Where are play n miss?

FollowOn

Club Captain
Joined
Aug 16, 2016
Ok this might sound a like a rant but this is my biggest concern for this game , you can bowl vicious swinging delivery ,ferocious cutters but the AI plays them with ease as they have super judgement and knows that this ball will cut one foot in to them but at the same time they get out to these deliveries as well which made them getting out a bit random , All I want it to behave realistic that is if it is normal outswing and normal leg cutter AI should have no problem in dealing with it a part from an odd play and miss and edge but when it is a super swinging delivery or a ferocious cutter AI should be in all sorts of problem just like in real life but to bowl these types of deliveries you have to tinker with the sliders and AI react to them just like normal deliveries which takes the fun out , I think if they could just add some unpredictable element in to bowling it will make the game more exciting i-e without tinkering the sliders there should be some random rare super delivery causing all sorts of problem for the batter , it will make the game more realistic and unpredictable just like real cricket , moreover the rarity can be inversely proportional to the bowlers skill in that particular type of delivery.
 
Would accept this to an extent as in I do get a good feel bowling with a plan in the game and the play and misses happens too, some cases very realistic with a very close swing of the bat..
But that point of cutters being played by AI with ease is a concern:

-"They know its coming"-This feel could be tweaked a bit.
-Level of "turn" you get from those cutters could be lowered..
-So they could make it more spin/turn on bowling slow cutters than normal or fast ones.
-The speed of default cutters is really low compared to seam delivery which could also be tweaked a bit. Make it more in almost the seam delivery speed zone maybe 135kmph [When the seam delivery on green hits 140-142 mark]
-On those speed make it more holding its like kind of delivery to make it more Philander like seam movement off the pitch and on slower cutters like Bravo's 110-115 kmph cutters with turn more visible...

For Swing:
-There are misses happening in this but not to the extent one would like to see.The zip is missing in swing delivery being bowled.
-The steamy pace with swing needs to be visible even on normal delivery swing..Its there mainly when you hit the green but only to an extent..
-You get that kind of swing which gives the feeling that something would happen mainly when bowling with fast delivery trigger, which could be brought to normal 140-145kmph without the triggers. Yes, we could increase those with sliders but not many use custom difficulty in career and those speed figures kills the immersion personally seeing the speed figures of 160-170 on regular basis..
-The difference between using normal and fast trigger is really well done because when bowling normal swing you get swing off the air more and fast trigger its more swing after pitching..Just need the pace to be visible.

Overall the plays and misses would be more visible when the zip and indecisive AI plays a shot without knowing whats coming [just to create the feel mainly]. Many contents in bowling are really well done and need no more touches, just a few tweaks mentioned in the above points..
 
Would accept this to an extent as in I do get a good feel bowling with a plan in the game and the play and misses happens too, some cases very realistic with a very close swing of the bat..
But that point of cutters being played by AI with ease is a concern:

-"They know its coming"-This feel could be tweaked a bit.
-Level of "turn" you get from those cutters could be lowered..
-So they could make it more spin/turn on bowling slow cutters than normal or fast ones.
-The speed of default cutters is really low compared to seam delivery which could also be tweaked a bit. Make it more in almost the seam delivery speed zone maybe 135kmph [When the seam delivery on green hits 140-142 mark]
-On those speed make it more holding its like kind of delivery to make it more Philander like seam movement off the pitch and on slower cutters like Bravo's 110-115 kmph cutters with turn more visible...

For Swing:
-There are misses happening in this but not to the extent one would like to see.The zip is missing in swing delivery being bowled.
-The steamy pace with swing needs to be visible even on normal delivery swing..Its there mainly when you hit the green but only to an extent..
-You get that kind of swing which gives the feeling that something would happen mainly when bowling with fast delivery trigger, which could be brought to normal 140-145kmph without the triggers. Yes, we could increase those with sliders but not many use custom difficulty in career and those speed figures kills the immersion personally seeing the speed figures of 160-170 on regular basis..
-The difference between using normal and fast trigger is really well done because when bowling normal swing you get swing off the air more and fast trigger its more swing after pitching..Just need the pace to be visible.

Overall the plays and misses would be more visible when the zip and indecisive AI plays a shot without knowing whats coming [just to create the feel mainly]. Many contents in bowling are really well done and need no more touches, just a few tweaks mentioned in the above points..

The "know it's coming" thing is one of my biggest issues with bowling in the game. Particularly spin bowling as it never gives you that feeling of actually deceiving the batsman with variation, it feels like the wickets are either random nicks or the AI playing a bad shot. It's frustrating watching them leave balls that spin 1 inch past the off-stump but block every straight one/wrong-un.
 
The "know it's coming" thing is one of my biggest issues with bowling in the game. Particularly spin bowling as it never gives you that feeling of actually deceiving the batsman with variation, it feels like the wickets are either random nicks or the AI playing a bad shot. It's frustrating watching them leave balls that spin 1 inch past the off-stump but block every straight one/wrong-un.
Yeah but it's definitely an improvement over DBC 14 in that department..It's going in the right direction so I am confident that it's just gonna improve from here on..
 
The "know it's coming" thing is one of my biggest issues with bowling in the game. Particularly spin bowling as it never gives you that feeling of actually deceiving the batsman with variation, it feels like the wickets are either random nicks or the AI playing a bad shot. It's frustrating watching them leave balls that spin 1 inch past the off-stump but block every straight one/wrong-un.

It's a tough one TBH. If the AI doesn't react to these deliveries then the AI risks getting scuttled out for low scores all too often. One of the options would be to minimize the number of "magic" deliveries to bare minimum so they don't happen often but this would lead to folks saying "I can't get the ball to seam/swing/spin" etc.
 
Yeah but it's definitely an improvement over DBC 14 in that department..It's going in the right direction so I am confident that it's just gonna improve from here on..

Oh for sure. Like I said in another thread half my wickets on my SLA career in DBC 14 were batsmen holing out to mid-on. I couldn't even being myself to play a pace bowler career in that game because it was so boring but in 17 it's a blast. I've had games on flat decks where I've had to really toil away using all the variations to try and extract wickets any way I can with batsmen chopping on or mis-timing shots to fielders. Then I've had games where the ball is swinging like mad and I'm sending the stumps flying all over the place and pumping my fist in the air.
 
Very suggestion from funnyadit i hope they remove the they know it feeling and add some random magic deliveries having frequency based on bowler skills
 
The "know it's coming" thing is one of my biggest issues with bowling in the game. Particularly spin bowling as it never gives you that feeling of actually deceiving the batsman with variation, it feels like the wickets are either random nicks or the AI playing a bad shot. It's frustrating watching them leave balls that spin 1 inch past the off-stump but block every straight one/wrong-un.

I disagree with this to an extent. I think you need to vary your length more with spin bowlers to deceive batsmen, especially when playing career or with a spinner who doesn't rip it a mile.

I've had some lovely wickets bowling left arm spin from bowling full off spinners then throw in a short bouncy arm ball for the nick. Also had some success bowling top spinners then a full off spinner getting bowled through the gate. Like so much of this game I think it's very subtle and nuanced. IMHO pitches make a significant difference to how and what length you should bowl. You can't go about your business in the same way on different pitch types.

Just my opinion but I'm loving the bowling and getting plays and misses regularly.
 
I disagree with this to an extent. I think you need to vary your length more with spin bowlers to deceive batsmen, especially when playing career or with a spinner who doesn't rip it a mile.

I've had some lovely wickets bowling left arm spin from bowling full off spinners then throw in a short bouncy arm ball for the nick. Also had some success bowling top spinners then a full off spinner getting bowled through the gate. Like so much of this game I think it's very subtle and nuanced. IMHO pitches make a significant difference to how and what length you should bowl. You can't go about your business in the same way on different pitch types.

Just my opinion but I'm loving the bowling and getting plays and misses regularly.

Do you mind if I ask what difficulty you bowl with? I'm on Legendary/Hardest atm.
 
Ah.....I'm a normal kinda guy.

I'm not trying to judge. I agree that the game feels a bit more natural on lower difficulties but the ridiculous stats I end up with (eg. bowling average of 8 in a full season) push me up to higher difficulties where it definitely seems more "gamey".
 
I'm not trying to judge. I agree that the game feels a bit more natural on lower difficulties but the ridiculous stats I end up with (eg. bowling average of 8 in a full season) push me up to higher difficulties where it definitely seems more "gamey".

Fair enough mate, I can't comment at that difficulty. Normal suits me fine and I get enough variation and nuance to keep me amused.
 
It does seem a little unrealistic that you can cut the ball large distances at will both ways, maybe 1 in 4 should cut, and by varying amounts. And I do miss the release (adjustment of length) from dbc14, think that although generally bowling is better in dbc17 this part is a step back
 
There's some truth to OPs comment but there is play and miss. I've had a few where I've played and missed like you see on TV (beaten by swing or pace esp at higher difficulties) and I've bowled some fantastic ones where AI has missed because of swing, cutters , , speed or even spin bowling.

But yes, it's not frequent and the element of "realism" feels missing. It feels more like "scripted" at times to me.
 
One thing I haven't notice so much is the seamers that can go both ways from a fairly straight delivery. Some bowlers out there get great variation from bowling seam and just relying on the ball's natural variation to go either way. From a right handed bowler the balls seam left, and from a left handed bowler the balls seam right. I've never seen variation on this in the game, has anyone else?
 

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