angryangy
ICC Chairman
- Joined
- Oct 1, 2004
Another big factor that will improve the bowling experience is an increase in edges. This statement, as everyone knows is nothing new.
Now speaking as someone who only really watches Test matches it's not unusual for there to be 10+ edges in an innings. Some won't carry (softer wickets), some will fly over the slips to the boundary (harder wickets), a couple will be just wide of or go between the slips, 1 or 2 may be dropped or just clip the fingers of the slip catcher or keeper diving to his side, and generally 4/5 will be taken, sometimes more.
So the game really needs to represent this. Edges are currently there but they just need increasing and more variance. If feel there is currently a very subtle difference between the new ball and bowling with an older ball, but it needs to be made more noticeable.
Top edges need to be added, In the thousands of overs I have bowled, I have never seen a genuine top edge from a pull shot or a sweep go straight up in the air.
Added to this, better physics in regards to the ball hitting or clipping the batsman, either on the body, pad or gloves, it would be great if the game could be at a level where you would hear a sound but not be entirely sure whether it was an edge, or it had clipped the pad or the batman's arm on the way past.
Hopefully the improved physics in this regards would lead to more bat-pad chances from spin bowling.
Yeah edges and mishits need a bit of work. The edges are also weird because in the event you do see an edge, 1st slip isn't nearly as handy as 3rd or maybe 5th slip. The game perhaps thinks the middle of the bat is bigger than it is,. And the main purpose of bat-pad or silly point is to get a catch when the batsman reaches for a bad ball and flicks it into his own leg. Part of that I think is that there's just not enough turn to have batsmen playing nervy bat-pad forward defences. The game is clearly wired for limited overs and generally even 50 over games aren't practical, but the fact is that a lot of the game elements are pretty superficial. In a limited overs game, there should definitely be more edges going into vacant areas.
I really think more streaky shots would help giving feedback to players to make them more selective and wary, but you'd have to also make sure the AI can recognise when they nearly got out. Confidence doesn't seem to be important for batsmen of a high enough skill. I wonder if confidence should have more of an effect the longer the game is. In a long game, one good bowler might be terrifying and the innings revolves around the fact that he'll definitely come back to bowl. That guy might press the batsmen to even block half volleys, lest they be destroyed. On the other hand, for a short game, spraying the ball around might even help. So confidence in limited overs is kinda outweighed by the structure of the game and the need for players to just do their roles.
The concession to that is that it's actually too easy to bowl, just that bowling properly doesn't work like you expect. The game will basically bowl it at the top of off stump by default. A lot of the nuance of the game is bowling 'green' and sneaking it full or short. If line and length were harder to achieve, that would probably balance the increased difficulty of hitting a good ball. Part of the trouble with yorkers is that you can never really spot a full toss. The balls on that length should probably come with a greater risk of not landing at all. So to that end, controls could probably use some revising. It's hard to use some of the trigger/bumper combinations and in some cases, this simply outweighs their value.