DBC 17 Batting post Patch 3

yes i think 60 is too OP...i have reduced it to 53 and it feels more realistic..
One thing i really feel needs attention is the timing meter for playing against really fast bowlers..there is hardly any time and I am late most of the times...you really need to hit the shot extremely early to get the timing right (even when all 4 batting parameters are custom set at 45, shot power at 53)...
I can categorize the fast bowlers in terms of possibility of perfect timing into 6 categories...
1. 110-129 KPH Fairly easy
2. 130-139 KPH Just about perfect
3. 140-145 KPH A bit rushed
4. 146-150 KPH Quite difficult
5. 151-155 KPH Extremely difficult
6. 155+ KPH Almost impossible
I think they really need to get this balance right...Just because the bowler is bowling fast, does not mean you get no time to play your shots..Obviously you get less time, but as i said it needs to be balanced.. If a team has really quick bowlers, it is extremely difficult to score runs...i was playing against south africa and they have steyn,morkel and rabada, all bowling over 145 KPH...it was very very difficult to get the timing right..i kept getting late timing...

Exactly what I felt. I think if they start the timer little bit late it will be balanced. i.e., whatever it shows as late now should be the ideal timing.
 
if im to be honest, i havnt struggled much with pace, could even get ones above 150 easily even staarc who can go to 160s. More to do with muscle memory kicking in i suppose, the very first match i played was against SA i also got bundled out for 85. But now im pretty comfortable.

What i think the difference between each pace is from what i felt during batting the ideal window gets narrower too as the pace increases for a length particular delivery, it sounds realistic but think from a gameplay perspective may be tough for people, may be it can be widened a bit. Im not sure of this though.


temporary fix would be to increase the range between min and max speed, also set max speed to 45 something min 35 so that 160s dont come, till BA look into it. Also taking a stance deep in the crease by moving back will get you that extra micro second but shouldnt be a necessity.
 
Last edited:
Any one uses the R1 button for precision shots for quick singles? It's very effective.

Strangely though, the bowlers doesn't try to stop the ball when R1 is used( resulting in easy singles) ....And on a normal shot (ball travelling much faster) a fast bowler would stop most of the balls played straight.
.....

Playing With 0 HUD on pro cam, selecting footwork and shots by simply watching the ball,

Have reduced the footwork modifier to 10.
Feels much better.

Others R as follows
Shot timing 25
Bowl quality 35
Shot choice 35
Shot power 60
.....

The team selection options while in a match is working gr8 , Can set the fields for AI instantly with the apply for all feature.
 
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?"...
There can be many reasons to play a ball outside off to the legside. Here's a video I quickly found.


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!)
I know what you're getting at but that's blatantly not true.
 
Just want to say a quick thanks to all the advice on the forum and didn't want to create a new thread. I wasn't able to bat at all and now have raised my average to 20+ with 2 fifties. Still a ways to go but it feels nice to be able to play some shots. I can drive and glance confidently now even lofted on occasion. Cheers everyone.
 
I was watching @francisjery 's match video and came across a couple of examples of cut shots going to Extra Cover and Long Off areas. Check out the following video at 25:25 (cut towards extra cover) and 33:20 (cut to Long Off).

Also, I should include a couple more points.

The batsman at the strikers end is taking longer time than the batsman at non striker, to start the run after hitting the ball. This happens many times in my games.

If u start a run and cancel it immediately, batsmen stands in the pitch for a couple of seconds before running back to the crease.

The bowler/Keeper/back up fielders are not reacting at all sometimes to collect the throw. If u guys have time watch the following video (my bowling part), fielders were letting the ball pass through them when other fielder is throwing the ball. It could have been easily stopped.


Hope the next patch would address these as well
 
The batsman at the strikers end is taking longer time than the batsman at non striker, to start the run after hitting the ball. This happens many times in my games.

If u start a run and cancel it immediately, batsmen stands in the pitch for a couple of seconds before running back to the crease.


regarding the running between the wicket, here is a vid,

1. i think one of the main problem for it would the NS turning back to crease when ever the ball is hit down the ground, while its realistic, the NS takes too much time to turn back again and start running and hence causes the huge difference between the two runners, you can see it very much in the first ball and the last run out in the vid @1.27.

2. Other wise NS has a good head start when the ball goes behind, mostly when you play square they seem very balanced.

3. You can see this in the first run out in the vid, were after cancelling the batsman hobble back and dont dive to or extend to the crease. while the batsman at safe end of the run dives this is @0.14.

4. while taking multiple runs often its tough to get hem run continuously, in the sense they often ground and wait at one end and i have to press again to get hem running, there is a window to get them run continuously but its small.

5. also notice like for certain shots like cut shot when the batsman head is fixated on the ball and we make a call, he starts slowly while NS gets a headstart. In these situation batsman lag behind to NS.

sorry for the audio out of sync. messed a bit while encoding.


 
There can be many reasons to play a ball outside off to the legside. Here's a video I quickly found.



I know what you're getting at but that's blatantly not true.

Not that a bloke probably playing a ball machine thats set to 50 mph is the greatest example... But where does he end up after that shot? Where was his balance after the shot?.... Plus the second example is much much straighter than the 1st one... So what is your point???
 
Guys i have been tinkering with the game modifiers quite a lot off late. I have realised that if we keep ball quality influence and shot choice difficulty at anything not more than 45, you are able to hit the shots wherever you intend to. I no longer have any problems hitting the ball to extra cover and between mid on and midwicket quite consistently. I think 45 is the maximum limit, above this i was facing issues as i was unable to hit shots consistently where i wanted to. Also, i have increased ball marker time to 25. This has helped me improve my timing. Earlier i had kept all 4 batting modifiers at 45, now i have increased batting timing to 55 and footwork to 50 as i find it much more challenging. Everything 45 was fun but not as challenging. I think people should try tinkering with these sliders keeping maximum limit for ball influence and shot quality at 45. Its amazing how little changes can bring about drastic changes in gameplay.

Edit: i once again humbly request big ant to reveal easy/medium/hard settings as it can be used as a base and would be nice to know where we stand @MattW @BigAntStudios
 
Last edited:
Guys i have been tinkering with the game modifiers quite a lot off late. I have realised that if we keep ball quality influence and shot choice difficulty at anything not more than 45, you are able to hit the shots wherever you intend to. I no longer have any problems hitting the ball to extra cover and between mid on and midwicket quite consistently. I think 45 is the maximum limit, above this i was facing issues as i was unable to hit shots consistently where i wanted to. Also, i have increased ball marker time to 25. This has helped me improve my timing. Earlier i had kept all 4 batting modifiers at 45, now i have increased batting timing to 55 and footwork to 50 as i find it much more challenging. Everything 45 was fun but not as challenging. I think people should try tinkering with these sliders keeping maximum limit for ball influence and shot quality at 45. Its amazing how little changes can bring about drastic changes in gameplay.

Edit: i once again humbly request big ant to reveal easy/medium/hard settings as it can be used as a base and would be nice to know where we stand @MattW @BigAntStudios

What would really help is if someone from Big Ant tell us the purpose of each gameplay modifier slider and how it impacts the gameplay, especially batting. Maybe they can start off with the 4 main ones for batting and expand on it over time. Currently we don't have much of an idea and I generally club all the 4 batting sliders together and change their value together as I don't know how they impact batting and which slider is supposed to change which aspect of batting.
 
Can we get a post from BA on this issue or will you continue to spend 'precious time' hosing down trolls (which achieves nothing).....yes this is ironic
 
I think 45 is the maximum limit,

i can play it at 60, but think it breaks down after 65, when the camera starts zooming out[close cam] even as the ball is travelling and you will see late miss.

Think the timing window being earlier and narrower occurs as the difficulty increases.
 
Think the timing window being earlier and narrower occurs as the difficulty increases.

It seems so to me too, and I don't mind a timing window narrowing, but being so early and potentially getting earlier as you go up through the difficulties is just going to confuse players.

When I think of good examples of difficulty increases in a cricket game, I think of:

Narrowing timing windows
Shots going more to a later or earlier timed part of the field, causing a catch or hit to fielder
Bowlers appearing quicker visually (but not displaying bowling as 168km/h)
More pitch deviation for pace and spinners.
Sharper catch fielding (not superhuman though)
Slightly quicker movement to the ball from fielders and the same with throws.
Slightly more nicks to keeper/slips
Mistimed aggressive shots falling more to boundary fielders.

These things would all ideally be incrementally tougher to master.

I would hope Big Ant are trying to get these aspects right.
 
Last edited:

Users who are viewing this thread

Top