cricket_online
ICC Board Member
- Joined
- Nov 5, 2009
- Online Cricket Games Owned
- Don Bradman Cricket 14 - PS3
- Don Bradman Cricket 14 - PS4
Finally you debrief us on the playsession
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After playing the game for an hour or so at the play session in novemeber a few things with bowling that i picked up:
* Timing of your jump before you bowl will be the first thing that you will need to master, i found i would either jump early and bowl way before the crease, or jump late and bowl a no ball by a foot.
* Pace bowling is easy to master than spin bowling. I did struggle with my lines and lengths though, so it will still take alot of time.
* Also, building up fast pace was impossible for me, now im not sure if i was playing with dud players hence i couldnt build up anymore than about 110kph, now this could be to do with timing, hence the initial 2 points above effected everything.
* Spin bowling was difficult to master due to the fact that the controls were completely different. I bowled wide of offstump with no spin, this will take a day or so to learn, once again my lines and lengths were all over the place. timing the jump before the bowl was easier than pace though
In saying this, they have made bowling a challenge, hence it is BLOODY AWESOME!!
Not to just be able to run in and bowl 150kph thunderbolts right on a good length within an hour of playing the game is exactly the challenge we want, no doubt we will all master the controls
but the best thing is if we get too drunk, and start to lapse in our concentration, bad stuff will happen, no matter how much we have played
if you dont rotate the stick it wont spin, simple as that
Cricket online i wrote a debrief months ago.....
I cant actually remember anything to do with length when i bowled, thats why i was all over the shop
from what i believe it is determined by what point you press upwards on the analogue stick
to bowl short, you press up on the analogue stick later hence releasing the ball at a later stage, and vice versa for full length
in the short time i had the game, this is the bit i struggled with the most!! and the timing of the jump
cricket online, ask me any question ya want, i will answer it as best i can about the playsession
Did you try manual and semi-manual fielding? If yes any insights on the difference between the two? Also, while batting did you find any gotcha fielding spots where the ball went quite often? Maybe something like short cover or short mid wkt in case of AC09 where even well timed shots could be plucked out magically by those two fielders.
Other than that I have questions about online gameplay and settings which i guess we will find out when we get the game.
Ive gone a little off topic, i did get caught at silly point playing a cove drive, i think that may be an issue when we are playing, i dont think it is wise to play a cover drive if a silly point or short cover is in place, because if its fractionally in the air, we will get caught, hence though if we know that, dont play the shot, eventually the AI will remove that fielder and there ya go, we will be back playing the cover drive.....
If you call that a bug, then I am happy with that, because at least the AI will be challenging, if your a strong cover driver, then they will put that man there for that exact reason, hence we have to change our plans
as they say, Challenging AI will give this game the longevity we have always desired in a cricket game
i think i have covered everything here??
I have vivid memories of going from fine leg to fine leg for 50 overs when I used to fill in when I was very young. A form of torture.
By fun, I might have thought fielding in the covers would be good fun. At least you'd be involved at deep mid wicket. I'm still going to simulate most of the time though.
@madman981
You mentioned you struggled with the catching, can you provide some details with regards to the catching system? I know that you use the right stick but could you provide a bit more of an explanation?
To clarify a couple of things you said (taken form previous posts by Ross and others):
Bowlers Pace (seamers) - for a fast bowler pace is controlled by how fast you pull back on the right stick to initiate the bowling action. Be careful though as the more deliveries you bowl at full pace the quicker the bowler tires. Not sure if how fast you push forward again (to release) affects pace as well.
Bowlers Length (seamers) - to begin the runup you press one of the face buttons which also selects the length "zone" (from memory on PS3 "x" = good length, "triangle" = full, "circle" = short). You can then choose where in that zone you want it to land by how early or late you release the ball by pushing forward on the right stick. So if you want to bowl a full toss you would select the full length then release the ball early, if you want to bowl a short short bouncer you would select short ball and release the ball as late as possible.
What I don't know is how you vary pace and length with a spin bowler. Pulling back on the right stick for a spinner means you bowl an arm ball/slider while pushing forward bowls a topspinner; but how do you control pace/flight of the delivery and where exactly in the length zone you want it to land (you still use the face buttons to select the zone). If anyone who played the game could clarify would be great. thanks.
Once again i have no idea what buttons i was pressing for length, thats fine, and easy enough to fix, it was the Line of the balls i was struggling with, i continued to bowl wide of offstump, im not sure if it was the way i was holding the analogue sticks or what, but trust me all of you, we will master it, its the concentration levels that will cause us to bowl bad balls.
The pulling back of the stick as quick as possible is what i honestly thought i was doing, i also thought that it was the pace that you pushed up the stick at release is where the pace came from, i honestly had no idea, all i know is i was bowling 110kph wide half volleys that MattW was dealing with rather easy!!
spinners, once again i had no idea, all i remember was telling myself to make sure i rotated the stick so it would spin, with my natural ps3 retardness, trying to rotate the stick, line up the ball on the stumps, jump early so i wouldnt bowl no balls, it got too much for me and all i ended up doing was bowling straight wide loopy balls, spin is tough!!
Another thing i want to mention, which may get a little annoying, you may call this a glitch, but when playing spin, and playing a front foot stroke or any type of aggressive stroke, your players natural footwork moves you out of the crease... if you dont press the triangle button (i think) then you will be stumped EVERY TIME!! This is the only negative thing i remember from the day, playing a cover drive to a spinner and being stumped!! Ross said to me to make sure i pressed the button to get back into my crease, so here is the MadMans 1st tip ever, when playing against the spinner in the nets, if you miss a ball, practice pressing the button that gets you back into the crease.
Like I said, at least from what I can see the right analog stick has a completely different function for spinners only controlling selection of delivery type (up or down bowls a top spinner or slider respectively) or direction of drift. This is why I am wondering about how pace and length are controlled for spinners.