Don Bradman Cricket 14 General Discussion

I know that right now we have a superhuman bowler who stops everything in his tracks (although rarely catches it) but, let's think of the alternative:

Imagine if all of those straight drives got through. It's a very safe shot then.

If your only change was to make the bowler not stop the ball then you'd probably end up with less realistic gameplay overall. It's a case of an unrealistic event making the overall gameplay more balanced.
 
I know that right now we have a superhuman bowler who stops everything in his tracks (although rarely catches it) but, let's think of the alternative:

Imagine if all of those straight drives got through. It's a very safe shot then.

If your only change was to make the bowler not stop the ball then you'd probably end up with less realistic gameplay overall. It's a case of an unrealistic event making the overall gameplay more balanced.

That's what Big Ant needs to figure out. But what I do know is that taking straight drive out of the game, for all practical purposes, is not an option. Make timing straight drive a bit more difficult but do allow us to get the ball past the bowler when the timing's good enough. Currently either the bowler or the batsman at the other end stops most of the straight drives.
 
That's what Big Ant needs to figure out. But what I do know is that taking straight drive out of the game, for all practical purposes, is not an option. Make timing straight drive a bit more difficult but do allow us to get the ball past the bowler when the timing's good enough. Currently either the bowler or the batsman at the other end stops most of the straight drives.
The solution to one of those was making the ball just go through the non-striker batsman (there were problems with the jumping out of the way animation causing runouts), which is in the current PC version but I've not seen anyone with feedback on it yet.
 
That's what Big Ant needs to figure out. But what I do know is that taking straight drive out of the game

One of the more obvious (and real life) solutions is to have the bowlers follow through moving on an angle off the pitch out of the way of the drive. Currently all the bowler animations have them moving right down the middle of the wicket which would get you barred for a few matches if the whole bowling unit did it as it happens in the game. If the bowlers movements are an arc away from the middle of the pitch and they have a follow through that ajusts the direction accordingly that would take the bowler out of play easily enough...

...leaving me to plunder the stumps and my batting partner with straight drives to the face at will...

The solution to one of those was making the ball just go through the non-striker batsman (there were problems with the jumping out of the way animation causing runouts), which is in the current PC version but I've not seen anyone with feedback on it yet.

I actually havn't tried driving a ball straight at the batsman down the other end, I will rectify this tonight and give it a go...
 
I have a query for batting experts of this game.
I find that in a lot of innings I play I end up getting caught in the slips or by the wicket keeper when I play away from the body. I've tried changing my stance, I've tried adjusting my timing but I still find that a lot of the time I'm fishing for a delivery that catches the edge (IE: a wide short ball I almost always go fishing for since its an easy boundry a lot of the time) It's also worth noting that I play more on the front foot than back foot and a lot of my dismissals are also coming from playing on the front foot.

The current innings I'm in now (batting specialist) I find I'm doing OK at the present, having scored 56 off 79 with 6 overs until the innings break but it's mildly frustrating that I've picked up on a weakness and I want to improve upon it for future games.
 
If you're talking about career mode, it's extremely challenging when you first start out, yeah. That's the idea. ...if you're playing predominately off the front foot you'll be open to edges pushing at the ball if it's wide of off. Early on in your innings until you're at a higher level of confidence with your batsman, try cutting or late cutting the ball along the ground (use the double-triggers) and you'll find that's the safer option than pushing at the ball and driving it early on. Also, in the longer formats (Tests and ODI's) leaving a couple or defending a few early on is a good idea to build up confidence. I always defend or leave the first few in career mode Tests, gives me a few XP which can be handy...
 
Also if its short of a good length , try and drive it on the backfoot rather . That dramatically reduces the edges occuring from shortish bowling as well.
 
I think that for the basic no-trigger shot there needs to be a greater range of shot lengths, based on timing

Right now it's pretty much either you hit it near the boundary (but rarely to it) or it's an edge. However, if you mistime the ball a bit it should just go say 10-20 metres, within the in field.

This would mean that you could allow batsmen to hit straight drives not directly to the bowler but not score runs every ball. If you mistime it, the ball will barely make it past the other end of the stumps and the mid-on and off can come pick it up.

That'd work yeah?
 
You can definitly mistime shots big time , especially with the spinners , where the drives end up barely reaching the 30 yard circle.

Off pace bowlers though? I played online against my mate in his second every game, pro difficulty, and he was hitting it to the fielders in the deep with ease.
 
One of the more obvious (and real life) solutions is to have the bowlers follow through moving on an angle off the pitch out of the way of the drive. Currently all the bowler animations have them moving right down the middle of the wicket which would get you barred for a few matches if the whole bowling unit did it as it happens in the game. If the bowlers movements are an arc away from the middle of the pitch and they have a follow through that ajusts the direction accordingly that would take the bowler out of play easily enough...

...leaving me to plunder the stumps and my batting partner with straight drives to the face at will...

I think there are couple of other things that the game needs to factor in, or improve upon, along with the bowler's follow through. These things should also help address other fielding issues as well...

1. Reaction time - If a shot is well timed, fast bowler's should rarely have enough time to bend down and field the ball. A well timed shot should evade fast bowlers even if it's hit a foot either side of them as they simply don't have enough time to react to the shot in their follow through. For spinners the reaction time should be lower so they are able to get their hands to more of the better timed shots hit at them. The same concept can be used for close-in fielders so they can't do much about well timed shots unless the shot is hit right at them.

2. Fielding Range (or sphere of influence) - This should dictate the range of area (i.e. say area defined as a radius in yards) a fielder should be able to cover and field or catch the ball. The closer a fielder is to the batsman, smaller the fielder's fielding range and it will also depend on how well a shot is hit. If batsman hits leather off the ball, the fielder's fielding range should be less. Fielding range will also depend on 'Reaction Time' attribute as lower the reaction time, greater the fielding range. The same mechanism can be used to determine whether a catch is taken or not. Farther the catch is to a fielder's range, lesser the chances of making a catch, and this should eliminate those "fielder running from mid on to long on" miracle catches, as a fielder will simply not have that big a fielding range. I recommend that the fielding range for fielders be shown in the field editor as a light colored circle around fielders while you set the field, and the fielding range will depend on the said player's attributes such as 'run speed', 'agility', 'reaction time' etc.
 
I recommend that the fielding range for fielders be shown in the field editor as a light colored circle around fielders while you set the field, and the fielding range will depend on the said player's attributes such as 'run speed', 'agility', 'reaction time' etc.
That's a very good idea, depending on the attributes such things will make us think about placing the "right" fielder in the positions we want them, this way the importance of bowling according to the field becomes a crucial role as well and would make us think more...But I doubt that this would work out well online as most of the fielders run field throw the same IMO...And people do not have the patience to take time in field placing as in getting the right fielders as they would like because mostly they would just select the field....But for offline this would be great...
 

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