Features you want to see in next iteration of Big Ant Cricket

@BigAntStudios @MattW My pet hate about DBC 14 that I want eradicated from 17 is being run out after the stumps have already been broken. Either they take the stump out of the ground or they throw down the other end. Simple. Please fix this error of 14 in 17, Thank-you
 
Im also curious about how the whole physics engine and graphics engine being sync will be worked out for DBC17, as these seemed to be a cause for a lot of anomalies in dbc, often fun but sometimes frustrating. Sometimes deprived us of seeing a more realistic collision.
Is this something being looked into!
 
The Option to save the game without exiting and fielding must be revamped and made a little better...especially keepers are very slow to collect the ball and take the bails off.
 
Make sure you do not miss the small things Big ant studios . they may be small but they do add quite alot to overall gameplay. Some things are annoying, firstly the outfield is usually too slow so if you hit it into the gaps it hardly goes for 4 on most stadiums. Secondly the fielders at boundary sometimes tend to step on boundary and that gives an easy 4 runs. 3rd is fielders making acrobatic moves to take easy catches. Also the straight drive hardly gets past the bowler and hence is kinda a waste. And one more thing, is there a possibility that we could get about 3-4 different powers to hit the shot accordingly to the speed of the right analog stick we move while hitting the shot. this will help when we want to hit the shot in the gaps.
Sorry if these may have been suggested before
 
Im also curious about how the whole physics engine and graphics engine being sync will be worked out for DBC17, as these seemed to be a cause for a lot of anomalies in dbc, often fun but sometimes frustrating. Sometimes deprived us of seeing a more realistic collision.
Is this something being looked into!
Yeah that gap between graphics and physics needs to be bridged..
 
. And one more thing, is there a possibility that we could get about 3-4 different powers to hit the shot accordingly to the speed of the right analog stick we move while hitting the shot. this will help when we want to hit the shot in the gaps.
Sorry if these may have been suggested before

Yeah I have wondered if this power thing could be applied to bowling as well: speed of moving the stick to release the ball adds variations in the speed....as far as I can tell now the placing of the foot in relation to the no ball line determines speed of delivery.....
 
speed of moving the stick to release the ball adds variations in the speed

yup let the timing window be as it is but add the delivery speed to right stick movement like, A half forwar push and a full one. Also being able to pull the stick backwards for a slower version of the delivery being bowled, this will add more variations to deliveries.
 
yup let the timing window be as it is but add the delivery speed to right stick movement like, A half forwar push and a full one. Also being able to pull the stick backwards for a slower version of the delivery being bowled, this will add more variations to deliveries.
I can see this having some real benefits particularly with spin bowling; there are just no speed variations with spinbowling. In fact the whole spin bowling thing needs to be reworked imho
 
@BigAntStudios @MattW My pet hate about DBC 14 that I want eradicated from 17 is being run out after the stumps have already been broken. Either they take the stump out of the ground or they throw down the other end. Simple. Please fix this error of 14 in 17, Thank-you

Tis a small thing, but yes. I totally agree. More an omission than an error...
 
I can see this having some real benefits particularly with spin bowling; there are just no speed variations with spinbowling. In fact the whole spin bowling thing needs to be reworked imho

Ooh now that sounds very good! Would add a lot of variety
 
Ooh now that sounds very good! Would add a lot of variety
Iirc Ashes 09 had a lot of variation in speed for spinbowling and it would make it much more interesting if you could vary the pace and not just 3 different speeds but a whole spectrum of subtle speed variations depending on how quickly you would flick the right stick: it would take real skill to get the speed you were actually aiming for and of course as with spin bowling: trying for too much speed means a danger of loss of control......
 
With spin bowling I would like to see more control over the amount of spin. As is in db14 there isn't much turn anyway but if fixed in db17 there should be a way to control both pace and spin.

I posted about this somewhere before and unfortunately can't remember my post but on the lines of:

if 3 rotations = 100% spin 2 rotations = 66% and 1 rotation = 33%. Also depending on skill level you could have control of all posible so on lower levels you only full rotations count so you have 100/66/33% but on higher you could have 100% control. E.g. 1.5 rotations = 50%
 
Here it is!

I am open to the stick controlling length rather than buttons, I agree that it should be dictated by timing the push forward, I hope by doing this you have enough scope to bowl anything from a waist high beamer to a short bouncer.

In regard to bowling swing, I had an idea based on the "Golden Tee" golf game, so if you wanted to bowl in swing you could pull RS down/left then up/right and vice versa for out swing (rh bowler). For off/leg cutters down straight then up left/right. Slower balls back then up but not fully up. This sort of control system, would mean you could control the delivery stride with the back motion then release with the forward. Also it would free up the LS to control run up or something else.

With spin I'd keep it pretty similar to how it is now but introduce pace control, maybe have back on RS for slower balls and up for quicker, with left/right for average deliveries, which could also control the flight or drift. So RS down/left would be slow drift, down/right would be slow flight, up/left would be quicker drift and up/right quicker flight. The LS still controls amount of spin, but up it to 5 revs max but make it so if your playing on a dust bowl(assuming pitches make more of a difference than they do now) you could bowl with differing levels of spin rather than having to bowl 3 exact rotations.
 
damn...132 pages and counting! lol. I know I've added my $0.02 in here multiple times.

Along with all the suggest gameplay improvements above (which sound really good), my main focus (and always has been) is on the career mode ie me, starting as a 16 y/o BUT playing for a club side...NOT a state side. You could make generic club names/uniforms and leave it open to the public to name them..but basically resembling the Div 1 cricket comp for every state. That should be where you start/end your career just like IRL. There needs to be flexibility with the batting order and ESPECIALLY some sort of 'living/breathing player database'. Yeah DB doesn't have player licences but have a look at what PES does for football games and how they get around this.
 

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