Cricket 24 - General Discussion

Not far off what I've been trying to do, with the odd truly great player being a bit above those sorts of limits. I've been experimenting with much lower throw accuracy (30's and 40's) and lower fielding stats in general. I'm starting to see more little ground fielding errors and far fewer direct hits.
 
Absolutely love both of their work.. Puck has made some great bats!
Thanks appreciate the heads up, I'm always on the look out for the retro teams and players. Stephen Bailey is another who has created some wonderful teams :Cheersmate:

There's some great 90s bats on there from a user called Puck1365 (or something like that)
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I'm also working on breaking up those 2000s teams a little. 2000-2001, 2002-2003, 2004-2005. Even doing that, I haven't been able to include every single player England used (Jim Troughton in the bin). :laughter: It would be lovely to lose the 35-player squad limit.

I guess the West Indies is next on the list, given Waste's latest release!
Looking forward to them!
 
I'm also working on breaking up those 2000s teams a little. 2000-2001, 2002-2003, 2004-2005. Even doing that, I haven't been able to include every single player England used (Jim Troughton in the bin). :laughter: It would be lovely to lose the 35-player squad limit.

I guess the West Indies is next on the list, given Waste's latest release!
I wish we could have unlimited created teams. What I did for DBC14 was create every touring team that came to Australia from WSC until about 2001 or 2002 (whatever the end for the retro Australian summer kits was) and just made the Australian teams (and any back to back touring teams) based off the unchanged uniforms, eg: Australia 79-81, 81-84, 85-88 etc it's hard to justify a one off test player in a best team of the 80s or 90s but for an individual summer team it's fun to include them but I quickly got to my created limit. I haven't been bothered to do it for C24 because the Baseball/Lightning Bolt kits aren't on the academy, I've got the font and the team names on file but it doesn't work properly to create them and I gave up.

Not far off what I've been trying to do, with the odd truly great player being a bit above those sorts of limits. I've been experimenting with much lower throw accuracy (30's and 40's) and lower fielding stats in general. I'm starting to see more little ground fielding errors and far fewer direct hits.
Before I reset all players from the academy I went through and reduced the fielding accuracy and throw strength to 25 each and for great fielders like Ponting and Rhodes I bumped it up one or two more. There's way too many direct hits but then that was too extreme and there was no risk of quick single so maybe in the 30s-50s accuracy is where it's at. The throw strength needs to be lowered too there's too many easy 3s that can't be risked because of cannon arms.
Does changing the difficulty mid-match actually do anything? Doesn’t seem to for me.
I am sure that it used to but maybe after patches this doesn't work anymore.
 
I wish we could have unlimited created teams. What I did for DBC14 was create every touring team that came to Australia from WSC until about 2001 or 2002 (whatever the end for the retro Australian summer kits was) and just made the Australian teams (and any back to back touring teams) based off the unchanged uniforms, eg: Australia 79-81, 81-84, 85-88 etc it's hard to justify a one off test player in a best team of the 80s or 90s but for an individual summer team it's fun to include them but I quickly got to my created limit. I haven't been bothered to do it for C24 because the Baseball/Lightning Bolt kits aren't on the academy, I've got the font and the team names on file but it doesn't work properly to create them and I gave up.


Before I reset all players from the academy I went through and reduced the fielding accuracy and throw strength to 25 each and for great fielders like Ponting and Rhodes I bumped it up one or two more. There's way too many direct hits but then that was too extreme and there was no risk of quick single so maybe in the 30s-50s accuracy is where it's at. The throw strength needs to be lowered too there's too many easy 3s that can't be risked because of cannon arms.

I am sure that it used to but maybe after patches this doesn't work anymore.
Totally agree here
The enduring issue is what makes a player 'feel' good or bad (realistic or unrealistic) when the player is using them. Similarly, what makes them 'good' or 'bad' when the AI is in control vs the players. Certain skills seem to have too much impact on gameplay (150 metre sixes), others don't and for some it's difficult to tell without extensive testing. You'd need to track player performance from AI control and then different user performances with those players to try and narrow down what constitutes a realistic performance within some bounds of acceptability; e.g. we want Steve Smith averaging -5/+5 of his real averages and -10/+10 of his strike rates.

I remember from my lockdown tournament I did a deep dive on the data that it pumped out and there were glaring differences between the game and real life. Openers had too much dominance in team totals, tail enders often averaged higher than real life, team wouldn't lose as many wickets. But, that was just an AI v AI tournament, so there's was no comparison for how those players perform when controlled by or as opposition to the players. Even then you have to factor in that some people will 'role-play' as though it's real cricket and others will try to 'beat the game' and find every possible advantage which could nullify the AI anyway. Then you have difficulties and sliders, which I've extensively rattled on about, complicating this sort of thing.

It's why, when it comes to skills, I simply go for balance in the hope that the worlds best are at least comparatively skilled and there would hopefully be noticeable difference between them and the worst players.

I don't think this is exclusively a Big Ant issue. When I used to play PES I'd always want players with high pace because they were such an advantage to play with that many other skills could be overlooked.
 
The enduring issue is what makes a player 'feel' good or bad (realistic or unrealistic) when the player is using them. Similarly, what makes them 'good' or 'bad' when the AI is in control vs the players. Certain skills seem to have too much impact on gameplay (150 metre sixes), others don't and for some it's difficult to tell without extensive testing. You'd need to track player performance from AI control and then different user performances with those players to try and narrow down what constitutes a realistic performance within some bounds of acceptability; e.g. we want Steve Smith averaging -5/+5 of his real averages and -10/+10 of his strike rates.

I remember from my lockdown tournament I did a deep dive on the data that it pumped out and there were glaring differences between the game and real life. Openers had too much dominance in team totals, tail enders often averaged higher than real life, team wouldn't lose as many wickets. But, that was just an AI v AI tournament, so there's was no comparison for how those players perform when controlled by or as opposition to the players. Even then you have to factor in that some people will 'role-play' as though it's real cricket and others will try to 'beat the game' and find every possible advantage which could nullify the AI anyway. Then you have difficulties and sliders, which I've extensively rattled on about, complicating this sort of thing.

It's why, when it comes to skills, I simply go for balance in the hope that the worlds best are at least comparatively skilled and there would hopefully be noticeable difference between them and the worst players.

I don't think this is exclusively a Big Ant issue. When I used to play PES I'd always want players with high pace because they were such an advantage to play with that many other skills could be overlooked.
I think balance is the right way to go with the world's best just a little bit above and the less than players just a little bit below. From my limited tinkering of skills just to bring them down from the excessively high skills of the default players (IMO) it seems that fielding has a big impact on the overall rating of a player too and I'm really at the point where I don't even bother looking at the overall rating anymore. I've never tinkered with the sliders before.

I'm a bit in the role playing camp, early to mid 90s test matches I'll keep the run rate around 2-3 depending on conditions and late 90s to mid 2000s tests I might keep it around 3-4.5 runs an over but it also depends on the player I am controlling, Atherton and Taylor in any era will be a snoozefest while Ponting, Lara in any era will get the score moving.

Playing against Ambrose, Walsh, Bishop, Patterson I didn't even have to try to keep the run rate down on a bouncy, green Gabba pitch it was actually pretty tough to score runs early on because they bowled good lines but then after lunch they lost their way after the bowlers started hitting their 3rd and 4th spells which was very realistic for a pace heavy bowling attack I loved it. I'm simultaneously playing West Indies v England on a hard, batting paradise in Kingston and it's a run fest at the moment so it's good to see that your skills balance is working particularly based on the conditions.

I should also note that above all I am just trying to have fun and re-live all the fun teams and players I grew up loving as a kid so breaking the game and having it perfect from a skills perspective is not a high priority for me.
 
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I just started batting as both teams because bowling feels like complete RNG. :sweat: With batting, at least you (mostly) know when you've done something right or wrong, with the occasional delivery simply being too good.

It's not even a BA-specific thing with bowling, even though Cricket 24 has felt less like you have an input on what the AI batters do, but cricket games in general need to find a way to make bowling feel genuinely rewarding. Real reward for feeling like you're bending your back a bit as a pace bowler. There's just a little something missing when compared to batting.
 
10/10 realism from @wasteyouryouth not a soul watching this match could be surprised that Stuart Williams was dismissed trying to heave one off the back foot through the cover region

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Good to see the field placings are back to normal

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