Perks

wasteyouryouth

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Watching this video about Fall Out: New Vegas. Never played a Fall Out game but I enjoy hbomberguy's content.

There's a three minute segment (if it doesn't start there, it begins at 19 minutes) where he talks about perks in the game. Perfectly explains the difference between Fall Out 3 and New Vegas and how perks were changed. Rather than just skill boosts ('vertical progression') NV has 'horizontal progression' which opens up 'a new thing they can do'. So, you don't just put more points into a skill you are levelling up. Recommend watching it, even just the 3 minutes about perks.

With some exceptions, that's mostly how perks work in Cricket 19. I really like the inclusion of perks but have always felt just boosting skill is not particularly engaging.

I've not played career mode so only consider perks in relation to AI players. So, I'd be interested to hear from career players (@GuyIncognito I know you are 100 rated l33t gamer) about that experience of developing your player. How perks work is actually one of the things that puts me off starting career mode because it seems to just be a grind for more skill points. Whereas what I'd like is the chance to go in and create radically different types of players with creating more unique/individual AI player as an extension of that.

Thought it'd be fun to come up with a list of similar perks that follow the idea of 'horizontal progression.' So no skill increase - unless you reeeaaalllllly think it's gonna add something. (My thread my rules). I'm thinking related to the in game mechanics (confidence, timing, general game events, things that aren't present and certainly from a tactical and strategy side).

So basically anything that might make you really want to add that to your player in career mode or slap onto an AI player. I suppose from a career player perspective what would add interest when you are creating and developing your player. From an AI player perspective (looking at those who have created lots of players too @blockerdave @gleeso73 @Mouseydread et al) what would excite you, as a perk, to see in the game that you could add to a player?

Couple of starters here for what I'm getting at:

Perk name: Insight
Player type: Bowler
In game effect: Beyond basic weaknesses you get more information on the batsman at the crease - basically the opportunity to uncover more than one strength and weakness. Or an actual strategy hint like you might get from a data analyst. E.g. Suggested plan: bowl full and straight / try putting in a short cover (watch out Jos Buttler).
Counter effect:
How to unlock: Take a 10-for in a match

Context: I think building an actual strategy is not really something that the game has and bowling tactics can feel performative. E.g. is there any real impact to me bowling seam up on a good length or would it be equally effective to just bowl Yorkers. So I'd this as not only looking to build on the idea that strategies/plans are a thing but also increase information you get.

Another...

Perk name: Talisman
Player type: Any (possibly for all players, as a sort of star man, or purely limited to being a Captaincy role)
In game effect: If you play well (e.g. score 100 or take several wickets, or catches if you're in the field/WK) then the confidence of your team is raised. So they might bowl better bat better, be less likely to drop catches. Basically your team gets inspired by their captain leading by example.
Counter effect: If you do poorly (get a low score, drop a catch, have a high economy or concede lots of extras) then your team is more likely to perform poorly as a unit; more increased chances of dropping catches, seeing a batting collapse or bowling poorly).
How to unlock: Win a domestic trophy as a captain

Context: Really feel as though this would give you more incentive and interest in the role of captain (might be wrong). Equally playing against a 'talismanic' captain it would give you that sense of excitement if you get, for example, Virat Kohli cheaply, the knowledge that the rest of the batting line up might fold quickly (not every time, and not always for 36).

You could have an inverse of it too; when your team is up against it you get Stokes like confidence to overturn the dire situation.

I could honestly do this all day and have tonnes but wanted to see if we could as a community come up with some more. No idea the plans for perks if they would stay the same or become more 'horizontal' but I thought it might be fun to throw around some ideas. We might come up with some genius ones that BA cannot resist adding.
 
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blockerdave

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So there’s a few things I have been thinking about a lot about how to improve the game that are only tangentially related to perks so at the avoid of being a touch off topic, here’s a lot of what I think would improve AI (and possibly career).

I like perks being skill related because it provides more space for variation on top of a limited skill system.

I’d like more delivery options, but I’d like not every bowler to be able to perform every ball (even badly). Some right arm bowlers don’t have away swingers, some left armers don’t move the ball back into the right hander; some don’t have a slower ball.

What if we had a set of delivery types that was greater than the (standard) allocation of deliveries to a bowler. Every bowler you create therefore you have a trade off of what deliveries are in their armoury. Perks may be available that add 1 or 2 more delivery slots, reflecting “skilful” bowlers... these can be earned in career mode (ie in career mode you’d have to earn the delivery slot perk then improve that delivery skill so it’s a double progression).

In the AI this will give far more variety than at present.

I’d also like game modifier perks that are skill related but reflective of particular match conditions. Eg a perk that decreases your skill against spin when new to the crease but increases it when set... (think Alec Stewart, pretty dodgy if coming in against spin, but if the spinner came on when set he could take them apart..)

how about flat track bully perk - increased skill and faster confidence on batsman friendly pitches, reduced on bowler friendly pitches.

Trait perks that increased or decreased confidence/skill in collapses or tight situations (think the difference between Steve Waugh and Ian Bell); perks that increased a bowler’s skill when bowling to the opposition captain. For attacking players, a perk that gave skill or confidence boost or penalty based on getting off the Mark (or hitting a boundary) within x balls faced; or for defensive players the same for number of leaves or defends in first x balls...perks that affected how bowlers performed with old vs new ball (not everyone is proficient with reverse swing). Captaincy perks that defines their patience of captain (how often they change fields or bowlers or “stick to a plan”.

how about perks that apply over a series... ie if a bowler gets a batsman out twice in the series they “have the wood” on him and a more likely to get him again, or if a batsman scores 100 in the first match of a series their confidence is increased for the rest of the series?


for me, as someone who plays a lot of long form vs the AI, anything that’s going to add to the mental side or provides for more varied opponents or gets me playing differently with different players is what I want. I don’t want to bowl the same deliveries to the same field regardless of bowler, pitch or opponent.

For non-perk perspective, for reference I am into my 26th test match batting and bowling every ball of every match in my current England 90s; before that I played tons of other test or first class matches again every ball no simulation. I’ve played relatively little limited overs. (I get I am “not typical”.)

What I’ve seen though is that there is a lot of variety in the game. Ive had a lot of varied outcomes and wickets. But there’s no question bowling can be a slog, on flat pitches with set batsmen etc. I’d like a series of bowling related mini challenges in the game for tests; stuff along the lines of take 1 wicket between overs 75-80 and have x% increased Wicket chance for first 10 overs of new ball; keep runs down to x in next y overs to get increased wicket chance for 5 overs. It shouldn’t be overpowered and get on the way of the AI being able to bat long and post big challenging scores, but just add another dimension.
 

wasteyouryouth

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Gonna try and answer each point and try and where possible stick in some examples of how perks could be applied.

I like perks being skill related because it provides more space for variation on top of a limited skill system.
Personally, other than for players like Ben Stokes, who in my skilling methodology exceeds the skill limits placed on an all rounder, I could get by without skill perks. If I reduced the skill points I give to players, and made Stokes my 'base' player. There would be no need for skill perks. I do use them, in some instances to boost a skill, again, they are useful for all rounders mostly where there is a restriction. So, the usefulness is only there because of the design of the game.

I've spent so much time working on a method to skill players in a balanced way - part of my Bermuda matches is testing it for lower ranked players - but I still couldn't tell you 'if you want a player like Steve Smith give him this rating'.

I'd like to see skills expanded beyond technical skills to include mental skills, bring back physical skills and then look at other things too which could be perk exclusive things - like the Talisman perk could fall into a Leadership/Captaincy branch.

I’d like more delivery options, but I’d like not every bowler to be able to perform every ball (even badly). Some right arm bowlers don’t have away swingers, some left armers don’t move the ball back into the right hander; some don’t have a slower ball.

What if we had a set of delivery types that was greater than the (standard) allocation of deliveries to a bowler. Every bowler you create therefore you have a trade off of what deliveries are in their armoury. Perks may be available that add 1 or 2 more delivery slots, reflecting “skilful” bowlers... these can be earned in career mode (ie in career mode you’d have to earn the delivery slot perk then improve that delivery skill so it’s a double progression).

In the AI this will give far more variety than at present.
I don't think you should restrict the deliveries a player could bowl if the selection and skill system stays the same. Anyone can attempt a Doosra - if they player is low skilled there should be a noticeable weakness to doing it - but you shouldn't fence it off.

Now, if there were changes (either just restrictions or more expansive) you could group deliveries, maybe three categories (Swing, Seam, Change Up). A career player might start with four slots filled then when you play that's all you can use in a match. You could have an Outswinger, a Wobble Seam, a standard Slower Ball and an Off Cutter (I really don't see the point of the Bouncer delivery in the game though?). You could then build your repetoire. So, someone like Tom Curran might have a whole host of slower balls and cutters but be more limited in the Seam and Swing section. Jimmy Anderson might have all the slots filled in the Swing and Seam but very few change ups.

That being said I'd still be reluctant to say you can't bowl an Inswinger because you haven't unlocked it. But you should be discouraged from doing so; either through seeing no benefit or just looking at the skills of the player and seeing 'oh, he's rubbish at that so I won't try it'.

I’d also like game modifier perks that are skill related but reflective of particular match conditions. Eg a perk that decreases your skill against spin when new to the crease but increases it when set... (think Alec Stewart, pretty dodgy if coming in against spin, but if the spinner came on when set he could take them apart..)

how about flat track bully perk - increased skill and faster confidence on batsman friendly pitches, reduced on bowler friendly pitches.

My thing with increasing skill is players aren't technically better or worse because of situation. The end results might be but that's not because of their technical ability. It might be that they can't slog so in T20 they aren't effective but that wouldn''t need a perk to reduce their skill anyway. I'm thinking primarily the 'Specialist' perks in the game. They just are impacted by limitations to their game or mentality in different format. That's why I look to use the 'Mindset' perks instead - which effect confidence.

The pace vs spin issue is one I'd not considered though. It would make more sense to me to adjust skill in some way rather than add skills for every type of bowling. Alternatively 'feeling' a noticeable difference in the execution of footwork or timing against spin would have a more interesting gameplay feel than just reducing the skill. So, if you get Ideal, you're fine. If you get good, if you have a spin weakness, it might be a worse outcome than 'good' against pace. If that makes sense.



Trait perks that increased or decreased confidence/skill in collapses or tight situations (think the difference between Steve Waugh and Ian Bell); perks that increased a bowler’s skill when bowling to the opposition captain. For attacking players, a perk that gave skill or confidence boost or penalty based on getting off the Mark (or hitting a boundary) within x balls faced; or for defensive players the same for number of leaves or defends in first x balls...perks that affected how bowlers performed with old vs new ball (not everyone is proficient with reverse swing). Captaincy perks that defines their patience of captain (how often they change fields or bowlers or “stick to a plan”.

how about perks that apply over a series... ie if a bowler gets a batsman out twice in the series they “have the wood” on him and a more likely to get him again, or if a batsman scores 100 in the first match of a series their confidence is increased for the rest of the series?
I do think 'form' perks/weaknesses would be good. Even if they are randomly applied at the start of a series. You can study the opposition and see 'ooh, Warner has a weakness against right arm around the wicket' I'll try to exploit that. I really think perks applied in this way is more interesting than just buffing their skills. Where it can actually make you adapt your approach.

Dunno if you watched the video but it mentions a perk in New Vegas that allows to have better romancing options. At first I thought, well you can't do that in a sports games unless Big Ant go really deep in terms of story mode. Then I pondered it and realised actually you could. It doesn't have to be a romantic relationship but you could have a 'work' relationship.

You could have a 'Rapport' or 'Double Act' perk. In career mode it might be earned after playing 20 matches with a particular player or winning x number of matches with a player. You assign it to that player and it gives you both an initial confidence boost when you start a match, then if you do well confidence might increase more rapidly in a match. If you start badly then confidence might increase slower or fluctuate more. And if you don't play together you have a slightly weaker confidence at the beginning.

From an AI perspective you link up Broad/Anderson, Finch/Warner, Waqar/Wasim, Greenidge/Haynes, Kohli/de Villiers at RCB and probably tonne of better examples that other might have.

You could take that, maybe in a series/short term basis, with the 'have the wood' option. Get a player out in back to back innings, out for a duck and then you can activate a temporary perk that either weakens their confidence against you or increase yours against them - or makes reduces the punishment for not hitting Ideal/Perfect whatever deliveries.

I like the idea of the mini-challenges or events that could trigger the activation of temporary perks that might last until the end of the innings. Could be a way to offer a counterbalance to permanent perks. Like I said, strategy and tactics can feel performative. It could be session by session challenges. You could always allow people to turn it off or hide it if they think that's too much of a video game thing. If you are rewarded for your efforts (you've sat there bowling for 90 minutes while the AI racks up a massive partnership and finally get a breakthrough) in a tangible way through gameplay I think that's great.
 

GuyIncognito

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Alright so my take on perks, I feel its a mixed bag.

Early on perks like batting, bowling and field 1.5 bonuses to skill points in their respective categories was crucial to level up quickly. These are the best as they give a clear, definitive value to what they are doing, 1.5x more. This is the biggest issue with perks in general, rather than a numerical value we get arrows going up or down. This makes deciding what is best pretty vague as we don't even know what our base stats are, such as leadership skills or fitness etc. If we knew our base number and then the perks gave numerical information on how much things would be improved, it would make the experience more engaging, like new vegas.

Just something like: Fitness base: 45. Perk applied is fitness condition or whatever its called: +7 to base. This would be way more handy than ^.

The biggest difference I found in perks with the most difference to performance for my player was the gold perks. During the world cups, I would add (a bit before it started when I levelled up) One day expert. I found my batting averages increase by 30 and bowling average drop from 27 to 15. A significant difference. This could be interesting if in career mode specifically if you wanted to focus more on first class, list A, selection was easier for one or harder the other. Instead selection is easy all around so there's no real strategy early on to what perks to use other than ones that boost skill points after each game.

One thing I did find was, and its quite cool, is that depending on your mindset, mine for example; I am a batting all-rounder with a precise mindset for batting and bowling, certain perks help out more than others. I found outswing and inswing perks to be absolutely necessary. Batting wise, perks that helped improve control and footwork also helped tremendously. Where as if I used perks that increase bowling speed or attacking shots weren't as effective.

So if you were a brute fast bowler, perks that improve bowling speed, bouncers etc would benefit that style way more than a precise medium pacer.

One thing I'm still not sure on is things that improve leadership, I don't even know what leadership stats there are to begin with so its useless as far as I'm concerned to use. This is why I think we need numerical based stats and perks that come with numerical values, as there are unknowns that have improvements. Just a bit silly.

Anyway those are my thoughts on perks. I think the perks they have now are pretty good, I do like @wasteyouryouth idea of unlockable perks ala battlefield or similar games. I think the insight perk you suggested would be cool if it were unlocked say after five hours total checking out seasonal stats, other player stats etc (another part of the game in desperate need of an overhaul - stats for individuals, teams and rankings etc, like cricket captain.)
 

wasteyouryouth

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Alright so my take on perks, I feel its a mixed bag.

Early on perks like batting, bowling and field 1.5 bonuses to skill points in their respective categories was crucial to level up quickly. These are the best as they give a clear, definitive value to what they are doing, 1.5x more. This is the biggest issue with perks in general, rather than a numerical value we get arrows going up or down. This makes deciding what is best pretty vague as we don't even know what our base stats are, such as leadership skills or fitness etc. If we knew our base number and then the perks gave numerical information on how much things would be improved, it would make the experience more engaging, like new vegas.

Just something like: Fitness base: 45. Perk applied is fitness condition or whatever its called: +7 to base. This would be way more handy than ^.

The biggest difference I found in perks with the most difference to performance for my player was the gold perks. During the world cups, I would add (a bit before it started when I levelled up) One day expert. I found my batting averages increase by 30 and bowling average drop from 27 to 15. A significant difference. This could be interesting if in career mode specifically if you wanted to focus more on first class, list A, selection was easier for one or harder the other. Instead selection is easy all around so there's no real strategy early on to what perks to use other than ones that boost skill points after each game.

One thing I did find was, and its quite cool, is that depending on your mindset, mine for example; I am a batting all-rounder with a precise mindset for batting and bowling, certain perks help out more than others. I found outswing and inswing perks to be absolutely necessary. Batting wise, perks that helped improve control and footwork also helped tremendously. Where as if I used perks that increase bowling speed or attacking shots weren't as effective.

So if you were a brute fast bowler, perks that improve bowling speed, bouncers etc would benefit that style way more than a precise medium pacer.

One thing I'm still not sure on is things that improve leadership, I don't even know what leadership stats there are to begin with so its useless as far as I'm concerned to use. This is why I think we need numerical based stats and perks that come with numerical values, as there are unknowns that have improvements. Just a bit silly.

Anyway those are my thoughts on perks. I think the perks they have now are pretty good, I do like @wasteyouryouth idea of unlockable perks ala battlefield or similar games. I think the insight perk you suggested would be cool if it were unlocked say after five hours total checking out seasonal stats, other player stats etc (another part of the game in desperate need of an overhaul - stats for individuals, teams and rankings etc, like cricket captain.)
Agree some of it is vague and a lack of base skills does little to encourage the use of some perks. Maybe it was just something they didn't have time to add in. For the most part the explanations are clear but like you say, a lack a base knowledge means that explanation is not helpful.

I'd like to see Fitness and Mental stats added and really matter with actual noticeable consequences. Like if I'm holding down the 'run faster' button all the time what's the real consequence? I know they get injured now but that stops you from playing. I know injuries are realistic and there are some interesting perks in that area but without a base set of physical stats is there anything to guide you on how to manage the conditioning of your player? How about noticeable impediments that make you play differently. If your player's stamina tanks during a match then big hitting could become more difficult for example. There you could have a perk that when your stamina reaches a certain low point, you maintain your strength but lose your players ability to dive. So your gameplay experience is changed. You can hit big but you will think twice about taking those risky singles. Just stick a little diving icon with a X over it above your players info to tell you when this is happening.

The gold perks are just super power ups compared with the others. They also would seem to have the greatest impact on gameplay. Batting Master impacts Control, I assume Control has an effect on your timing which something that is useful to improve. When your confidence is up you are more likely to hit the ball more sweetly or get more action when bowling. So anything that improves them early on is going to be useful. So if I was to play career mode confidence and control would be my focus as a batsman. I dunno what difference a 5 for defensive shots vs 0 defensive shots would be when it feels like it's all about timing. If there is a difference it isn't explained.

Leadership, relationships (as described in my response to Dave) are other areas that I think would be worthwhile adding or expanding on. Captaincy is a great example that you could give the player have real choice about the type of captain they want to be.

The Talismanic captain who players follow based on your performance. This could be seen as a selfish path. The perks could help you as a player (e.g. when you're captain you are more confident early on or confidence is more stable) But, if you fail your team is more likely to fail. World Cup Final, a big run chase and you get out cheaply. All you can do is watch your team crumble.

The Inspirational captain who players follow because of who they are and their presence. You might not get an individual boost as a player but your whole team might have a slight confidence boost when you are captain or more stable confidence. They might follow instructions better (if that was a part of the game) or perform better because of you being their to inspire them. It might also intimidate your opposition cause they know how much influence you have.

You could also have the option to be a Tactician who can get the best out of the team through strategy. This could be a captaincy version of the Insight perk I suggested. You as a captain get the extra knowledge that enables you to make better tactical decisions, whether it's fielding, bowling choices, match ups etc.
 

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I really like the idea of inspirational players affecting confidence of others.

nuance and variety is important to me. I don’t need Steve Smith to play like Steve Smith, but I do want to be able to create a difference between a Steve Smith and a Kohli. Rather than 2 great players who will just batter you, I want something in skills and perks that means player a for example is vulnerable full and straight early and becomes more vulnerable to a bouncer later; player b will whip anything short through mid wicket but does something rash if they get bogged down; player c will be a compulsive hooker; player d will be vulnerable against spin at the start but if he faces spin with a few runs on the board the crowd better have their catching hands ready; player e just cannot be bored out, complete patience but has a Yorker weakness... All 5 are 90+ rated top order batsmen, all 5 need different strategy.
 

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I really like the idea of inspirational players affecting confidence of others.

nuance and variety is important to me. I don’t need Steve Smith to play like Steve Smith, but I do want to be able to create a difference between a Steve Smith and a Kohli. Rather than 2 great players who will just batter you, I want something in skills and perks that means player a for example is vulnerable full and straight early and becomes more vulnerable to a bouncer later; player b will whip anything short through mid wicket but does something rash if they get bogged down; player c will be a compulsive hooker; player d will be vulnerable against spin at the start but if he faces spin with a few runs on the board the crowd better have their catching hands ready; player e just cannot be bored out, complete patience but has a Yorker weakness... All 5 are 90+ rated top order batsmen, all 5 need different strategy.
I think this is where adding mental skills or perks that trigger varied responses would help. Not just skill bumps but things to make them diverge from their own mentality, if it was the current game.

Things like patience. Higher patience means a player will wait for a scoring opportunity (cannot be bored out) whereas the lower patience the greater likelihood the will go looking for boundary or taking more risks. For bowlers it could mean if they aren't taking wickets, but have high patience, they hit their line and length better over an extended period.

Concentration/focus - something as simple as when there's a break in play - we have drinks breaks in C19, as well as lunch and tea, if a wicket falls or there is a rain break and even if someone reaches a milestone - that players with lower concentration are at greater risk of getting out in a two over period after a break, more likely to drop a catch or send down a few half volleys. Or, in gaming sense, if you keep plugging away at a player's weakness you will eventually get them to it.

For someone like Joe Root, he might reach 50 fairly easily but if begin to dry up the runs, persist with bowling at his weakness there's an increased chance of getting him out before he reaches 100.

Making such things relevant to human players, concentration and patience, is more difficult. That's why it's important, I think to have the gain/loss element of perks and to explain how skills impact a player. Why would you bother putting points into patience?

High patience might mean more stable confidence, low concentration might see greater penalties for not hitting the ideal shots.
 

blockerdave

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I think this is where adding mental skills or perks that trigger varied responses would help. Not just skill bumps but things to make them diverge from their own mentality, if it was the current game.

Things like patience. Higher patience means a player will wait for a scoring opportunity (cannot be bored out) whereas the lower patience the greater likelihood the will go looking for boundary or taking more risks. For bowlers it could mean if they aren't taking wickets, but have high patience, they hit their line and length better over an extended period.

Concentration/focus - something as simple as when there's a break in play - we have drinks breaks in C19, as well as lunch and tea, if a wicket falls or there is a rain break and even if someone reaches a milestone - that players with lower concentration are at greater risk of getting out in a two over period after a break, more likely to drop a catch or send down a few half volleys. Or, in gaming sense, if you keep plugging away at a player's weakness you will eventually get them to it.

For someone like Joe Root, he might reach 50 fairly easily but if begin to dry up the runs, persist with bowling at his weakness there's an increased chance of getting him out before he reaches 100.

Making such things relevant to human players, concentration and patience, is more difficult. That's why it's important, I think to have the gain/loss element of perks and to explain how skills impact a player. Why would you bother putting points into patience?

High patience might mean more stable confidence, low concentration might see greater penalties for not hitting the ideal shots.

Agree with all this. I think penalising the human for playing against the player type should be good to get variety (ie slogging with Cook and you have smaller timing window vs a standard attacking shot whereas a Gayle might have same timing window for both).

I can think of ways to reward building a “patient” player in career such as increased likelihood of being picked in test format earlier, or eg a bigger timing window or reduced error chance if you go after a “bad ball” if you’ve defended or left “good balls”, less likelihood of edging defensive balls etc.

Obviously career mode only perks aren’t my personal priority but I think given Career = playing AI there’s a lot of overlap in the things I want to make more varied AI opponents that may not translate to boosting career players.
 

GuyIncognito

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I think this is where adding mental skills or perks that trigger varied responses would help. Not just skill bumps but things to make them diverge from their own mentality, if it was the current game.

Things like patience. Higher patience means a player will wait for a scoring opportunity (cannot be bored out) whereas the lower patience the greater likelihood the will go looking for boundary or taking more risks. For bowlers it could mean if they aren't taking wickets, but have high patience, they hit their line and length better over an extended period.

Concentration/focus - something as simple as when there's a break in play - we have drinks breaks in C19, as well as lunch and tea, if a wicket falls or there is a rain break and even if someone reaches a milestone - that players with lower concentration are at greater risk of getting out in a two over period after a break, more likely to drop a catch or send down a few half volleys. Or, in gaming sense, if you keep plugging away at a player's weakness you will eventually get them to it.

For someone like Joe Root, he might reach 50 fairly easily but if begin to dry up the runs, persist with bowling at his weakness there's an increased chance of getting him out before he reaches 100.

Making such things relevant to human players, concentration and patience, is more difficult. That's why it's important, I think to have the gain/loss element of perks and to explain how skills impact a player. Why would you bother putting points into patience?

High patience might mean more stable confidence, low concentration might see greater penalties for not hitting the ideal shots.
Like this a lot. But this is where it would get tricky as a dev, because you have to counter these with bowling perks, and then would subsequently be further modifiers to gameplay. Seen this happen to NBA 2k (I hate referencing other sports games but here it makes sense) as there are a plentiful amount of perks etc, badges in the game's case, but they modify so much of the base game it becomes fundamentally broken and not rewarding, even to point there is no skill gap anymore. Just becomes a dangerous game of juggling where one minor bug in one thing could set a chain reaction that affects the entire gameplay elements.

I think sometimes simple is best. I think things like concentration, fitness and stamina, could work well. Stamina, another thing in the game that needs an overhaul and a much more strategic impact on gameplay - this is where your ideas with perks would be handy.

I do like the idea of more risk/reward for boundaries throughout the course of an innings.
 

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Indeed perhaps there should be a separation between assigned perks during creation and achieveable perks for a career mode player.

Eg there’s no value in the “bonus point” perks when creating a player in academy, but obviously these are useful career perks
 

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Would like to add as well, this is where, I'm assuming we want a more dynamic innings as we go along, weather conditions come into effect. Go off for rain, pitch is moist, a bit more venom in it, a batsman's judgement needs to be switched on and ready for more seam, pace and skid like conditions. This is where a perk for judgement may come in handy, and if enabled with another certain perk could trigger a bonus to wetter conditions but if it isn't wet, its a hot, dry day then there may be some slight retractions of the perks ability. So you have to think about where you are playing, like England for example.

Same could be said for a degrading, dry pitch with heavy spin.

I think to, perks should be harder to interchange as it makes choices matter, and really focus in on what sort of player you want to be - career mode wise anyway.
 

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Agree with all this. I think penalising the human for playing against the player type should be good to get variety (ie slogging with Cook and you have smaller timing window vs a standard attacking shot whereas a Gayle might have same timing window for both).

I can think of ways to reward building a “patient” player in career such as increased likelihood of being picked in test format earlier, or eg a bigger timing window or reduced error chance if you go after a “bad ball” if you’ve defended or left “good balls”, less likelihood of edging defensive balls etc.

Obviously career mode only perks aren’t my personal priority but I think given Career = playing AI there’s a lot of overlap in the things I want to make more varied AI opponents that may not translate to boosting career players.
I think with patience you could go the route of saying : it will take longer to become full confident and/or to get the best timing (maybe it's 2 hours in match time) but when you do you will have far more stable confidence.

Like the idea of having 'patience' as, almost, a pre-requisite for getting picked. Or they might put greater value on it for certain countries.

If you had 'Attacking Intent' or 'Batting Aggression' for batting skills, this is something that might not translate. So you could base it on overall strike rate for human players with it being a rating through performance/achievement rather than a skill to level up. Some teams, thinking England limited overs, might want you to have a high rating for this. If you don't, they won't pick you, unless you are the absolute stand out GOAT. Therefore, if you want to get in the ODI side you would need to change your play style and play more aggressively.
Like this a lot. But this is where it would get tricky as a dev, because you have to counter these with bowling perks, and then would subsequently be further modifiers to gameplay. Seen this happen to NBA 2k (I hate referencing other sports games but here it makes sense) as there are a plentiful amount of perks etc, badges in the game's case, but they modify so much of the base game it becomes fundamentally broken and not rewarding, even to point there is no skill gap anymore. Just becomes a dangerous game of juggling where one minor bug in one thing could set a chain reaction that affects the entire gameplay elements.

I think sometimes simple is best. I think things like concentration, fitness and stamina, could work well. Stamina, another thing in the game that needs an overhaul and a much more strategic impact on gameplay - this is where your ideas with perks would be handy.

I do like the idea of more risk/reward for boundaries throughout the course of an innings.
I think the problem with cricket is the multiple facets of the game. So do you create set of mental (or other areas) skills that apply to batting, bowling, fielding. Or do you have 2 or 3 specific mental skills that only apply to each area? For example on Ashes it seemed that Judgement applied to batting and bowling, so would giving a bowler high judgement also improve their batting? That just didn't make sense to me.

So it could be you decide to have two or three mental skills for each area but for those with cross over you decide where it is most important or can be applied most effectively in terms of the game play. Like, concentration and patience are similar but concentration could play a bigger part on fielding. For bowlers you might have a discipline skill which is about sticking to a plan and bowling a decent line and length.
 

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