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

On veteran i only ever got edges with spinners.

Since you can't meaningfully control weather, and "chance of rain" means "99.94% of the time it's sunny", you need a worn, cracked pitch.

The PS4 version has no rain as well but MattW said they were looking into that as well.
 
I've been playing a bit with the attributes set up in a very similar manner to Cricketgods. Overall I would say the gameplay is probably about as good as it can be and have been getting a few edges even on batting tracks in clear conditions. For the time being I have it set up as follows for recognised batsmen:

BF/FF: 6-10
Straight: 8-11
Flat: 6-10
Off/On: 0-2

This still doesn't stop the common issues but for me it certainly is an improvement. The other thing I have just started doing is playing without the bowling meter. I really think this enhances the bowling experience and certainly doesn't take anything away from it. I was surprised by the low number of no-balls I bowled and you get a greater variation in bowling speeds as you are not always hitting the green zone. It feels really good and you notice the difference when you bowl a good ball. I would definitely recommend it.
 
I've been playing a bit with the attributes set up in a very similar manner to Cricketgods. Overall I would say the gameplay is probably about as good as it can be and have been getting a few edges even on batting tracks in clear conditions. For the time being I have it set up as follows for recognised batsmen:

BF/FF: 6-10
Straight: 8-11
Flat: 6-10
Off/On: 0-2

This still doesn't stop the common issues but for me it certainly is an improvement. The other thing I have just started doing is playing without the bowling meter. I really think this enhances the bowling experience and certainly doesn't take anything away from it. I was surprised by the low number of no-balls I bowled and you get a greater variation in bowling speeds as you are not always hitting the green zone. It feels really good and you notice the difference when you bowl a good ball. I would definitely recommend it.
Is this on pro? Deffo agree about the bowling meter!
 
Ok lads. 7 weeks off starts today.

Want to throughly test this. any recommendations for me to really give a hammering.

Im thinking im going to give each attempt the full two innings to see if things pan out better during a whole match rather than a small sample size!!
 
Ok lads. 7 weeks off starts today.

Want to throughly test this. any recommendations for me to really give a hammering.

Im thinking im going to give each attempt the full two innings to see if things pan out better during a whole match rather than a small sample size!!

See my post above
 
See my post above

What I may do, is go semi fielding and drop anything to mid on or mid off.

Ill record all wickets.

Or im thinking of playing with no mid on or off? Either way i reckon with no more updates to come. If i dont want these cheap wickes i may have to use some kind of work around!
 
What I may do, is go semi fielding and drop anything to mid on or mid off.

Ill record all wickets.

Or im thinking of playing with no mid on or off? Either way i reckon with no more updates to come. If i dont want these cheap wickes i may have to use some kind of work around!

I've been thinking about doing the same. When using a spinner, mid-on and square leg seem to be the problem areas. Something else that definitely needs to be worked on by Big Ant is besides the lack of turn there doesn't appear to be any difference between hitting with or hitting against the spin. I've never known a cricket game that hasn't had this basic physic.
 
I've been thinking about doing the same. When using a spinner, mid-on and square leg seem to be the problem areas. Something else that definitely needs to be worked on by Big Ant is besides the lack of turn there doesn't appear to be any difference between hitting with or hitting against the spin. I've never known a cricket game that hasn't had this basic physic.

Ok what im going to do is play with one. So a mid off for the spinner. And a mid on for the seamer.

Im going to save after every ten overs or a wicket. Any stupid run out or catch to eithe of those fielders im going to go back to the last save.

See what variation in wickets i get.
Im going to go random for everything as far as thr pitch.

If wickets are scripted. By defaulting back to last save. Will be interesting to see how the wicket then occurs again!?

If that make sense[DOUBLEPOST=1437558434][/DOUBLEPOST]Or is there a recommended pitch to stick to!
 
I've been thinking about doing the same. When using a spinner, mid-on and square leg seem to be the problem areas. Something else that definitely needs to be worked on by Big Ant is besides the lack of turn there doesn't appear to be any difference between hitting with or hitting against the spin. I've never known a cricket game that hasn't had this basic physic.

yes, hitting with/against the spin are no different for human or AI. similarly hitting across the line is completely risk free for AI, even with reduced attributes, though there is risk for the human from a timing point of view.
 
Isn't a problem with finding the holy grail in terms of realistic AI batting, the fact that after we've found it, all the players have to be identical in order to follow those attributes?
 
Isn't a problem with finding the holy grail in terms of realistic AI batting, the fact that after we've found it, all the players have to be identical in order to follow those attributes?

Well no, as you can see from my post above they can be set differently to make them stronger or weaker if you set the straight skill at 6 for example for a batsman he will be bowled easier than a batsman set to 11. Batsman types mean there is a slight difference in shot preference and add to that you can set consistency and strength differently. All these things will create subtle differences.

But even if you do set recognised batsmen up indentically as I have been doing at times while testing, what's the problem? They will still make a varying amount of runs and get out in various different ways.
 
Yeah I see, well not so much recognised batsman on the same team, but a recognised batsman on different teams should have a subtle difference, as say Vusi Sibanda being easier to dismiss than Alistair Cook, even though they are in the same role. I just wonder if finding the holy grail AI wise leads to too much uniformity in different teams.
 
I think it's as simple as utilizing that "player type" function that you have half a dozen options for batsman only, in a more effective manner for all aspects of the game. Have a "Fielding Specialist" option, have a "Tail End Slogger" option have a "Test Opener" option , Opening bowler, ODI Spin Specialist... and a "Tail End, Useless" option and so on...

That way, you can set base-attributes that come with standard weaknesses, that you can use sliders to ajust to finesse later. But the basic player attribute is "he's great at fielding" then you decide if he's a batsman, bowler, etc... Wash and repeat for everyone else.
 

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