Don Bradman Cricket 14 General Discussion

Hi,

I am returning to the forum after a long time and it is just impossible to wade through all the posts here to know if I am repeating what's already discussed. If you can, please direct me if you know where this question is already discussed or answered.

I have the game for PlayStation 3 and PC. Since the second or third patch, the game still is stuttering very much on PlayStation 3, especially online, so much so that it feels almost a generation old. On PC, the game is buttery smooth offline and online. I am sure that the game functioned a lot better visually right after the first release and also after the first patch on PlayStation 3. I am not sure if XBOX players are experiencing the same. Is the developer company aware of this issue? It is quite possible that after getting used to looking at the PC version performance, my eyes are spoiled but the lag is unbearable. The game plays somewhat better offline.

Thank you.
We haven't changed anything that would affect the fps on consoles. If anything, people have reported that patch 2.5 has improved their fps.
 
Yes since the last patch it runs a lot smoother.
To the guy having trouble I remember reading somewhere that if you set your tv resolution to 720p it helps.
Don't know if that's true but it could be worth a try.
 
Since my last topic was 'mysteriously' closed after my question was quasi-answered (LT does let you assess the field before each ball... but only for a paltry ~5 seconds; something that can be annoying if the fielding side keeps repositioning).

- As broached, not much time to assess field placings while batting. LT is satisfactory, but the option for an on-screen 'fielding map' would be nice. This would also help while bowling / fielding.

- No co-op. Why?

- Impossible to change batting line up in real time -- it can only be done while batting, not after a wicket falls. This makes the already conspicuously absent co-op functionality that much more annoying (cannot assign crickets to a specific player / gamer).

- Difficulty jump from "Amateur" to the middle / normal(?) difficulty, "Pro", seems to have been calculated in AU (Astronomical Units)! The difficulty does not only influence CPU actions, but seemingly also the controlled player: middle-leg stump line deliveries become impossible to work to the on-side; cover and on-drivers nearly always find mid-wicket fielders; fast bowler deliveries are very difficult to pick and premeditating shots becomes a necessity; bucking this trend, spinners aren't much (any?) better if you play them by charging down the wicket... Moreover, CPU fielding becomes laughably 'perfect', with stumps hit from side-on almost every time an opportunity presents itself!

Pro difficulty should be tweaked to perhaps only increase CPU intelligence, not the player's abilities, IMO. Going from scoring 150-200 in T-20 games in Amateur to all out for <50 in Pro is too steep a 'learning curve' to tolerate.
(NB: The "git gud" crowd can kindly troll elsewhere because this is about the feel of the game, not whether or not its cheese can be circumvented.)

- The player cannot seem to call the toss of the coin or control when the coin is tossed, making the whole process an exercise in time-wasting that cannot be skipped.

- Run-out bug where after the batsman crosses the crease (and grounds his feet / bat), he's still given out if a foot is above the ground at the moment the bails are removed. (*happened to me twice)

- "Umpire's discretion" given to the BOWLER'S advantage in contentious LBW decisions. Benefit of the doubt is meant to go to the batsman...

- Manual fielding is buggy. The transition from a shot played to the active fielder is too jerky and unresponsive (the fielder often just stands there until the ball has passed him). As such, semi-automatic fielding is the only reasonable option, which itself has a glitch where the designated fielder just meanders to the ball and can give away easy runs.

Overall, the game is as good as it gets when it comes to cricket simulation -- granted. However, some of the aforementioned silly annoyances curtail its potential.
 
Your last topic was probably closed because it could have gone in another thread, much like this could go in any number of the other threads readily available...addressing some of your points however..

- No co-op. Why? - Because it hasn't been patched in yet.

- Impossible to change batting line up in real time -- it can only be done while batting, not after a wicket falls. This makes the already conspicuously absent co-op functionality that much more annoying (cannot assign crickets to a specific player / gamer). - This is known

- Difficulty jump from "Amateur" to the middle / normal(?) difficulty, "Pro", seems to have been calculated in AU (Astronomical Units)! The difficulty does not only influence CPU actions, but seemingly also the controlled player: middle-leg stump line deliveries become impossible to work to the on-side; cover and on-drivers nearly always find mid-wicket fielders; fast bowler deliveries are very difficult to pick and premeditating shots becomes a necessity; bucking this trend, spinners aren't much (any?) better if you play them by charging down the wicket... Moreover, CPU fielding becomes laughably 'perfect', with stumps hit from side-on almost every time an opportunity presents itself!
Pro difficulty should be tweaked to perhaps only increase CPU intelligence, not the player's abilities, IMO. Going from scoring 150-200 in T-20 games in Amateur to all out for <50 in Pro is too steep a 'learning curve' to tolerate.
(NB: The "git gud" crowd can kindly troll elsewhere because this is about the feel of the game, not whether or not its cheese can be circumvented.) - Not so much a 'problem' as much as a subjective assessment of difficulty. Some cope at Pro level, others don't. A difficulty level can't cater to everyone.

- The player cannot seem to call the toss of the coin or control when the coin is tossed, making the whole process an exercise in time-wasting that cannot be skipped. - Play as the away team in something other than exhibition matches, and you can call the toss.

- Run-out bug where after the batsman crosses the crease (and grounds his feet / bat), he's still given out if a foot is above the ground at the moment the bails are removed. (*happened to me twice) - Best to report this in the bugs thread

- "Umpire's discretion" given to the BOWLER'S advantage in contentious LBW decisions. Benefit of the doubt is meant to go to the batsman... - Is this in reference to BARS or something else?

- Manual fielding is buggy. The transition from a shot played to the active fielder is too jerky and unresponsive (the fielder often just stands there until the ball has passed him). As such, semi-automatic fielding is the only reasonable option, which itself has a glitch where the designated fielder just meanders to the ball and can give away easy runs. - An unresponsive fielder sounds like another bug which should be reported in the bugs thread
 
Not so much a 'problem' as much as a subjective assessment of difficulty. Some cope at Pro level, others don't. A difficulty level can't cater to everyone.
I appreciate this. But I just had a game where everyone was going out and swing / wiffing like tail-enders... except for my Mark Waugh creation who happened to face only spinners and 'happened to' hit 6 after 6 and ended up with 62 off 12 balls!

Something's definitely fishy with the difficulty setting and / or how difficulty is modified in this game. The pace bowlers are just too tricky to pick and to hit with any confidence, irrespective of delivery. I also notice that some of the shot selection by the batsman in Pro is poor (less compensatory?) compared to Amateur...

I think I might have to change difficulty settings to cater for specific teams (e.g., Zimbabwe - Amateur; West Indies best XII - Pro) otherwise it will just be too frustrating to play in Pro mode. It's either that or modify player attributes and skills to correspond to their teams (rather than individuals' strengths and weaknesses), which is lame.

PS: What or how much influence does player confidence have on successful shot-making? Is it like Ashes Cricket 2009 where low confidence means you're a blind tail-ender, while high confidence = a 6 machine? Or is the effect of confidence more subtle in this game?
 
Last edited:
(less compensatory?)...

You may not been aware of this, but on Pro or higher, you have complete control of the shots you play. Anything lower, and there are automatic assists.

There is no 'happened to' about it when you have complete control of the input.
 
Hi @BigAntStudios, I dont know whether this has been asked before. I am not able to upload/download teams in the DBC academy online community. It say "DBC Academy is not available at the moment. Please try later". Is there any problem in the academy and when will that be fixed
 
Working for me, perhaps he's referring to the PS3 version.
 
- "Umpire's discretion" given to the BOWLER'S advantage in contentious LBW decisions. Benefit of the doubt is meant to go to the batsman...

In the case of DRS/BARS reviews, "umpires call" actually goes with the umpires initial decision - if he gives the batsman out then it goes with the bowling team and vice versa. This is a thing from real cricket, not something invented by Big Ant. It was a bit dodgy a few patches ago, although it seems to be fixed now...

Also, manual fielding is something that I imagine is really hard to get right in any cricket game. It took the guys behind MLB the Show years to get manual fielding right, and that seems something that is much simpler to do (less players, less playing area, less shot variations, so less factors to consider). I've never used it (bar when playing in career mode, but that's a little different) and it is true that it feels pretty stiff, and its not something that I'd use if I were playing as the team of eleven rather than just one player.
 

Users who are viewing this thread

Top