Making bowling more enjoyable, seeing weather/pitch effects etc. - invitation to playtest

So aggression is linked to quality it seems. Interesting. I shall report back. By the way I love your rebel tour teams. So much authenticity, actually feels like the early eighties

Thanks! I love playing with them - I am hoping to work through all the tours. I've been making some mods at the moment too to do all the logos, a few kits, and I'm playing with a few retro bat mods I and others have made - it really does make it authentic!! Bloody difficult finding decent images to work from though, the tours are bit of a dirty secret for all involved!

I don't think aggression is explicitly linked to quality, more that the algorithm seems that because a player is "better" he finds it easier to score, gets in quicker and so plays bigger shots quicker (and more often) and this obviously makes him seem aggressive. that's my hunch, anyway.
 
really? can't say i've noticed that.

You will see a tangible difference when you vary the "arm speed" attribute between minimum and maximum for a bowler, especially pace bowlers. The fastest delivery a fast bowler bowls with maximum arm speed is 158 kph and with minimum arm speed the max speed for the bowler is 151 kph.
 
Last edited:
I've managed to dismiss the SA Colts for just over 220.. It was very realistic, I had a green seamer, it felt like real cricket, plenty of variation, and plenty of different dismissals.. However with number 10 and 11 making cameos in the form of 22 and 32 off of as many balls, I'm still stuck with this tailender bug and there was absolutely no difference in the lower ability players too the higher. Perhaps this should have been called Ashton Agar Cricket '14.
 
You will see a tangible difference when you vary the "arm speed" attribute between minimum and maximum for a bowler, especially pace bowlers. The fastest delivery a fast bowler bowls with maximum arm speed is 158 kph and with minimum arm speed the max speed for the bowler is 151 kph.


For reference if anyone is interested:

Fast: min: 88.4 mph, max: 93.8mph

Fast medium: min: 81.7mph, max: 87.2mph

medium: min: 68mph, max: 78mph

These figures are for normal, in the green zone deliveries and not when the extra pace trigger is selected.

@Jay OTT takes the credit for these, I just converted his figures from kmh to mph.
 
not sure there's a consensus, but my observations are this: the skills are overpowered, and this is detrimental to seeing the differences. with lower skills, i think you do see a difference in how the AI plays, but if you make a player too good they become aggressive. keeping the skills lower you do see the more conservative players play themselves in, and generally play less aggressively (once in, they will happily smash bad balls).

there seems to be a very small margin for error when trying to accurately set up a good conservative batsman, and it's easy to go over into a too good (and therefore too aggressive) batsman.

Completely agree with you Dave, it doesn't take much to turn a conservative batsman into a slogger.
 
Everytime i get close to getting a perfect game it goes wrong.

130 overs not a single edge!

still getting regular edges but now only to keeper and the bad top-edged cut to keeper are starting to come back - I think on PC it's the 1.15.x changes, but it'd be good to know if anyone is playing with my most recently updated teams on console and what results they're getting?

got 6 edges to keeper in one innings, 2 defensive pushes to seamers, 1 drive out the rough to a spinner, 3 top edged cuts. you could say one of the cuts was a "reasonable" dismissal - left arm over seamer bowled several on off stump line to right hander then pushed one wider and he edged it cutting - but the other two were the old-style crap one cutting straight, pretty full deliveries: I thought we'd eliminated that dismissal!!
 
I've managed to dismiss the SA Colts for just over 220.. It was very realistic, I had a green seamer, it felt like real cricket, plenty of variation, and plenty of different dismissals.. However with number 10 and 11 making cameos in the form of 22 and 32 off of as many balls, I'm still stuck with this tailender bug and there was absolutely no difference in the lower ability players too the higher. Perhaps this should have been called Ashton Agar Cricket '14.

was this PC or console? funny I've not really had trouble with their tailenders - as I mentioned above I generally either get the tail early, they'll make a slowish teen score off 30-40 balls, or hit a few quickly and get out.

this is my latest scorecard:
lTH9AqW.jpg
 
PC ... I don't really change the way I bowl. I know off cutters can be effective .. I just notice no difference between rabbits and proper batsmen, even though the cricket itself feels authentic
 
Bowling 2nd innings of that game above - well had two edges off a spinner would have gone about 4th slip but had nobody there only a first slip. These are the only 2 slip area edges I've had since new patches.

Otherwise 3 good edges to keeper defending out swingers off the fast medium bowlers - all 3 edges very similar. Included 2 in 2 balls.

Also had 2 bowled & a LBW - they are 130-odd for 6 off 42 overs, after I took a 14 run first innings lead.
 
Why can't this not be implemented into any future patches @blockerdave ? It seems to me your testing over the past few months have demonstrated the impact of altering skill sets to the benefit of the game...

Well @BigAntStudios haven't discussed our opinion of the skills & their affect on gameplay and may not agree with it - the few of us that have posted about it on here are a small subset of the players and one would assume others are happy with it.

Also, I think they aren't likely to advertise any overhaul in the gameplay too much because of placebo effect & people claiming changes (positive & negative) that aren't there.

Right now, I think they have been making changes in the recent patches but they're minor. The AI seem to run better, maybe bat a little better/more resiliently, but edges to slip seen to have disappeared.

I'm broadly happy with the gameplay I can get from these skills I play with - may need tweaking here and there - and if they would just sort out the appalling AI field setting & changes I would be delighted.
 

Users who are viewing this thread

Top