DBC 17 Batting post Patch 3

More pitch deviation for pace and spinners.
Slightly more nicks to keeper/slips
Mistimed aggressive shots falling more to boundary fielders.
Shots going more to a later or earlier timed part of the field, causing a catch or hit to fielder

I would disagree with these 4 though, i dont actually like difficulty affecting physics of the game like that. i believe all levels should have same gameplay.

I do like the method of having the player to choose the right footwork more and appropriate shots, etc, , . It just needs to be tightened a bit.


I would say the game is good interms of difficulty especially considering fielding is yet to be looked at interms of AI fieldset and fielding change decisions, as it is only needs to get the oddities out, and may be make the timing window a bit broader but still narrow than lower diff and later than earlier.

BA are always working on the feedback from forums , im sure they will get it right.
 
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I would disagree with these 4 though, i dont actually like difficulty affecting physics of the game like that. i believe all levels should have same gameplay.

I do like the method of having the player to choose the right footwork more and appropriate shots, etc, , . It just needs to be tightened a bit.


I would say the game is good interms of difficulty especially considering fielding is yet to be looked at interms of AI fieldset and fielding change decisions, as it is only needs to get the oddities out, and may be make the timing window a bit broader but still narrow than lower diff and later than earlier.

BA are always working on the feedback from forums , im sure they will get it right.

My suggestions (at least the ones you quoted) don't affect physics. They are realities of playing cricket at higher levels.

More pitch deviation for pace and spinners - The better a bowler is in real life (higher level) then the more spin they can impart on the ball and with pace better bowlers can deviate the ball more. This is true of the real world.

Slightly more nicks to keeper and slips - This simply comes about as a part of people mistiming better bowlers as in real life (ie: the timing window being smaller, the more chance of hitting the edge of the timing window and edging the ball). This is true of the real world.

Mistimed aggressive shots falling more to boundary fielders - Once again, in the real world if you go for a six and you don't time it well (edge of timing window), this is largely more likely to not go as far. You'll still hit it, but you'll not hit it as far. This is true of the real world.

Shots going more to a later or earlier timed part of the field, causing a catch or hit to fielder - Another example of timing. Assuming you hit a ground shot square drive perfectly, it'll go very close to point. If you hit it later, you'll hit it more backwards of point, if you hit it earlier it'll go forward of point. Early to later timing does have effect on ball direction. This is true of the real world.

I'm struggling to see how anyone could say these things are physics bending. They're all part of the increased difficulty of timing the ball at higher levels of cricket in the world we live in, where physics are not bending. :)

i believe all levels should have same gameplay.
I was talking about early/late timing having different results that are real world based. If all levels had the same timing results, that would make them all the same difficulty level.

I do like the method of having the player to choose the right footwork more and appropriate shots, etc, , . It just needs to be tightened a bit.

At no point, none, did I say that footwork shouldn't play a part.
 
More pitch deviation for pace and spinners - The better a bowler is in real life (higher level) then the more spin they can impart on the ball and with pace better bowlers can deviate the ball more. This is true of the real world.

would you want warne to spin less because im playing at easy and more when i play at high diff. may be get his special balls more in high diff but even that would be sort of robbing the experience at lower diff.

Mistimed aggressive shots falling more to boundary fielders - Once again, in the real world if you go for a six and you don't time it well (edge of timing window), this is largely more likely to not go as far. You'll still hit it, but you'll not hit it as far. This is true of the real world.

Slightly more nicks to keeper and slips - This simply comes about as a part of people mistiming better bowlers as in real life (ie: the timing window being smaller, the more chance of hitting the edge of the timing window and edging the ball). This is true of the real world.

Shots going more to a later or earlier timed part of the field, causing a catch or hit to fielder - Another example of timing. Assuming you hit a ground shot square drive perfectly, it'll go very close to point. If you hit it later, you'll hit it more backwards of point, if you hit it earlier it'll go forward of point. Early to later timing does have effect on ball direction. This is true of the real world.


Agree as long as it comes as a result of timing or strokeplay and is the same when in lower diff when you mistime there too. If i mistime the result should be the same across difficulties only the chance of my mistiming or making a mistake should vary depending on the flexibility given to imput across the difficulties

I was talking about early/late timing having different results that are real world based. If all levels had the same timing results, that would make them all the same difficulty level.

no it will have the same gameplay, and people will enjoy real life based cricket regardless of the difficulty they choose to play. Difficulty should depend on the user input and judgement, along with the flexibility provided at that difficulty level.
 
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would you want warne to spin less because im playing at easy and more when i play at high diff. may be get his special balls more in high diff but even that would be sort of robbing the experience at lower diff.

So, what you're saying there is that on easy you'd get just as hard a delivery from Warne as you would on hardest? That's basically asking people to play hardest difficulty only. The essence of easier and harder difficulties is that you'll be having an easier or harder experience.How else are you going to make your Warne play on easy level if not widening the timing window so people play better shots? If spin itself is a weapon, then surely on the first couple of difficulties you wouldn't want quite so much, even if fractionally tuned down?

Agree as long as it comes as a result of timing or strokeplay and is the same when in lower diff when you mistime there too. If i mistime the result should be the same across difficulties only the chance of my mistiming or making a mistake should vary depending on the flexibility given to imput across the difficulties

"the chance of my mistiming or making a mistake should vary depending on the flexibility given to imput across the difficulties", is just a more complex way of saying your mistiming or mistakes should be dependant on late or early timing. Timing. That is exactly what I'm talking about.

The idea that mistiming should have the exact same effect on lower difficulties as high is patently wrong. Simply because if PLAYER A get no better and attempts to play two separate games - (One on Easy) (One on Hardest), then PLAYER A will mistime by a greater degree due to bowlers or batsmen doing their job BETTER. If the do it the same, then it's the same input timing required, hence same difficulty.

Now if PLAYER A is mistiming more on Hardest, then the ball will go different parts of the field if hit, as he'll hit it later or earlier.




no it will have the same gameplay, and people will enjoy real life based cricket regardless of the difficulty they choose to play. Difficulty should only depend on the user input and judgement, along with the flexibility provided at that difficulty level.

"Difficulty should only depend on the user input and judgement, along with the flexibility provided at that difficulty level." you say? That "user input", IS TIMING along with judgement of the right shot! :) "Along with the flexibility provided at that difficulty level". That flexibility will manifest itself as what outside of a perfect shot? Later safe shots? Nicks, Early safe shots? Lobbed catches? That's what I'm talking about. What do you mean by flexibility exactly there?
 
So, what you're saying there is that on easy you'd get just as hard a delivery from Warne as you would on hardest? That's basically asking people to play hardest difficulty only. The essence of easier and harder difficulties is that you'll be having an easier or harder experience.

purely from DBC perspective batting difficulty only affects batting, and AI bowling by match difficulty.

from general perspective

Yes a googly from warne should be 2500+ rpm regardless of your batting difficulty or match difficulty, and should turn square if the pitch favors it regardless of difficulty.

your experience of hitting it will be determined by your batting difficulty, your user input and

judgement of stroke play.


"the chance of my mistiming or making a mistake should vary depending on the flexibility given to imput across the difficulties", is just a more complex way of saying your mistiming or mistakes should be dependant on late or early timing. Timing. That is exactly what I'm talking about.

The idea that mistiming should have the exact same effect on lower difficulties as high is patently wrong. Simply because if PLAYER A get no better and attempts to play two separate games - (One on Easy) (One on Hardest), then PLAYER A will mistime by a greater degree due to bowlers or batsmen doing their job BETTER. If the do it the same, then it's the same input timing required, hence same difficulty.

Now if PLAYER A is mistiming more on Hardest, then the ball will go different parts of the field if hit, as he'll hit it later or earlier.


User input isnt just timing, its a combination of shot selection, timing, footwork, to that particular ball.

for ex: if i were to play a go over long on with a doosra, the timing, the footwork, my decision of goign against spin etc should take a toll on it.




"Difficulty should only depend on the user input and judgement, along with the flexibility provided at that difficulty level." you say? That "user input", IS TIMING along with judgement of the right shot! :) "Along with the flexibility provided at that difficulty level". That flexibility will manifest itself as what outside of a perfect shot? Later safe shots? Nicks, Early safe shots? Lobbed catches? That's what I'm talking about. What do you mean by flexibility exactly there?

flexibility is assist or range given to footwork, timing

like say if footwork varies by the clock at hardest, give it a license of say 45 degree at lesser diff,
for ex: if i choose 1 o clock foot work, while the delivery requires 2 o clock, let the game still choose the right footwork for the delivery at lower diff, and at higher diff let it play with the 1 o clock footwork and play out what happens.
The other part is timing window let it be larger in easier and narrower in harder ones.

which will in turn also play a part with judgement in a sense it will be harder to make a mistake in timing and footwork in easier diff due to footwork assist and wide range in timing.


so what will happen outside of flexibility is the same across all diff, you mistime in and play with a wrong footwork despite the assist provided you will edge or lob or chip, or play out what will happen at that timing and footwork. Easier only eases you to play the game, not change the results you will get when you make the mistake. so as assist decreases the game will be harder in higher diff and the chance of mistake increases. so you will have to play with accurate timing, accurate footwork to be able to avoid the mistakes.
 
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I'm not as professional as some of the elite players we are privileged to have coach us on this game but in my observations the footwork is much more of a requirement than it ever was in DBC 14. I've noticed particularly with the cover drive the ball footwork placement needs to go much wider than it did in DBC 14 as well as I assume the on drive footwork has to be much finer than it was in DBC 14 because otherwise you get the pull shot. I don't feel as control in my shot variety as I did in DBC 14 but I do feel like I can choose the right shot to the right delivery much more than I could in DBC 14 because I am not premeditating like you had to in that game. I don't even bother attempting an on drive I just play a straight drive and hope that I catch the animation.

The question shouldn't be "why does a pull shot animation play out when I try to play a ball fromoutside off to leg?"... but technically should be instead "why am I trying to play a ball outside off to the legside at all?" Or even "did I get my batsman in line with the ball? Or maybe even "Is that the right ball to be playing that shot to?"...

Unless you're Damien Martyn the reason is simply put: trying to score runs where the fielders aren't. Pulling a ball from outside leg stump is rather normal.

The real question should be "why aren't I allowed to make mistakes?" It begins and ends there.
 
Pulling a ball from outside leg stump is rather normal.

Mmmm do you mean off...? I think thats what you meant, so yeah that's why it's sort of funny...

The real question should be "why aren't I allowed to make mistakes?" It begins and ends there.

I'm sorry if you feel I was insinuating that, I wasn't trying to make anyone feel like they shouldn't make mistakes, I meant if you keep making the same mistake, over and over, then fix it or think about what you may be doing wrong, and then try to improve. Dont just assume it's a fault on the games behalf. This game deserves better, it's nowhere near as bad as some people would have you believe.
 
Yes I meant off stump it's my error.
 
The real question should be "why aren't I allowed to make mistakes?" It begins and ends there.

This x 10000000

So out of curiosity, what is it you would suppose should happen if you try to play a ball outside off to anywhere towards the legside?

Keep in mind that if your batsman is batting on off stump, or even further if you will, or moved there before bowler released the ball then you wont have a problem playing it to the legside as your batsman is in line with the ball.
 
Unless you're Damien Martyn the reason is simply put: trying to score runs where the fielders aren't. Pulling a ball from outside leg stump is rather normal.

I know you meant off-stump, but yes in relation to that I agree with you. I've seen batsmen at all levels pull balls outside off upto about 2 stumps outside off.

The further on the off-side it is and the more away from the body it is, the less leg-sidish the result gets and the more mid-wicket it becomes generally. It shouldn't be out of the question.
 
I know you meant off-stump, but yes in relation to that I agree with you. I've seen batsmen at all levels pull balls outside off upto about 2 stumps outside off.

The further on the off-side it is and the more away from the body it is, the less leg-sidish the result gets and the more mid-wicket it becomes generally. It shouldn't be out of the question.

Yeah you can do it in dbc 17, if the length is right... I think the main problem people are going on about is "why does a pull shot animation play out, when I try to on drive or leg glance to a full delivery outside off"... I think its funny because the games sort of saying 1+1=2, but some still say it doesnt add up... go figure..
 
Yeah you can do it in dbc 17, if the length is right... I think the main problem people are going on about is "why does a pull shot animation play out, when I try to on drive or leg glance to a full delivery outside off"... I think its funny because the games sort of saying 1+1=2, but some still say it doesnt add up... go figure..

That's fair enough about the leg glance, as that shot is the more or less the same direction as a pull shot, but the on-drive on the front foot is an attempt at a fairly different shot.

From broadcast view, the leg-glance is between 12-2 (or at most) 3 o'clock on the front foot or off the hip from the back-foot, the on-drive is the 4-5 o'clock direction on the front-foot predominantly. Off the back-foot the on-drive is usually very similar to the front, but with higher positioning in the arms, hands and shoulders and of course on the back foot. It should look not much like a pull to be honest. :)
 
Hang on, hang on, hang on... now this is getting outta hand :eek: the pull shot plays out, when people try and drive or glance towards leg from a full ball wide of off! ... what I've said 2 or 3 pages back (for all you morons) is that
Can I ask what shot in real life would you expect to play to a ball outside off to the legside? (*Hint: it's almost poetic...and quite possibly the greatest easter egg of all time haha!)
Meaning....A PULL SHOT. More specifically meaning the only shot you should be trying to hit towards leg from a ball outside off (for the 3003rd time) is the PULL SHOT, But of course to play a pull shot you have to wait for the short one, nah? F#@k me drunk!!!
 

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