Cricket 24 - General Discussion

hey guys anyone have this issue . when i try to hit 6 to point 1 2 and 3 .. its goes to point 4 ... ! offside !! not talking about leg side !!!

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@JNT BA

I am facing the same issue. Not sure if there is a specific setting in batting difficulty slider causing this. As far I remember, I had no issue hitting over point in c22.
 
Is there any way we can determine the specific Physics difficulty settings for both Hard and Hardest? I adjusted the hard difficulty by decreasing certain ideal shot powers and increasing shot timings, resulting in realistic scores and dismissals. However, when I changed the Physics difficulty to the hardest, I found it to be even more challenging, with a noticeable increase in the speed of the ball, making it zip through. What I aim for is to strike a balance between the difficulties of Hard and Hardest. Any suggestions on how to find out the values associated with these Physics settings?
 
For those wondering about the pitch been always green since the last patch the catching mini game and the perks removal i had an email from big ant last night here is there reply hope it helps

The overall green on the new pitch designs is feedback we have received a few times over the weekend and have sent all the details to the team to see what can be changed in updates to bring these more in line with what everyone would like to see.

The perks was something that was updated a few patches ago, with this release we disabled the perk system and we unfortunately missed a screen in career mode and we have now removed that menu option as they were never active in this title. Sorry about the confusion on this one.

About the mini-game, this is an intended change. This was updated to make sure there was enough time to complete the whole process for that process. If the game determines there is not enough time to play out the process it will not trigger, as well as not trigger on those 1-second transitions to the game that causes stoppages in the experience.

Kind regards,
Support team.
 
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So they removed the perk system , they better introduce a newer system with match trigger situation instant of just stat boost , I have an idea in my mind so here it goes.

Bowling perks
1)New ball bowler (Movement and pace are increased for the first 8 overs in every format)
2)Death ball bowler (Pace and cutters increased in the last 6 overs)
3)Partnership breaker (More chance of getting a wicket if there is a partnership going on and not much effective if there is no partnership)
4)You can't hit me (Unable to score runs quickly against such type of bowler in the middle overs but will go for runs in the death)
5)Strike bowler (Will go for runs but can pickup wickets too)
6)Tailender speciailist (Will likely to pickup wickets of lower skill batsmen, will find it tough against higher skilled batters)
7)High stamina (Can bowl longer spells with consistent pace)
8)Hit or miss bowler (Stats increased or decreased by 30% at the start of the match)

Batting perks
1)New ball specialists (Batting skills boost in the first 8 overs)
2)Wall in the middle (Hard to get out in the middle overs but can easily get out when the ball is new and in the death overs)
3)Death hitter (Power game increased in the final overs but stats reduced in the opening or middle overs)
4)Mentor (Increased batting partner batting skills until he is at the crease)
5)Finisher (More likely to finish the game while chasing (stats boost while chasing and stat reduced when batting first)
6)Hit and Miss player (Stats increased or decreased by 30% at the start of the match)
7)Spin basher (Power boost bonus while going aerial against spinners , Power reduced against pacers)
8)Pace basher (Power boost bonus while going aerial against pacers , Power reduced against spinners)


All these 8 perks can have 5 levels to increase or decrease their potency , so these perks are not just stats boost but they get triggered due to match situations.
 
So they removed the perk system , they better introduce a newer system with match trigger situation instant of just stat boost , I have an idea in my mind so here it goes.

Bowling perks
1)New ball bowler (Movement and pace are increased for the first 8 overs in every format)
2)Death ball bowler (Pace and cutters increased in the last 6 overs)
3)Partnership breaker (More chance of getting a wicket if there is a partnership going on and not much effective if there is no partnership)
4)You can't hit me (Unable to score runs quickly against such type of bowler in the middle overs but will go for runs in the death)
5)Strike bowler (Will go for runs but can pickup wickets too)
6)Tailender speciailist (Will likely to pickup wickets of lower skill batsmen, will find it tough against higher skilled batters)
7)High stamina (Can bowl longer spells with consistent pace)
8)Hit or miss bowler (Stats increased or decreased by 30% at the start of the match)

Batting perks
1)New ball specialists (Batting skills boost in the first 8 overs)
2)Wall in the middle (Hard to get out in the middle overs but can easily get out when the ball is new and in the death overs)
3)Death hitter (Power game increased in the final overs)
4)Mentor (Increased batting partner batting skills until he is at the crease)
5)Finisher (More likely to finish the game while chasing (stats boost while chasing and stat reduced when batting first)
6)Hit and Miss player (Stats increased or decreased by 30% at the start of the match)
7)Spin basher (Power boost bonus while going aerial against spinners , Power reduced against pacers)
8)Pace basher (Power boost bonus while going aerial against pacers , Power reduced against spinners)


All these 8 perks can have 5 levels to increase or decrease their potency , so these perks are not just stats boost but they get triggered due to match situations.
I don't disagree with some of this but I think it could be done in a more creative and impactful way.

Perks were so bland in the last game. First thing I'd have done is remove them.
 
I don't disagree with some of this but I think it could be done in a more creative and impactful way.

Perks were so bland in the last game. First thing I'd have done is remove them.
Would definitely want to hear what sort of creative and impactful way you have in your mind , would might help BAS too.

The thing I have in my mind is that players stats get boosted or reduced due to match situation triggers instead of just flat boost or reduction without any event triggering.
 
Is there any way we can determine the specific Physics difficulty settings for both Hard and Hardest? I adjusted the hard difficulty by decreasing certain ideal shot powers and increasing shot timings, resulting in realistic scores and dismissals. However, when I changed the Physics difficulty to the hardest, I found it to be even more challenging, with a noticeable increase in the speed of the ball, making it zip through. What I aim for is to strike a balance between the difficulties of Hard and Hardest. Any suggestions on how to find out the values associated with these Physics settings?
If you liked the zip of the ball going past, its because in default hard the visual pace is at 80 while for default Hardest its at 100. So try maybe 85 or 90 in your hard settings and work your way up to 100..
 
For those wondering about the pitch been always green since the last patch the catching mini game and the perks removal i had an email from big ant last night here is there reply hope it helps

The overall green on the new pitch designs is feedback we have received a few times over the weekend and have sent all the details to the team to see what can be changed in updates to bring these more in line with what everyone would like to see.

The perks was something that was updated a few patches ago, with this release we disabled the perk system and we unfortunately missed a screen in career mode and we have now removed that menu option as they were never active in this title. Sorry about the confusion on this one.

About the mini-game, this is an intended change. This was updated to make sure there was enough time to complete the whole process for that process. If the game determines there is not enough time to play out the process it will not trigger, as well as not trigger on those 1-second transitions to the game that causes stoppages in the experience.

Kind regards,
Support team.
Pitches always being green was a design choice?? Why would they be looking to bring it more in line with what people would like to see? The pitches were fine as they were. Every pitch being green is just silly.
 
Pitches always being green was a design choice?? Why would they be looking to bring it more in line with what people would like to see? The pitches were fine as they were. Every pitch being green is just silly.
So, all pitches being green...was this the trade-off for the new pitch degradation system? We can have pitch deg but there's only one type of pitch the game uses?
 

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