I've run a few games strickly with the AI playing the AI with modified teams stats and attributes. I've come to the realisation that it's totally down to the stats and attributes assigned to the teams by the creators (not intentionally, but there was always a cloud over what kind of stat or attribute meant what in real life/the game).
All the fully run (not simulated) matches I played resulted in pretty damn realistic scores (considering I'd upped the batting and bowling stats to max, a broad range of bowlers, all other attributes maxed except for the ones that affected fielding.. I was trying to find out the cause of the superman fielder syndrome, discussed in other threads). I've made a few hastily put together ideas about what stats and attributes should be assigned to the players based on this info.
Currently trying on-disk teams in career mode (as it uses the players that were tested during the 'in house' alpha and beta phase of the game development), and early signs show the AI do not collapse when you're playing and not simulating.
This doesn't tally with my pre-patch experience. I started a career mode with only default players, hadn't downloaded any players at all.
All the AI issues and super fielding issues were present.
I'd love @
Ross to expand on his comments regarding "how they play the game at big ant" vs how we are playing it out here... Now i guess in terms of when we're batting, we may may be over aggressive and in longer formats not bide our time, it may be that we've not had the game long enough and aren't good enough and are too pre-meditiating... But ok what about bowling, how are they playing the game differently to get edges, not having an AI fall apart and make no challenge or be over aggressive in longer formats?
It's cricket... Surely as batting it's see ball hit ball (or see ball block ball), and bowling it's lets get the bugger out or at least keep his score down while we're trying. What are they doing differently?
Another thing... I and other creators begged for some clear guidance in creating skills and attributes. Given it would obviously have a major impact on the majority of players experience of the game, why were they not more forthcoming. Obviously there were clear reasons why they couldn't say: if i was making Dave Warner i'd give him number x for skill 1 etc. but they could have said... Well a solid test player you'd expect to have say max 80% skills and not less than 40%... If you want a guy to be poor off the back foot, and great off front foot, that'd translate to havingback foot skill no more than a third as high as front foot...
The fielders will get a bullet throw from anything over 65% arm speed, and that would give a fast bowler a top speed of 85mph... If you go over 75% youre talking 100mph... "accurate" bowlers would have 70% throw accuracy and you'd expect them to hit the stumps more than they miss when fielding inside the circle and still good even from the boundary...
Just simple guidance like that would have been invaluable, and the situation was clearly forseeable... Even as creators we said many times we'd have to tweak once we got the game, so theres no defence really.
I feel an utter douche for claiming we should have had more info, because at the end of the day we were given an astonishing amount of info. But really the info guven should have been "smarter", and really we were begging for this repeatedly.