Frostyvegi
Club Captain
- Joined
- Aug 8, 2013
- Location
- Brisbane, Australia
- Online Cricket Games Owned
- Don Bradman Cricket 14 - PS3
- Don Bradman Cricket 14 - Steam PC
I did a bit of testing (already reported back in another thread, forgot to come here), and it really does seem that setting the fielding stats to minimum really does bring about a 'normal' playing experience. Not a single catch was made when I was playing straight down the bowlers throat or aiminig for the short mid on and off's. One ball even landed within 1 meter of where the fielder was standing, he stepped towards it so the ball landed at his feet, but he didn't even try to dive (anticipation skill I think would control that one). There were a lot of dropped balls too. I really think it comes down to what the attributes are of the players that people have downloaded or created with whatever method they've used that is causing some people to experience superman like players compared to others.
Early days yet, but I'd go on to say, to give your career a bit of reality in how the games play out, use a rating of 70 as the absolute max for fielding like attributes, 60 for your average and 50 for your butterfinger players. Consider all the listed attributes that would contribute to fielding (including the speed type attributes).
I'd also consider an increase of all batter skills by about 20% on what people have set, which would hopefully see bowling performances decrease whenever games are not being simulated (not only are players finding it hard to bat, but they see their AI team collapse whenever they are playing).
I'm also thinking about seeing how changing the aerobic attribute may affect the fatigue of bowling, maybe another short term solution is upping that stat to allow bowlers to last longer, maybe us 70% as a minimum guage for your unfit state bowler.
Early days yet, but I'd go on to say, to give your career a bit of reality in how the games play out, use a rating of 70 as the absolute max for fielding like attributes, 60 for your average and 50 for your butterfinger players. Consider all the listed attributes that would contribute to fielding (including the speed type attributes).
I'd also consider an increase of all batter skills by about 20% on what people have set, which would hopefully see bowling performances decrease whenever games are not being simulated (not only are players finding it hard to bat, but they see their AI team collapse whenever they are playing).
I'm also thinking about seeing how changing the aerobic attribute may affect the fatigue of bowling, maybe another short term solution is upping that stat to allow bowlers to last longer, maybe us 70% as a minimum guage for your unfit state bowler.