boundary fielding
Boundary fielding is non existant in the game. That aspect of keeping inside the the boundary rope to attempt to stop a 4 or 6
Forward dive for when in pursuit of a ball running away to the boundary
Diving or sliding for when fielding on the boundary and running across to attempt to stop a on coming ball.
Tap back should be a seperate action to time after a slide or dive to flick the ball back before the player touches the rope
Reactionary animations for batting
Batting animations are too clinical regardless of timing input, makes bowling less immersive as there are no visual cues that the batsman was troubled.
When the batsman is beaten in flight or by a change of pace would like to see an animation where one hand comes off the bat.
When playing out a Yorker, the batsman shouldn't always play a conventional forward defense. If the batsman is troubled by the dip or pace there should be an animation where the batsman is almost falling over to dig it out.
Two variations of the forward defense. One where the batsman tucks the bat into the pads to avoid edging it another where the batsman pushes at the ball due to being late or not having their feet in position. Would make play and misses and edges more immersive.
When a batsman is hit by the ball they shouldn't always be able to run depending on the impact.
Footwork tied more to picking the delivery
Footwork is too linear would like to see it tied more to picking the bowler's delivery when deciding to stay inside the line, behind the line or outside the line. Would like to see some visual cue of the seam in the next iteration so footwork is tied not just to picking the line and length but also to attempting to read what the bowler is bowling.
Player ratings having more of an effect on gameplay
Player ratings don't seem to have much of an effect in game. Would like to see player ratings have a more comprehensive effect on gameplay. The better players should be easier to use then the less skilled. Players.
Ratings should effect individual player skills. For example if a player has a poor pull/ hook shot rating it should be harder to get perfect or good timing when executing it. Compared to for example if that player has a good glance rating it should be easier to get perfect or good timing when executing that shot. The idea is the essence of timing shouldn't be different for each shot type, timing in general should have the same feel regardless of shot type however ratings should have an effect on the exactuation of good and to a greater extent perfect timing. Ratings should have a subtle to moderate effect on executing good timing whilst having a substational effect on perfect timing.
Ratings should impact bowling in the same way however for bowling variations that a Bowler is incapable of bowling should be prohibited for that bowler. Similarly to batting variations with better ratings will be easier to get good or perfect timing compared to lesser rated variations. For example james Anderson would have a high swing rating so U'd naturally bowl to his strength as ud have the most success. E.g. Rashid khan, tahir u'd bowl more variations instead of sticking to the stock ball.
General idea is ratings should force you to conform to that players strengths for the most success. Others sports titles do it well in regards to forcing u to confirm to that players strengths, easier to use higher rated players e.g fifa and 2k.
Player potential system feature for career mode
Would like to see a player potential system added to player creation. So we can set the potential for players for career mode.