Cricket Heroes - testing & feedback

Status
Not open for further replies.
Hi all,

I've finally managed to sort out the payment processing page if anyone would like to donate :) I'll be releasing a new update on Wednesday. You can keep of track of the upcoming changes in the first post of this thread.

Cheers
K
 
Hi mate,
I have following the development closely. Great Work mate.
Tested d recent update and the game seems a lot better then before. Still a few important things I noticed:
AI batting is too slow. West Indies couldn't made just 100 odd runs chasing 140 against Ireland when they lost only 2-3 wickets and Gayle batted till the 19th over. I can easily restrict a strong team to under 180 in a 50 over match without taking a lot of wickets.
I had suggested u earlier for some high scoring matches. A lot better then before but still after so many matches played and simulated the highest score in a One Day match is 283-8 and watching yesterday's IND-PAK match, 300 seems like a joke in real life. Same with tests where teams hardly score over 400.
I'd also like to suggest some coding for explosive players like Sehwag, Afridi, Gayle etc because its weird to see these players scoring 70 runs from 100 balls. They'd never play so slowly in real life whatever be the situation.
Fielding seems good except for the slips who stand too deep missing most of the edges. Also Bowler/Keeper should run towards the stumps to collect throws from the fielders. Fielders throw to bowlers/keeper who are far from the stumps even in tight runs.
AI always bowls 6 bowlers in OD matches and 5 in test matches without considering their team line up.
Custom test series crashes the game after the first test match.
Any tournament with four groups where 8 teams advance to the next stage has a second group stage and then semis and finals. But these semis n final don't take place and there is no other option but to exit the tournament. Also i'd like it to be quarter finals instead of a second group stage.
In the management mode, it would be better to have the old simulation screen instead of the progression bar. If i want to simulate, the game asks for the next bowler but i have no idea what my bowlers did in the previous over and what is the situation of the match.

Cheers mate, KIU
 
Wow - now that's feedback! Thanks for taking the time to test and reply, nipun :)

Hi mate,
AI batting is too slow. West Indies couldn't made just 100 odd runs chasing 140 against Ireland when they lost only 2-3 wickets and Gayle batted till the 19th over. I can easily restrict a strong team to under 180 in a 50 over match without taking a lot of wickets.

Do you have any more details for me? Game difficulty? Were you playing, simulating or managing?

I had suggested u earlier for some high scoring matches. A lot better then before but still after so many matches played and simulated the highest score in a One Day match is 283-8 and watching yesterday's IND-PAK match, 300 seems like a joke in real life. Same with tests where teams hardly score over 400.

I'll definitely revisit this - it should just be a matter of tweaking the pitch conditions, but I'll play around with it and see what I can come up with.

I'd also like to suggest some coding for explosive players like Sehwag, Afridi, Gayle etc because its weird to see these players scoring 70 runs from 100 balls. They'd never play so slowly in real life whatever be the situation.

That's already supported in the game, I just need to go and edit those player's stats. It's very tedious, but I'll get round to it before releasing the full version.

Fielding seems good except for the slips who stand too deep missing most of the edges.

Yup, noticed that too - that's been fixed (tested it this morning) and will be in the release later in the week.

Also Bowler/Keeper should run towards the stumps to collect throws from the fielders. Fielders throw to bowlers/keeper who are far from the stumps even in tight runs.

Yup, another thing on my to-do list. I'll fix that up for the next release too. Should the fielder hold on to the ball until the bowler/keeper is at the stumps?

AI always bowls 6 bowlers in OD matches and 5 in test matches without considering their team line up.

The AI does actually consider the lineup - it'll select part-time bowlers if the other bowlers are too tired.

Custom test series crashes the game after the first test match.

Thanks for the headsup, I'll try to debug that for next release.

Any tournament with four groups where 8 teams advance to the next stage has a second group stage and then semis and finals. But these semis n final don't take place and there is no other option but to exit the tournament. Also i'd like it to be quarter finals instead of a second group stage.

Ooh, good spot - added to my to-do list for the next release.

In the management mode, it would be better to have the old simulation screen instead of the progression bar. If i want to simulate, the game asks for the next bowler but i have no idea what my bowlers did in the previous over and what is the situation of the match.

This is ridiculously thorough :) Thanks, I'll see if I can fix up all these bugs before the end of the week and get back to you.

Cheers
K
 
Do you have any more details for me? Game difficulty? Were you playing, simulating or managing?

Pro difficulty, somewhere in New Zealand, I was playing, Did this mainly due tight fielding, had 9-10 fielders in the 30 yard circle most of the time

----------

I'll definitely revisit this - it should just be a matter of tweaking the pitch conditions, but I'll play around with it and see what I can come up with.
Yeah it would be great to see a few high scoring games.

----------

That's already supported in the game, I just need to go and edit those player's stats. It's very tedious, but I'll get round to it before releasing the full version.
Well i have tried editing the stats but doesn't have much effect editing the aggression. Sehwag still has a strike rate of low 80s. Probably more high scores should change that.

----------

Yup, another thing on my to-do list. I'll fix that up for the next release too. Should the fielder hold on to the ball until the bowler/keeper is at the stumps?
Well i guess if the keeper/bowler hurries he should reach the stumps in time for most of the throws (from fielders standing deep), where the ball is fielded inside the circle during a quick single and the keeper/bowler cant reach soon enough, the fielder should try a direct hit if there is a decent chance for a runout (may be depending on the presence of a back up fielder).

----------

Also i forgot one thing, i noticed that AI batters give up an easy run (after already having started the run)if a fielder reaches the ball and throws from the boundary. In real life players generally run a single when the ball is thrown in from deep. And if the ball is hit inside the circle, and the bowler is going to collect the ball, AI doesnt consider running.
 
Last edited:
@nipun: Thanks for your help, I'll definitely try to fix those things before the next release. I'm hoping to release on Friday, but time is limited. That was crazy detailed feedback. You have no idea how much I appreciate it :)
 
Sneak peek of the test 3D model in-game...

model_test.png
 
Hi User2010,

you can download it from the website. If it's still an issue, please let me know so I can take a closer look?

I'll try to upload a new version tonight, so maybe check back in the morning?

Cheers
Kurt
 
Hi all,

I've uploaded the new update. It's quite substantial (change log is in the first post of this forum), but it *should* work at least as well as the previous version. Download links and the blog can be found here.

Cheers!
Kurt
 
Just a quick note for those who missed it - the free beta will not include any 3D models or new modes. I've just been trying to clean up the interface and polish it off so that you guys have a better playing experience :)

I'll update this forum (as well as the blog on the official website) with news about the full game though. I received a temporary animated model from Buko Studios this week and I just about integrated it into the game. It fits in quite well but the animations are off. I sent them some reference video yesterday, so hopefully I'll have some shiney new animations to play around with next week ^_^

Cheers
Kurt
 
Finally, I could download the game. But, it is very annoyingly slow. I mean there is a hell lot of lag and cursor takes forever to move. :(
 
Status
Not open for further replies.

Users who are viewing this thread

Top