Cricket Heroes - testing & feedback

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Works fairly well.


Started up a WI vs. Bang test match. Update 5. No errors. Pro difficulty.

Plays smoothly. I'm 27/1 in 8 overs. The one wicket being a runout when I tried to take a single that wasn't there :p Narrow one tho.

I like how it's easier to bat with Tamim (23* off 27, 2 fours) than with lower skilled bats such as Siddique (2 off 18) and Nafees (1* off 3) due to the bowling marker being smaller. Makes picking your shots easier.

However, I haven't found batting too tricky. It's almost easy, in that I haven't played any false shots. The bigger marker for the weaker batsmen means it's harder to choose with shot to play, so I defend, but when I do go for a shot I'm sure of it usually races away, not too hard to time. Tamim has 3 men in the deep at the moment :p

One thing that's a bit strange is that it is easier to score quickly with highly skilled batsman. That works for guys like Tamim and Sehwag, but players such as Chanderpaul and Dravid will end up scoring rapidly too, which feels kinda wrong. I guess for realism we could play defensively with the defensive players, but a good game doesn't require you to alter your gameplay to achieve realism. In the same way, a Yusuf Pathan will maintain a high strike rate in Tests as well, but his lack of skill means when batting with him, you'll more often than not end up scoring.

One way I can think around this is through introducing an 'aggression' factor. When batting, high aggression players have a smaller marker, but smaller timing windows, so you are more tempted to play your shots as you can pick the ball, but timing you shots, even defensive ones, is harder, so you are more likely to miscue and get out quicker.
Similarly, lower aggression is a larger marker, so more uncertainty, harder to score quicker.

Batting skill ties into timing. Easier to time a shot, even against the line, with a higher skilled batsman than a lower one.

When bowling, high aggression players play more shots, including lofted and across the line. Higher skilled players miscue less.


Probably not the best solution, but it's a simpler one.
 
Definitely worth a try, I can see how it would work.

This 'aggression' factor could also be introduced to players throughout their innings. An example that comes to mind is KP, he often tries to hit out against the spinners after he gets to about 30-40, miscues a shot and gets out.
 
hi kurt
please send me your email via PM

i have a question regarding your facebook page and game.
 
Ok, I've taken a screenshot of the Cricket 07 field editor, they have many default fields, for all types which are easy to find, since they have a main heading (Aggressive, Attacking, Standard, Open, Tight, Defensive, Retreat) then they have the sub-fields under it (e.g. Aggressive 1, Aggressive 2, Agressive 3 etc.) and they have it set always for a right handed batsman.

1_1.jpg


It is that field always for all types of bowling, so if it's a spinner, the slips will come up pretty much into a good position for a slip. The slips should vary slightly depending on whether it is a fast bowler, fast medium bowler or medium bowler.

You should also add in dropped catches, especially some in the slip region as I've had none so far.


Edit: Also, have it so you can't edit already set fields (like the Attacking, Aggressive, Standard, Defensive fields etc.) as I can see when you edit fields, the fields stuff up later and are like no longer there.
 
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Ok, decided to play with the new update and bat so I could check out the fields now. I'm playing the same teams as I have been previously (AUS v ENG) and I'm batting first. Playing on pro.

Not a great start, first ball defended, second ball played out into the covers for a quick single. The third man goes out. I'm not sure whether they are just doing that for a different batsman but I find it weird so early in the game. Next ball, I just play it down there for a single. And yep, the third man comes up into the gully for Katich.

And god, no mid off so I play a straight drive through there with Katich for 3 and then they move a man back to long off for Hughes. Keep a long off for the new bowler and I play it down the ground for 2. Now they move the mid on fielder to mid off and now they have a mid off and long off. What a waste. Cut away wide of the gully for 4, gully moves back to third man :facepalm

Ok, doesn't seem to be making much difference. Oh dear, I play one slightly wide of mid on for 3 and they move the cover over to a wide mid on so they have 2 fielders next to each other. Now they have 3 slips, a point, third man, mid off, long off, mid on and wide mid on. Then I play it through a vacant cover region and they move the mid off fielder into the covers.

Seems like it hasn't made any difference. Then I just ran myself out. After a solid start from Hussey, he ran himself out, coming back for a 4th when the ball only went to legslip but noone chased it before the keeper through the stumps down and I was out by inches. Now please make the AI better. They aren't any better.

Scorecard:

S Katich run out (JM Anderson) 15 (17), 1 4, SR 88
P Hughes not out 21 (35), 2 4's, SR 60
M Hussey run out (MJ Prior) 11 (9) 2 4's SR 122
M North not out 0 (0)

Overs 10.1, Extras 1 LB, Score 48/2

Bowling:

R Sidebottom 5.1 overs, 1 maiden, 0/22, ER 4.26
J Anderson 5 overs, 0 maidens, 0/23, ER 4.6


btw, that over thing (in stats) is a nice little addition. Probably needs a little work. Maybe have 2 different angles, (one for line, one for height).
 
Works fairly well.


Started up a WI vs. Bang test match. Update 5. No errors. Pro difficulty.

Plays smoothly. I'm 27/1 in 8 overs. The one wicket being a runout when I tried to take a single that wasn't there :p Narrow one tho.

I like how it's easier to bat with Tamim (23* off 27, 2 fours) than with lower skilled bats such as Siddique (2 off 18) and Nafees (1* off 3) due to the bowling marker being smaller. Makes picking your shots easier.

However, I haven't found batting too tricky. It's almost easy, in that I haven't played any false shots. The bigger marker for the weaker batsmen means it's harder to choose with shot to play, so I defend, but when I do go for a shot I'm sure of it usually races away, not too hard to time. Tamim has 3 men in the deep at the moment :p

One thing that's a bit strange is that it is easier to score quickly with highly skilled batsman. That works for guys like Tamim and Sehwag, but players such as Chanderpaul and Dravid will end up scoring rapidly too, which feels kinda wrong. I guess for realism we could play defensively with the defensive players, but a good game doesn't require you to alter your gameplay to achieve realism. In the same way, a Yusuf Pathan will maintain a high strike rate in Tests as well, but his lack of skill means when batting with him, you'll more often than not end up scoring.

One way I can think around this is through introducing an 'aggression' factor. When batting, high aggression players have a smaller marker, but smaller timing windows, so you are more tempted to play your shots as you can pick the ball, but timing you shots, even defensive ones, is harder, so you are more likely to miscue and get out quicker.
Similarly, lower aggression is a larger marker, so more uncertainty, harder to score quicker.

Batting skill ties into timing. Easier to time a shot, even against the line, with a higher skilled batsman than a lower one.

When bowling, high aggression players play more shots, including lofted and across the line. Higher skilled players miscue less.


Probably not the best solution, but it's a simpler one.

Excellent idea! I need to do this for +-1000 players though, so if I can get my hands on their strike rates I'll use that as an indication of whether or not they're aggressive players. That should be fine right?
 
Updated patch 5 and played. Found no errors except that the RUNOUT I mentioned earlier remained same and the player is throwing it to the other end.

And also, try to increase the size of stamina and confidence meters as they are barely visible to make an impact! In fact, it would be better to make them like bars instead of circles now.
Immediately after an over, a black screen is coming at the interval. Get rid of it and introduce some random stat coming and give break and avoid directly going into the game. Rest is fine now...
 
Ok, decided to play with the new update and bat so I could check out the fields now. I'm playing the same teams as I have been previously (AUS v ENG) and I'm batting first. Playing on pro.

Not a great start, first ball defended, second ball played out into the covers for a quick single. The third man goes out. I'm not sure whether they are just doing that for a different batsman but I find it weird so early in the game. Next ball, I just play it down there for a single. And yep, the third man comes up into the gully for Katich.

And god, no mid off so I play a straight drive through there with Katich for 3 and then they move a man back to long off for Hughes. Keep a long off for the new bowler and I play it down the ground for 2. Now they move the mid on fielder to mid off and now they have a mid off and long off. What a waste. Cut away wide of the gully for 4, gully moves back to third man :facepalm

Ok, doesn't seem to be making much difference. Oh dear, I play one slightly wide of mid on for 3 and they move the cover over to a wide mid on so they have 2 fielders next to each other. Now they have 3 slips, a point, third man, mid off, long off, mid on and wide mid on. Then I play it through a vacant cover region and they move the mid off fielder into the covers.

Seems like it hasn't made any difference. Then I just ran myself out. After a solid start from Hussey, he ran himself out, coming back for a 4th when the ball only went to legslip but noone chased it before the keeper through the stumps down and I was out by inches. Now please make the AI better. They aren't any better.

Scorecard:

S Katich run out (JM Anderson) 15 (17), 1 4, SR 88
P Hughes not out 21 (35), 2 4's, SR 60
M Hussey run out (MJ Prior) 11 (9) 2 4's SR 122
M North not out 0 (0)

Overs 10.1, Extras 1 LB, Score 48/2

Bowling:

R Sidebottom 5.1 overs, 1 maiden, 0/22, ER 4.26
J Anderson 5 overs, 0 maidens, 0/23, ER 4.6


btw, that over thing (in stats) is a nice little addition. Probably needs a little work. Maybe have 2 different angles, (one for line, one for height).

Does the fielding AI work OK for the limited overs formats? Or does it also chop and change the field too much for the that? I'll keep working on it and try to get a fix out for this ASAP. Also, good idea wrt to the 2 angles for the over summary. I'll add that as well.

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Updated patch 5 and played. Found no errors except that the RUNOUT I mentioned earlier remained same and the player is throwing it to the other end.

And also, try to increase the size of stamina and confidence meters as they are barely visible to make an impact! In fact, it would be better to make them like bars instead of circles now.
Immediately after an over, a black screen is coming at the interval. Get rid of it and introduce some random stat coming and give break and avoid directly going into the game. Rest is fine now...

Thanks for the headsup - I think I know where the runout bug is (you're talking about the one where the fielder doesn't shy at the stumps but instead throws the ball to the wrong end right?). Also, I'll turn the stamina and confidence meters into bars - it makes sense since you can't really see it now. Semi-transparent vertical bars with a gradient in the lower-left corner of the screen?
 
Yup, strike rates will work.

At the end you can release a Player Editor and the community can edit the rosters and player skills for you.
 
@ZoraxDoom: That's the plan :) It probably won't happen for another few weeks though - it's taking forever to work through the AI issues.
 
It was a lot easier with the previous game cause I knew what all the numbers were in regard to player skill, but I had the editor available to work it out although I wasn't able to edit via the editor.

I did manage to put Ponting's skill level down though :p (I changed the 2 100 skill levels to 80)

And I'm not sure about One Day, I'll check it out now.

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Well they still chop and change nearly every shot for runs through a vacant region and after 4 overs, I was 30/1, the only wicket a mistimed straight drive going up in the air to mid off but apart from that, I had no problems at the crease. The game crashed the next ball though when they returned the ball from the boundary and it crashed when the keeper through it back to the bowler.
 
@hedger_14: The stats file is still more or less the same :) Regarding the AI field placings - ODI's and T20's are going to have the same problems. I'm working on resolving that now.

EDIT: ooh, the crash isn't good news - I've made another fix for the run outs so hopefully that'll fix the crash issue as well...
 
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In the meantime, if anyone would like to start playing around with the player stats, here's a full run down of the meanings of the different columns:

1,name
2,type of bowler
3,min bowling speed
4,max bowling speed
5,max outswing
6,max inswing
7,max seam away
8,max seam in
9,max off spin
10,max leg spin
11,height
12,bowling hand
13,batting hand
14,batting strength
15,timing
16,running speed (batting)
17,throwing strength
18,fielding skill
19,running speed (fielding)
20,fitness
21,reserved for future use
22,wicketkeeper (*)
23,modifier versus pace
24,modifier versus spin

Cheers
Kurt
 
Are you sure that's right cause then everybody's batting strength is 100.

You also have a random 16 before bowling hand.
 
@hedger_14: Yup, at the moment everyone has 100 for batting power - there's too many players there for me to adjust it for everyone. I made a mistake with the format though - bowling skill should be the column before height.
 
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