The "must be fixed" thread

I would definitely recommend the developers find themselves a copy of MLB: The Show for a game that does a fine job of recreating singular instances of bat versus ball.
 
I would definitely recommend the developers find themselves a copy of MLB: The Show for a game that does a fine job of recreating singular instances of bat versus ball.

It is indeed - That series has definitely been a strong influence on me for a long time.

The actual mechanics of baseball, however, are in many ways so much simpler that Cricket - A hittable ball is generally always coming in a flat line, to an area less than half a metre squared, and into an arc of 90 degrees forwards. With Cricket it's usually coming upwards, sometimes off a changed trajectory, and you want to be able to hit the ball in 360 degrees all around you.

With baseball, there's essentially 2 varieties of shots: hit or bunt. With Cricket you have a huge variety of shots that you want the user to be able to play. And cricketers don't generally help us, inventing all-new types of shots all the time! The first time Dilshan scooped, or KP switch-hit, it only took me a few seconds from "WOW" to "Oh, there's another thing we have to work out how to make happen in the game." :-) Jos Buttler's giving me particular nightmares at the moment, but I suppose we can't very well go and ask all the players to only play orthadox from now on... Or maybe... No. No that's not going to happen.
 
Who would win in a fight Chief or barmyarmy?

Seriously fix the online. Wins and losses at the least need to be recorded

This. Online play was totally broken in IC 2010 without them even providing a single patch.

If thats the case again, this will be another retarded attempt. They robbed us last time
 
There were too many things wrong with IC 2010.
AI was anything but intelligent. Too many stupid decision from bowling changes to field setting would recur.
Shots were poorly animated. Flick through leg side was horrible to watch. Also how can you late cut a yorker over third man for six?:noway
I will post more as i recall. I hardly play the game any more.
 
There were some strange shots based on length. Bouncers never really seemed to work and, as you say, it was possible (for the computer) to play back foot shots to very full balls.
 
Something at the back of my mind is saying front foot drives as well. I ended up eschewing them almost entirely as caught and bowled was so likely even with perfect timing.
 
In my opinion, the ball speed must be checked. In AC09, for example, Pathan bowls @120 kph, if you leave the ball, it feels like a balloon went past you to the keeper. That should be fixed.

Stumping is the other thing. Keepers are too slow to react to stump a batsman.

Fielding need to be realistic like stunning stop, diving stop, 2 fielders chasing and stopping the ball just before the boundary and the other throws to the keeper.

In game sounds like keeper says "Oh..", "Nice ball buddy.." laughs when got bowled/stumped

Advanced shots need more stylish also reverse sweep is required.

Shot playing animations need some styles. Sweep shots, late cuts, slogging.. (love this in BLC99)
 
ok some more things

Bounce of ball off the pitch
We all know there are only so many animations possible in game, but IC10 alters the trajectory of the ball too much off the pitch to ensure contact with the ball if shot timed well

This is why it looks weird when AI plays forward defensive to a bouncer and ball keeps low ensuring contact with ball, or hooks a full length ball and ball rises up to meet bat etc

2 things need to happen

For human - if you play the above shots to the length of delivery described, you miss the ball every time- regardless of your timing (this is assuming manual footwork)

For AI and automatic footwork for human batting, then a more sensible shot should be selected for line & length of delivery bowled. If AI batsmans judgement stat is low, then more likely to play shot not suited to situation, but if too inappropriate then again the ball is missed regardless of timing


Wicket keeper and close in fielders
These all move as soon as ball is attempted to be hit in IC10. Close in fielders should never move unless some time has elapsed after ball has been hit.
If ball is hit to fielder for catching chance, then unless is looped in the air very slowly, the fielder should not move forward at all.


Wicketkeepers
Far too 'energetic'. They anticipate everything a spinner bowls which leads to no byes in IC10. When keeping to a high quality spinner who is spinning it a lot (especially both ways) there should be slight chance of WK missing ball. Shouldn't happen every over, but chance once or twice an innings etc for byes to be scored.

Also never can bowl 4 wides as keepers always catch it. If ball is bowled physically too wide, then keeper should simply miss the ball.
 
In addition to the rain in tests, can we also have sessions where we get varied number of overs? It is always perfect 30! Surely, in RL they are varied and also overs bowled in a day can be less than 90 and the lost overs can be made up during the course of the test.
 
As an interesting point the main thing we couldn't edit in IC10 was the licensed teams. Would almost rather have it all unlicensed...

Absolutely. In fact, I'll even go a step further, beyond the (obviously valid) arguments of the ability to edit and the limited resources available, to put forward the argument that I and perhaps many of you would actually enjoy the game more if it bared no resemblance to real-life international cricket at all.

I know that may sound a little odd, but I'm basically borrowing a little from the Uncanny Valley hypothesis and adapting it to the field of sports games. If we're led to believe that a player in-game is supposed to be Sachin Tendulkar for example, then every little thing that makes that seem incongruent will revolt us. If he's holding the wrong bat, if his nose is too pointy, if the stripes on his boots are the wrong colour, if his kit is slightly outdated or if the crowd doesn't cheer loudly enough it'll bother us, because we've conditioned ourselves to view the game as a simulation as soon as we recognise a real-life element. Perhaps more importantly, it'll also bother us if we get him out early regularly; we'll stop trying to win and start trying to accurately create a realistic-looking scorecard, and that's when user input becomes confused and games just stop being fun altogether. Beyond international players, it also goes for grounds, teams etc; the more realistic developers try to make them, the more the tiny inaccuracies will irritate us.

I think this sort of thing does apply to me more than others due to my background in cricket simulation and player rankings rather than gaming as such, but it probably does affect many more people than they themselves actually realise. If we were given an entirely ficticious team called the Panthers and had to climb the ladder with a bunch of players we hadn't actually heard of, I bet most of us would actually have a lot more fun playing the game while not having to worry about whether the representation is accurate or whether the result is realistic. Plus, without having to worry about such things in development, a lot more time and money could be devoted into accurately representing the sport itself which is what we're all really after.

Of course this industry is just as much about developing software people will think they'll like beforehand than software they actually will like when they get it, so this post probably won't be brought up too far up the chain, but it's something I've thought for a quite a while.
 
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Interesting thinking really, and certainly has some elements of truth to it. After all PES was the best football game for almost a decade despite invariably lacking most licenses. Not to mention that Master League was awesome when playing with a set of players that didn't actually exist. Cellini has been as real to me in cpu game terms as any other player.

Creating a game is obviously a very difficult process, but the reality is it's actually a very simple equation. It's not about trying to make something that does everything, because a game with a million different mechanics is invariably far too much to take in and be able to actually play. It's always about taking some very basic core mechanics and finding a way to make what is essentially a repetitive process interesting and fun, perhaps challenging but fair as well. To apply this to something other than cricket games, it's about making jumping with one button a process that remains enjoyable from Emerald Hill all the way to the Valley of Bowser. It's about making scoring a goal as enjoyable the first time as the 100th time.

For a cricket game to be a success, batting and bowling must be fun. To have longevity it must have challenge, and to make money... well... good luck with that :p
 
some more things

Collision detection

IC10 had next to no player collision detection. Seeing bowlers running through batsman and vice versa took away immersion of the game


Fielders catching ball one hand on the boundary

When hitting the ball in the air and its caught one handed on the bounce by fielder in the outfield, alway results in fielder just standing there, and program jumps to start of next delivery :noway

Need to complete the animation sequence and fielders should throw ball back straight away to the wickets
 

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