosing the length and having it determined completely by the release point. That's not to say the system can't be improved on, but if the next iteration was the same I wouldn't be disappointed at all.

The main focus has to be the AI and the physics, get these two things right and the experience improves tenfold.

There needs to be a clear difference between good and bad batsmen, a clear difference between good and bad bowlers, a difference in AI approach for the different formats and batsman types, remove that horrible cut-shot, no more smashed sixes off the first ball faced in a test match, effective bouncers, conditions need to have a bigger effect and change as a game progresses, fielders not suddenly overriding their stats to take catches, more edges and genuine top edges.

For me these are the basics that Big Ant need to improve on. Anything else would be a massive bonus.
 
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One issue that you'd have with the release point system for lengths is that you'd then have a situation where every no ball would either be very short or a full toss which isn't exactly realistic. Its a minor thing that probably could be dealt with relatively easily: possibly by moving the no ball trigger to the first stage rather than the second one?
 
One issue that you'd have with the release point system for lengths is that you'd then have a situation where every no ball would either be very short or a full toss which isn't exactly realistic. Its a minor thing that probably could be dealt with relatively easily: possibly by moving the no ball trigger to the first stage rather than the second one?

Isn't the no ball on the jump, so not affecting the release?
 
One issue that you'd have with the release point system for lengths is that you'd then have a situation where every no ball would either be very short or a full toss which isn't exactly realistic. Its a minor thing that probably could be dealt with relatively easily: possibly by moving the no ball trigger to the first stage rather than the second one?

It already is triggered at the first stage (the pulling back of the RHS).

The release point system would be no different to how it currently is, apart from you would not be choosing a length before you run in.
 
Of course it is; I'm an idiot

I have been playing other things instead though, so I have an excuse!!
 
for everyone's information, i play DBC for bowling, so far its really good, you place the fielding and bowl according to it and you will definitely get results.
 
The bowling must have the difference in amount of swing and seam based on the runup of the bowler....I think the should have 3 run ups one wider the bowling crease ,one middle and the other closer to the stumps [the position that enables highest swing possible for the bowler according to his skills]...The change of the bowling runup line will be assigned to left and right arrows...And animation wise one step towards left or right....
 
.I think the should have 3 run ups one wider the bowling crease ,one middle and the other closer to the stumps [the position that enables highest swing possible for the bowler according to his skills]...The change of the bowling runup line will be assigned to left and right arrows.

You know that this currently exists in DBC14, yeah?
 
I would much rather us having real freedom as to where the runup starts: not pressing a button but being able to move around like in the crease...
 
I am trying to find ways of allowing bowlibg to much more intuitive than it is: really having to control a number of factors to get the desired outcome, moving away from button pressing, like batting has done...
 
You know that this currently exists in DBC14, yeah?
Yeah thats a variation more than a bowling line but I want total different line of runup to select before starting runup.....
This along with the current move closer or wider in runup using RAS for variation...This should be applied to AI to bowl as well...In this version I have not seen any AI use this in his bowling....

The different runups are to assign a bowler like Finn who bowls very close to the stumps and someone like Dernbach who bowls wider the bowling crease...
 
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I am trying to find ways of allowing bowlibg to much more intuitive than it is: really having to control a number of factors to get the desired outcome, moving away from button pressing, like batting has done...

I hear what you're saying Dutch and I completely agree with doing away with selecting the length. besides that though what can be done? If you look at bowling in real life what human factors effect bowling?. I would say run-up/ rhythm, arm position, wrist position/seam position and head movement are the main ones.

I would like rhythm to be made a factor but I would definitely not like to see it done in a way that involved button mashing or stick waggling. But right thumb still hasn't completely recovered from all the overs bowling spin, although I do like that system. Adding something similar for pace is just a recipe for RSI in my opinion.
 

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