To both of you...
I'm trying to tell that some factors shouldn't be decided by the player. Ofcourse we can customize the difficulty for batting, bowling or fielding separately but customising edges is bound to so many factors. It's like asking to customise the amount of runs an AI will score. It will break the other constraints for the AI and you will end up with unrealistic scores. An edge is decided by the batsman's rating, player's rating, bowler's quality of the ball delivered, the batsman's skill against such a ball and the shot he is playing, the batsman's pressure level, the batsman's confidence, the pitch condition, the weather condition, the ball's condition! And each of this condition varies per match and per ball...Now BA has to figure out a way to realistically handle this in a game without breaking it's stability. Remember why BA insisted that a team of 11 should not be full of 100 rated players and user created are better linked to on-disc players?...Stability.
Infact, franco himself did not give you a slider. He gave you two pressure levels at which the normal works best...realistic scores. It's one set mode. I hope you understand that.
And why not? If I prefer to have more edges or fewer edges I should be able to adjust the game accordingly. Everything in the model can be decided by the game but i'm simply adjusting the factor or probability of an edge occurring. Same for all the other settings I mentioned. Plus i don't see what it has to do with "stability' of the game. At worst I would get more or fewer (or no) edges but not result in stability issues. At the end of the day whether a shot will result in an edge or not is a mathematical formula or probability function which at its simplest will be something on similar lines...
Chance a shot is an edge = (Quality of batsman) * (Pitch condition) * (Quality and type of delivery) * (Type of shot) * (Atmospheric conditions) * (Confidence) * (User input/shot timing)
Now replace all these variables with numbers used in the model as follows...
Quality of batsman - variable ranging from .2 (tailender) to 1 (Bradman)
Pitch condition - .2 (Green mamba) to .9 (Flat pitch)
Quality and type of delivery - .2 (a perfectly executed good length out swinger) to .9 (a rank half volley)
Atmospheric conditions - .2 (An overcast sky) to .9 (Clear sky with bright sunshine)
Type of shot *shot selection) - .2 (a hard cover drive to a short of length swinging delivery outside off) to .9 (a defensive prod)
Confidence - .2 (a batsman new to the crease) to 1 (batsman is fully set)
User input/shot timing - .2 (batsman is too early or late) to 1 (perfectly timed shot)
Based on these variables you may get an output ranging from say .01 (Only 1 percent chance of the shot being an edge) to close to .95 (95% chance of a shot resulting in an edge). All I'm saying is that add another variable called slider setting in the formula which ranges from .1 to 10. The default value of the 'Slider Setting' variable will be '1' which means the default probability of the edge determination will occur. Now as a user I can increase the number of edges by decreasing the value of slider setting variable (say .5 from 1) or reduce the number of edges by increasing the value (say 8 instead of 1). At the end of the day it's a mathematical model and 'stability' should not be impacted. I should be able to tailor my gameplay user experience by selecting the options & settings I prefer. For online gameplay there can be a pre-set values kust like in FIFA or Madden so everyone plays at a particular default difficulty level.
P.S. - Giving users more control over the gameplay experience via sliders enhances longevity of the game and makes the game more accessible to the folks who may find the default game too hard or easy.