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

Like If i want to play as David Warner in the match there should be option to play only as Warner

You can already do that. Bat as Warner, simulate the rest of the match.
 
Some online mini games can be introduced with leader-boards system enabled. Such as, longest six (like IPL) , Highest number of sixes in an over , highest number of direct hits to stumps out of 6/7 tries etc.
There should also be leaderboard of highest wicket taker, run scorer, catches of the season/tournament and assign purple,orange etc caps for those players.
 
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I loved the throwing mechanism of MLB The show 16. I hope big ant will come up with something similar or better way of throwing. Fielding is a sector which has always been abandoned in cricket games. Ashes 09 and Big ant studios tried but still it's below par. I really hope that with Mattw on board Big ant will do much better than before. I hope Bowling and fielding gets the top most priority this time.

Most of us are concerned about animations. Animations are certainly really important. But If Big ant can figure out the perfect gameplay mechanism for cricket which will be able to thrive in longer period. They will be able to add more animations. Fifa has done the same. As they have been able to figure out the most acceptable gameplay mechanism, now each year they have been releasing the same game with more animations , slight graphical upgrade and more cosmetics. Nothing else.
We really hope to have all that and more , But need to be patient.
Lets not compromise gameplay for any other thing.
 
I hate to add to such a long thread already, but I'd be remiss if I didn't add my wishlist.

To me, batting and bowling are damn near perfect. I could see some tweaks for improvement but for the most part I don't see a need to change much. Some tweaks might include:
  • some guys talking about OP shots ... ironically the leg-side glance gets me out *consistently*, I've had to train myself out of using it, so I'd like to know how you guys are doing it.
  • complaints that spin is "just a mini-game" has some bearing, although I personally doing mind it at all. Did you know that the closer you finish the "three spins" to the delivery, the better the RPM? It appears spinning has some "stick skills" but is mostly about strategy, and out-thinking your opponent. How it should be, IMO. Also, I notice limited movement sometimes, but I think that depends on pitch condition, and just how much RPM you tweak out. I have seen huge amounts of drift, followed by at the very leasy a sharp straightening of the ball - sometimes a reveral of direction.
  • Perhaps the ball indicator could use a tweak. It appears to take into account swing/drift, so I don't have to watch the movement of the ball, I can just pay attention to the coloured indicator. The ball might look like it is pitched on middle stump, but I can tell it's going to end up landing on off-stump because of the indicator. Perhaps the indicator should be a live indicator of where it *currently* is lined up with? So as the ball moves, it morphs ... changing from a half-circle in the bowler's hand, and fills to full if pitched on middle. Or it quickly fills to full, and then starts becoming a half-circle again indicating it is swinging outside off. Perhaps this would be quite difficult to read (as it is, with a fast bowler, you essentially have to make a shot selection the moment you see the indicator), we'd have to learn to read the DELTA of the indicator (how quickly it is moving across the pitch) rather than a straight reading, but I think if it indicates where the ball is aimed, without taking into account movement it is so misleading as to be useless, but if it shows where it is going to end up with regards to movement, it takes swing and drift largely out of the game. Some middle-ground would be nice.
  • Straight drives never beating the bowler
  • It'd be nice to have a little more feedback on *what* I did wrong. I edge it, and even analysing the replays it can be hard to tell what I did wrong. Bad foot placement? Late or early timing? Poor shot selection? A combination? Perhaps this is something that could be analysed in training (but perhaps it would reveal too much under the covers and expose the game.)
  • The bowling selection can be confusing. Does the ball always swing/cut/drift the direction you put the stick? Or does it reverse for a lefty batsman? It's hard to tell... Afterall, you rotate the spin the same way each time, but can still bowl a googly which should turn the opposite way. Some improvement in the bowl selection UI would be nice.

To me, the real item that needs an overhaul is the fielding:
  • First and foremost, the time to take the bails off the stumps is heinously long. I'd like to see some skill required that would make this faster or slower. Perhaps a flick of a stick, towards the stumps, and the closer you time it the receipt of the ball into the keeper's gloves, and the more accurately you flick towards the stumps from the keeper's position, the faster the bails are knocked off. At the moment, there is ZERO reason to return to the keeper, rather than aim at the stumps. Realistically you should throw at the keeper and let him take the bails off, unless you think the half-second required is worth pegging at the stumps for a direct hit.
  • To be honest, the more I think about, I don't really see a point in differentiating between aiming at the stumps or the keeper. If the throw is accurate enough (/you are lucky enough) you get a direct hit. Otherwise the keeper recovers it, and a quick flick takes the bails off.
  • Which really brings me to tap-for-quick-throw vs hold-for-accurate-throw needs a tweak. The only time to bother with holding to throw is if you're right on the boundary. Mid-range or close you might as well just tap for a quick throw, every time. There should be a skill/timing element (perhaps a quick tap combined with a right-stick aim mechanic, or a timing at the moment of recovery) to determine the accuracy of a quick throw and blowing this would, in combination with the above element of the "quick flick" mechanic, mean the time between the keeper recovering the throw, and taking the bails off is badly affected. So! Essentially you could choose between:
    • a throw that has a longer wind-up, but is usually directly at the keeper (allowing for quick bail removal) plus it is a harder throw (meaning quicker returns from deep)
    • a quick snap throw that could range from direct hits, to the keeper retrieving the ball a long way from the stumps, to overthrows. Also the player would consider that at close range the flatter throw won't matter, but at mid-to-long range it wouldn't make it in on the full.
    • Therefore, while deep you, like currently, try and get the throw perfect for a nice throw that is recovered close to the stumps. At close range you throw direct at the stumps because you don't need to worry about "power". At mid range you have to make a hard choice, depending on exact range, how confident you are at aiming, etc. The one proviso is at close range you might also choose to go for a longer wind-up if the batter is a long way out - a low risk throw back to the keeper who will take the bails off. At the moment, the batters can cover half the pitch in the time it takes a keeper to recover and remove bails so there is no direct hit, there is no run out.
  • More animations: I don't mind the catching mechanic, but the lack of animations causes some weird occurrences out in the field. One time I had a fielder at mid on charging in for what I thought would be a sitter, but he pulled up short to take an easy field on the bounce. I suspect this was just because there was no animations to recover the ball on the half-volley, or attempt a forward diving catch (that I guess would have failed, otherwise he would have gone for it). Another time I had a fielder sprinting along the rope, and was easily going to make the catch, but he pulled up short. I was deathly afraid that I was about to be screwed again by a lack of animations, but in fact he was animating a full-outstretch diving catch. It would have been better to have a catch-on-the-run animation. Much less confusing.
  • Close in catches: I suspect at the moment there is less requirement for the right-stick control close in. They seen to happen fairly reliably even without a stick, but I would like to see some control there. Perhaps this is already in the game (but could stand to be tweaked, since I can't tell if it is actually needed at the moment) but I could imagine that a quick flick down of the right stick for slips and keeper catches, and a quick flick up for a bowler, or silly-mid catch. The speed of the game at the moment would make these incredibly difficult, so I don't think anything more than the correct flick should be required. At lower difficulties it could slow down, but at the higher difficulties you could (and it's important this is in a tutorial) include it into the bowling game. That is, after you finish your bowl, you'd then immediately be thinking about which way to flick - up or down - and then transition from this "close in catch opportunity" game to the fielding game.
  • Speaking of close in catches: "pop ups", bat-pad, pad-bat, and dribbling balls. There is almost no point in bat-pad, or silly-mid positions because the ball doesn't naturally "pop up" from body hits. Usually they instantly lose all momentum, and at best float 30 centimeters away, and dribble along the ground. These sorts of hits and balls seem realistic until they fail to pop up at all. They just hit the batter and go no-where.
  • Fielding defaults are annoying. Does it change with every batter/bowler combination? It'll just switch back to the default, with nary warning. Perhaps (as a setting) we could get it to prompt us for fielding positions rather than just defaulting to one.
  • Speaking of fielding positions - it would be nice (especially in multiplayer) to be able to "favourite" a few fielding set ups, so I can rotate through, so, four a game, rather than scroll through the lists and hunt them down each time.
There are couple over-lay / UI things that would be nice additions:
  • It's amazingly hard to tell your current runs. It pops up as part of the broadcast, usually as the bowler is running it. And not every ball.
  • Along those lines, it's surprisingly hard to tell who is facing. So as the batter it's hard to know if you've got your guy with his eye-in, or the green guy that's just got to the middle.
  • As the bowler, it's hard to know if you're bowling to some fresh meat, or the guy that's been resilient.
  • The batter's/bowler's strengths/weaknesses should be more predominately displayed (this could be combined with letting us know who is facing/bowling more easily.)
  • Run rate required pops up often, but current run rate does not.
  • When choosing a new bowler, 'fatigue/confidence' meters pops up, but I can never tell who is the bowler, who is the batter.... and is it current bowler, or the suggested next bowler, or what?
  • How many overs left in the day (test matches.)? I've learned from experience that they'll end the session some time around 5.30, but don't the umpires usually make a call, like '5 more overs' when it's close to the end of the session?
Multiplayer:
  • Co-op is a lot of fun, and especially if fielding gets an overhaul. However, running between the wickets needs tweaking, and it's simple: just let each player control their own batter. When you press (xbox) "X", you start the run and the batter yells "YEP!" - the second player then knows a run is on, and presses X as well. If someone decides it's too risky, they hit O, and shout "NO!", so the other guy knows to not run another one. Could make for some really realistic mix ups and so forth, and relies on good communication - all without needing any third party voice software or anything.
  • More time to pick teams
  • The ability to watch a replay (if both players agree)
  • uPnP so we don't have to stuff with port forwarding
 
One tiny improvement could be cropping the pace bowlers' run-up in instant-replays.

Everyone knows about those dropped 'chances' of C&B where at times you want a second look to see if that was actually a chance but waiting for the long run-up mostly kills that desire and you end up skipping the replay almost always.
 
Separate timing window for playing pro mode in online matches.

Pro mode is by far the tougest most realistic mode to bat on..there's less ( real) reaction time...and the timing is also harder..
For online games there got to b a balance.

While selecting pro mode the player using it should get batting timing a little easier depending upon the level selected.
 
Three things I think would make a monstrous difference. (They're all pretty obvious, but what the hell!)

  • More edges/wickets gained by pace bowling in more realistic ways.
  • Conditions affecting the gameplay - more spin in india, more seam in england, etc (if this would be venue specific that would be even more awesome).
  • Some way of modfying batting so you don't have to pre-meditate the shot. (If you've got the reaction speed to wait till you see the colour and THEN play the stroke, you've got my undying admiration!).

Looking forward to it either way :)
 
i've mentioned this before, but would like to expand on it as i think it's something under @MattW little niggles suggestions...

at the moment, if you have anything other than 6 balls an over, the match statistics category is "other". this means you get wildly various match types in the "other" category, e.g.:

a 5/5 or 10/10 match is "other"
a first class or test match played with old Australian style 8-ball overs.
my 4-ball over t20
my 4-ball over "odi"
my 4-ball over "first class" (3 90-over days, each 1st innings closed on 75 overs)
my 4-ball over test match (5 70 over days)
etc.

it's rather unsatisfactory to have such different match types under the same statistical category. especially when as i am currently doing i'm playing a tour with very different match types but the statistics will all be the same.*

within certain rules (e.g. FC must have 10 wickets, 2 innings each; list a must be 10 wickets, 1 innings each with forced closure) we should be able to choose the category ourselves, or if it must be "other" we should be able to create a number of custom "bucket" categories they can go into.

*and whilst i'm on the subject, i cannot begin to fathom the design decision whereby you won't update the displayed statistics during the tour. i accept during a match you don't update between innings in case i don't complete the match, but in a tour/competition, providing a match is completed the displayed stats should update for the next match. it's incredibly annoying that this doesn't happen.
 
I hope BA do something similar to the twitch videos that MLB 16: The Show guys did to build up the hype and keep us involved in the journey.
 
within certain rules (e.g. FC must have 10 wickets, 2 innings each; list a must be 10 wickets, 1 innings each with forced closure) we should be able to choose the category ourselves, or if it must be "other" we should be able to create a number of custom "bucket" categories they can go into.
If you promise not to hurt me, I'll suggest that it was probably done that way so that the online leaderboards are format accurate - as they are categorised by match type, and I suppose someone who cared could otherwise change a 1 over match to be classified as 'test' and get to the top of the Test match online leaderboards.

*dodges*

Whether the solution to that is different rules on what is allowed under each categorisation, or just directly letting you choose for offline purposes and then defaulting back to the one based on the 'rules' for the categorisation for online leaderboards - I don't know, but will discuss. Having customisable stat buckets is unlikely, as we need to reserve space in the save file for all the stats.
 
If you promise not to hurt me, I'll suggest that it was probably done that way so that the online leaderboards are format accurate - as they are categorised by match type, and I suppose someone who cared could otherwise change a 1 over match to be classified as 'test' and get to the top of the Test match online leaderboards.

*dodges*

Whether the solution to that is different rules on what is allowed under each categorisation, or just directly letting you choose for offline purposes and then defaulting back to the one based on the 'rules' for the categorisation for online leaderboards - I don't know, but will discuss. Having customisable stat buckets is unlikely, as we need to reserve space in the save file for all the stats.
Hurt him Dave, hurt him goooooood.....
 
If you promise not to hurt me, I'll suggest that it was probably done that way so that the online leaderboards are format accurate - as they are categorised by match type, and I suppose someone who cared could otherwise change a 1 over match to be classified as 'test' and get to the top of the Test match online leaderboards.

*dodges*

Whether the solution to that is different rules on what is allowed under each categorisation, or just directly letting you choose for offline purposes and then defaulting back to the one based on the 'rules' for the categorisation for online leaderboards - I don't know, but will discuss. Having customisable stat buckets is unlikely, as we need to reserve space in the save file for all the stats.
online leaderboards... the Nazis of DBC14
 
On leaderboard topic - A player shouldn't get a win if their opponent forfeits the match.
 

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