- quick singles by AI (already done)
So you've already fixed that up for the next update?
For pace bowlers, they always go to third slip or the keeper. The amount of edges to the keeper is good but the edges that go to third slip should be more random and go towards first-second slip most of the time and occasionally third slip and sometimes through the gully. It's fine for spinners though.
- fielders dive too often even when they can't reach the ball
Yes. They should only dive when it will help them reach the ball or on the boundary where it is their only chance.
- fielders run away from the ball when the ball is going straight to them
Sometimes, not always but sometimes.
- fielders need to react faster (already done)
Ok, good.
- allow player to select who is keeper if more than one keeper in the squad
Yep.
- modify the keeper ability so that part-time keepers aren't as accurate
Not urgent but it would be nice. Just have the fielding ability determine keeping ability. A good example is AB de Villiers, he is one of the best fielders and even though he doesn't normally keep, he is still a very good keeper. Although full time keepers should normally be set fairly high.
----------
And yeah, it's the first time I've finished a full match.
And you need to reduce the likelihood of AI boundaries although when you make fielders react quicker and
run quicker as well, it should be much better and then they shouldn't. I think a power bar would have been good but it was too hard to use when you had it in the game. So the harder you wanted to hit it, the more likely it would go to the boundary but the more likely you'd get out. And harder to hit the gaps as well with it. And with less powerful shots, make it easier to find gaps, less likely to get out which would be perfect for singles or well placed 2's but not a great chance of going to the boundary unless it's hit with perfect timing. If you could get that working perfectly. Maybe have a button to choose your power (maybe number buttons) while the bowler runs in, which would work well. So I have numbers 1-9 to set power (When you don't press your power, it should be set to 50% or something. So here would be something like that. And then that could help defensive shots, if you press 1, then it should be like a defensive shots but you could choose where you want to play it.
1 - 10% power, perfect for defensive shots, with very little chance of getting out.
2 - 20% power, good for defensive shots, when you want to just knock it away from the bowler and run a quick single.
3 - 35% power, good for pushing the ball into a gap, not much chance of reaching the boundary unless there are no fielders around, perfect timing and a quick bowler using the pace of him.
4 - 50% power, trying to work it around, mainly when you want to play it out where there is a man on the boundary of a pretty big gap and trying to place it in and get 2-3 and occassionally a 4 if you hit it with nice timing.
5 - 60% power, mostly like 50% power but with more power but harder to place slightly.
6 - 70% power, good for hitting boundaries or singles out to the boundary when playing along the ground.
7 - 80% power, hitting boundaries and shots over the top when the field is in.
8 - 90% power, Getting really aggressive now, good for hitting sixes and fours but likely to get out.
9 - 100% power, really all out aggressiveness, likely to get out but will go a mile if hit with perfect timing.
And with more power, the more likely you are to get out although it shouldn't be too likely up to about 60-70% unless you really mistime it.
----------
And the last thing is make legside shots easier to play and time. And play pull shots towards the ground unless you really mistime it or loft it.
----------
And Hilfenhaus strikes in his second over, Katich edging straight down the throat of Birt at third slip for 4.