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Ross, from what I seen in the RLL2 videos, is the catching gonna be like this?

For out field catches where the ball in the air for a long time you have to position the fielder under the ball and time the catch by pressing a button(no timing meters)just like you time a hit when batting.

But my question is, how's it gonna work for not so arial super speed catches between point and cover point? just pressing the button quickly is enough? or is there no catches like that at all?. Also for slip catches where the ball come fairly quick too, do we need to just press a button and the direction to dive(if there is a need to dive) is automatically initiated by AI? Also is this gonna be applicable to diving stops too? I hope there is a button to dive where the fielder dive in the outfield to stop a boundary.
 
Ross, from what I seen in the RLL2 videos, is the catching gonna be like this?

For out field catches where the ball in the air for a long time you have to position the fielder under the ball and time the catch by pressing a button(no timing meters)just like you time a hit when batting.

But my question is, how's it gonna work for not so arial super speed catches between point and cover point? just pressing the button quickly is enough? or is there no catches like that at all?. Also for slip catches where the ball come fairly quick too, do we need to just press a button and the direction to dive(if there is a need to dive) is automatically initiated by AI? Also is this gonna be applicable to diving stops too? I hope there is a button to dive where the fielder dive in the outfield to stop a boundary.

What you propose is close for the outfield controls, except for when you don't get there quite in time and need to dive, etc.. and hitting the ball back so as to save a boundary.

The slips is under wraps for now, I can say that AI plays no part.
 
Ross, any chance of sharing details on the number (type?) of difficulty levels in the game?
 
What you propose is close for the outfield controls, except for when you don't get there quite in time and need to dive, etc.. and hitting the ball back so as to save a boundary.

The slips is under wraps for now, I can say that AI plays no part.


So for regualr fielding(ie for everything except catches) too we need to control the running part of our fielders to stop the ball? or is it AI controlled? I wish that part'll be AI controlled for regular fielding, otherwise it'll feel like there's too much to do and can get frustrating.
 
How do you know it will be frustrating, it depends how its implemented, you might find it a joy to do all the fielding.
 
What you propose is close for the outfield controls, except for when you don't get there quite in time and need to dive, etc.. and hitting the ball back so as to save a boundary.

The slips is under wraps for now, I can say that AI plays no part.

Good to know we can dive in the outfield to save boundaries. Such a simple thing has never been part of any previous game even when it was completely AI controlled players still wouldn't dive to pull the ball back before reaching the boundary.
 
What you propose is close for the outfield controls, except for when you don't get there quite in time and need to dive, etc.. and hitting the ball back so as to save a boundary.

The slips is under wraps for now, I can say that AI plays no part.

So for regualr fielding(ie for everything except catches) too we need to control the running part of our fielders to stop the ball? or is it AI controlled? I wish that part'll be AI controlled for regular fielding, otherwise it'll feel like there's too much to do and can get frustrating.

Well I am sure since BigAnt must have tested the manual fielding mechanics and still decided to go ahead with it (even though almost no company before this has dared to do so in such detail), they feel it is fun to do so and also an integral part of the gameplay. Seeing that they did not provide any option for automating the fielding, it seems they are very confident about that fact that the fielding is as much fun to play with as is batting and bowling!! Cant wait to see the implementation!

I am, infact, happy that BigAnt did not provide an automatic fielding option, as it is very important that everyone tries the manual fielding mechanics they have implemented for atleast 3-4 months, and only then decide whether it adds or distracts from the gameplay experience. If it does distract, they can easily add an option for automatic fielding, as the logic for that is already in the game when the AI is bowling/fielding.
 
How do you know it will be frustrating, it depends how its implemented, you might find it a joy to do all the fielding.


When I made that comment all I thought was manual fielding in EA's games. The running part was very frustrating in that. Now thinking about fluidity in BA's running animations(from RLL2), it won't be a problem and it sure will be more fun.
 
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Thanks for the video. But that makes sense for fielder's outside the circle, having enough time to judge the ball as it comes closer. Thing would be to see how well the fielders who are close-in as well as inside the circle would respond to flat and hard hits.

Nonetheless, it shows how important would it be to position the fielders correctly.
 
Thing would be to see how well the fielders who are close-in as well as inside the circle would respond to flat and hard hits.

Nonetheless, it shows how important would it be to position the fielders correctly.

Close in positions like gully, point, covers, slips and even the wicket keeper are specialist positions in real world Cricket and I would love it if the game is able to imitate the characteristics of fielding in these positions in the most realistic way :)
 
Thanks for the video. But that makes sense for fielder's outside the circle, having enough time to judge the ball as it comes closer. Thing would be to see how well the fielders who are close-in as well as inside the circle would respond to flat and hard hits.

Nonetheless, it shows how important would it be to position the fielders correctly.

It would be really interesting to see the fielding mechanics in this game! Even in the real game of cricket, the fielder is concentrating on the batsman and the ball and is not bothered about the release of the bowl etc, where as in this game, we first need to concentrate on the release of the ball and then think about the fielding, so if everything is happening in realtime, then we do have a lesser amount of time to react to the shot than say a real fielder who is only focused on the batsman/ball.

Personally, I am a little apprehensive about this manual fielding thing, as if everything happens in realtime then it has the potential for creating a lot of frustrating moments which would hamper your experience, while if you slow down time, it again kind of hampers the experience (with experience of the catching system implemented in the previous game). But I do hope BigAnt has thought of something totally different that will neither hamper the gameplay nor make it frustrating.

Hey Ross, Can you give your opinion atleast on the manual fielding gameplay. Based on what you have played, did it enhance your experience tenfold or did you have any frustrating moments :P
 
Personally, I am a little apprehensive about this manual fielding thing, as if everything happens in realtime then it has the potential for creating a lot of frustrating moments which would hamper your experience, while if you slow down time, it again kind of hampers the experience (with experience of the catching system implemented in the previous game). But I do hope BigAnt has thought of something totally different that will neither hamper the gameplay nor make it frustrating.

The diving thing you were talking about was in Cricket 02 I suppose, but never useful tbh, moreover, the crowd used to clap for any dive you put in, even unnecessarily.

Slowing down time hasn't really gone well with the gamers, so I would really not expect that to be implemented here as well. And as Ross mentioned how difficult catching could be, we should realise how difficult fielding can be, even to implement it properly in the game.

The most exciting part will really be the fielding in circle, and close-in, as per the reasons you have described above.
 

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