What has become of Online Game Play

The problem isn't just the delivery, it's the poor physics that causes the ball to star dropping before it reaches the batsman.

Yes, the dip to hit the middle or base of stumps, and perfect timing needed to hit those deliveries needs to be fixed. Maybe if the ball continues over the stumps and you get a large timing window to handle slow short deliveries, it might address some of the concerns. But based on my experience of online gaming, once Big Ant does so some other exploit will rear its ugly head and you will see most folks use the same online in a couple of days. There's simply no "exploit free" online experience.
 
Yes, the dip to hit the middle or base of stumps, and perfect timing needed to hit those deliveries needs to be fixed. Maybe if the ball continues over the stumps and you get a large timing window to handle slow short deliveries, it might address some of the concerns. But based on my experience of online gaming, once Big Ant does so some other exploit will rear its ugly head and you will see most folks use the same online in a couple of days. There's simply no "exploit free" online experience.

If the ball reacted as it should, a larger timing window wouldn't be required, it would just be played with a pull or cut shot. Yeah I'm sure another exploit would be found if this was fixed but it needs to be fixed regardless.
 
If the ball reacted as it should, a larger timing window wouldn't be required, it would just be played with a pull or cut shot. Yeah I'm sure another exploit would be found if this was fixed but it needs to be fixed regardless.

The problem is not really playing the delivery with cut or pull shot - you can still do so. The problem is how late you need to play the shot and near perfect timing required to punish these deliveries. In real world a slow half tracker bowled at 90 kph would be put away by any of us, but in the game you need to wait and wait (and wait some more) to play the shot with any sort of timing. If Big Ant made the timing window for these slow long hops large enough, the problem will go away as nobody would bowl those pies.

However, if Big Ant only address the trajectory of the ball as suggested by you and not factor in increased timing window, we will still face the same problem as you still won't be able to do much with the ball which comes at such a slow pace that timing it becomes nearly impossible. The only difference would be that you wouldn't lose your wkt as the ball will go over the stumps but you will still get a dot ball, which is nearly as good as a wkt in the shorter format games played online (5 or 10 overs matches).
 
The problem is not really playing the delivery with cut or pull shot - you can still do so. The problem is how late you need to play the shot and near perfect timing required to punish these deliveries. In real world a slow half tracker bowled at 90 kph would be put away by any of us, but in the game you need to wait and wait (and wait some more) to play the shot with any sort of timing. If Big Ant made the timing window for these slow long hops large enough, the problem will go away as nobody would bowl those pies.

However, if Big Ant only address the trajectory of the ball as suggested by you and not factor in increased timing window, we will still face the same problem as you still won't be able to do much with the ball which comes at such a slow pace that timing it becomes nearly impossible. The only difference would be that you wouldn't lose your wkt as the ball will go over the stumps but you will still get a dot ball, which is nearly as good as a wkt in the shorter format games played online (5 or 10 overs matches).

Fair enough but how do you increase a timing window for a certain type of delivery? The timing window is related to the shot not the delivery.
 
One thing i would suggest is simply no ball all deliveries that have a jump or spin needle of less than 12/1 o clock. that should pretty much get rid of all foul deliveries.


Apart form that most of the things would be crickety and fair on all.
 
It will always be the case and you will never get everyone to agree on what constitutes a fair game. In some people's opinion it might be slow short bouncers from medium and fast medium bowlers, for some it might be slow loopy spinners, for some others it might be change in speed of pace bowlers ranging from 100kph one delivery to 140 kph the next, and for some others it may well be fast yorkers bowled by tall pacemen at 158.2 kph outside the off stump.

I think the opinion will vary depending on what your strengths are. For example if I'm good with spinners I will deem pace bowling based tactics "unfair" and vice-versa for others. IMO it's a credit to DBC 14 and Big Ant that the game has so many tactics you can employ to win. I still recall AC09 days where the only tactic you could use was to load the team up with fast bowlers and have short cover and short mid wkt close-in fielders. In DBC 14 you can win with any kind of bowling which is why I think Big Ant did such a great job in replicating real life cricket. In actual cricket, spinners win you in sub-continent and pace bowlers rule the roost in Aus, SA or Eng. I think this is what's happening in DBC 14 as well as people have opted for the tactics based on their strengths.

Plus the beauty f DBC is that every tactic can be negated. You can win with pace and with spin, and at the same time you can lose with either tactic as well. It all depends on how goo your opponent is, which is how it's in real life. Bowling to a plan - be it spin or pace - needs lots of discipline, control and practice and folks who have put in the time will and should prevail. If you want to get better, put the time in and you will see the results but whining about slow loopy deliveries or short pace deliveries shows you were beaten by a better player.

What about people bowling short deliveries that go above shoulder-height with fast-medium bowlers 6 balls out of 6? If they have people deep on the pull and the upper-cut, it's a genuine exploit because IRL, depending on what game mode you are playing, you can't bowl more than two above shoulder-height yet it isn't called no balls in the game.
 
it's a genuine exploit because IRL, depending on what game mode you are playing, you can't bowl more than two above shoulder-height yet it isn't called no balls in the game.

its the same with the game too with the correct match types, except your opponent would have customized it in the match type designer. Not much can be done there apart from selecting a better opponent or give him a taste of his own with a 7 foot bowler..
 
Fair enough but how do you increase a timing window for a certain type of delivery? The timing window is related to the shot not the delivery.

That's the challenge Big Ant will have and I'm not even sure it will work either. For example say Big Ant makes the timing window large for deliveries slower than 100kph which are bowled below the 6m mark (length), people will find a way to bowl the delivery at 101 kph so the window's not small for these deliveries. As I said earlier, trying to fix online exploits is going down a slippery slope with no reasonable option.
 
What about people bowling short deliveries that go above shoulder-height with fast-medium bowlers 6 balls out of 6? If they have people deep on the pull and the upper-cut, it's a genuine exploit because IRL, depending on what game mode you are playing, you can't bowl more than two above shoulder-height yet it isn't called no balls in the game.

This is a different issue. What we discussed earlier were users exploiting the glitches in the game (slow short bouncers tough to time etc.) but what you are mentioning is someone breaking the rules of the game (bowling 6 bouncers an over when only 1 or 2 should be allowed). I came across a similar glitcher who set up a T10 with 3 or 4 bouncers allowed, which is against the ICC rules. What I did was to create my own matches and let others join the match. This way you enforce 1 bouncer an over rule along with field restrictions, and this is generally easy to implement.
 
That's the challenge Big Ant will have and I'm not even sure it will work either. For example say Big Ant makes the timing window large for deliveries slower than 100kph which are bowled below the 6m mark (length), people will find a way to bowl the delivery at 101 kph so the window's not small for these deliveries. As I said earlier, trying to fix online exploits is going down a slippery slope with no reasonable option.

My point though is that the physics need to be sorted regardless of online exploitation or not. I've played on some boggy wickets in my lifetime where that sort of bounce exists but in DBC's case there is a problem with ball trajectory.
 

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