Cricket 24 - General Discussion

Yes it does. I can't go into too much detail but I can tell you the game definitely selects deliveries to match the field that's been set. AFAIK it doesn't adjust for user repositioning the batsman.

There was originally written into DBC a system for adjusting the field according to a heatmap of where the ball has been going but it produced unidiomatic fields and it was just too easy to put the ball in gaps, so any time the AI leaves a significant gap the user can just hit into it. Having more generic fields without big gaps keeps the flow of play more like a real game of cricket, in practice.
Well, we have 80 odd days until release - please do go into detail.
 
Yeah I didn't mean "can't go into detail" like I have great wisdom to impart but must restrain myself on account of time. I have little wisdom to impart and must restrain myself on account of not wanting to pull details out of my arse.

There have deffo been upgrades addressing the issue of AI bowlers taking field settings into account over the course of the series. Deffo substantially improved compared to the earlier games, though issues remain - opposite hand legside lines / OP legside shots related issues, for instance.

I can't remember whether anyone from BA has officially confirmed that the bowling AI doesn't factor user batting guard but I don't think it does. I might be wrong about that but I thought we'd discussed it on the boards at some stage.
 
Sounds like a fancy way of saying no microtransactions are included.
 
That also annoys me, but in my opinion this particular exploit is a fundamental of the batting experience especially on hard mode where you shouldn't be allowed to hit the ball where ever you please, if you chose not do it its still empty in the fact that you know the game isn't good enough.

I agree that the fix may not be easy but my question is why wasn't this exploit in Shane Warne Cricket 99, or the EA Cricket titles, games which have been around for years publicly and in my opinion found a better balance in the batting experience in terms of playing all around the wicket and can Big Ant take these older games and study them?

EA Cricket did have plenty of other exploits as far as I can remember. It was utterly easy to grab singles while deadbatting in Cricket 04 because the batters ran as quick as the bowler or fielder if not quicker and by the time they got to the ball and finished their animation of getting ready to throw you’d be well into your crease.

Cricket 07 had the infamous leg yorker that almost always brought wickets. Batting was also quite easy even on the hardest difficulty as long as you got the timing right, I don’t remember there being a big penalty even if you played shots that don’t make sense in reality to specific deliveries.
 
EA cricket didn't have an OP legside repertoire, iirc.

That's key. The ease of dumping length balls on your pads into the crowd multiplies the effect of an exploit to re-align the bowling with your pads.
 
One major complaint about Cricket 22 is running between the wickets... Always taller batsman run faster in there game... It should be based on Fitness, not based physical build...
 
Yes it does. I can't go into too much detail but I can tell you the game definitely selects deliveries to match the field that's been set. AFAIK it doesn't adjust for user repositioning the batsman.

There was originally written into DBC a system for adjusting the field according to a heatmap of where the ball has been going but it produced unidiomatic fields and it was just too easy to put the ball in gaps, so any time the AI leaves a significant gap the user can just hit into it. Having more generic fields without big gaps keeps the flow of play more like a real game of cricket, in practice.
I can say its gotten slightly better but it still needs lot of work to bowl to field and have a proper strategy.. And for the player repositioning, if they could set deliveries based on the user position then we could vary the length, pace as and when required.. If a user wants to play the proper test match style then we can follow the usual strategy and bowling plans but when someone wants to go the bazball style then slightly defensive with catching fielders are important but can we do that with the limited field positions we get in the game is another question..
For short formats, if the game can recognise where the batsman is and recalculate the line and length, would make the game more challenging. Late movement and shot are good in this case but risk factor needs to be involved like cases of being trapped in front, missing the stumps completely, mistiming and the ball lobbing up in the air etc..
 
There are a lot of interlocking elements. The fields often don't function as they would in real life because the user can take any batsman in the game and easily spot the ball wherever the field leaves a gap.

The claim I responded to was that there isn't a system in the game for taking fields into account when the AI bowls but there definitely is one.

On a slight tangent, even saying that the legside repertoire is OP, as I have above, is a big simplification. One of the things that makes the most difference is that fact that you won't nick off trying to belt people legside, whereas on the offside repertoire no matter how well you bat it's only a matter of time before you nick one.

So really it's not that the legside shots are OP so much as that you can spam them continuously without much risk of getting out.
 
As by the poll at the top of this thread that fielding needs to be improved it would be good to have more flexibility in where you can place fielders and not fixed to a spot, for example to be able to position a player in between mid on and deep mid on
 
As by the poll at the top of this thread that fielding needs to be improved it would be good to have more flexibility in where you can place fielders and not fixed to a spot, for example to be able to position a player in between mid on and deep mid on
This has come up a few times over the years.

Fixed fielding positions generate a finite set of stuff to test and manage. With the ability to whack fielders anywhere you've got a virtually infinite range of combinations, and a bit of a problem in terms of testing to try and prevent combos of fielders that produce unintended and undesirable gameplay effects.

Likewise, probably keeps things more manageable in terms of trying to make sure the fielders in the various positions field are using a reasonable approximation of appropriate techniques at a realistic ability level.
 
This has come up a few times over the years.

Fixed fielding positions generate a finite set of stuff to test and manage. With the ability to whack fielders anywhere you've got a virtually infinite range of combinations, and a bit of a problem in terms of testing to try and prevent combos of fielders that produce unintended and undesirable gameplay effects.

Likewise, probably keeps things more manageable in terms of trying to make sure the fielders in the various positions field are using a reasonable approximation of appropriate techniques at a realistic ability level.
A short extra cover would be nice though.
 
There are deffo a few extra positions they could look into, and maybe they could add a few extra spots to fine tune some existing positions.

It's "put a fielder in this particular spot and bowl on leg stump and the AI batsman will pop a catch straight to them every few overs" sort of effects that I'd be especially wary of, I think. Or possibly, "put a fielder in this exact spot and he will take impossible catches"
 

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