Cricket 22 General Discussion thread (Use bug report thread for issues/bugs/crashes | Patch notes in first post)

riteshagl

County Cricketer
Joined
Apr 15, 2014
Online Cricket Games Owned
I am playing as a star player wtc on veteran and the ai simply chases everything with great ease in 4th innings. Its super frustrating. Even with latest patch, the ai chases easily (playing star player so its simulating). Is anyone having any different results?
 

Jerm

International Coach
SA.....
Joined
Apr 21, 2014
Location
Cape Town, RSA
Profile Flag
South Africa
Online challenges broken PS5 first challenge game freezes and blue screens as the bowler is about to bowl first ball
 

Fardftgy

School Cricketer
Joined
Nov 11, 2020
@MattW

I was talking about how the AI should be improved, I've made a list of what changes I think should made to the AI. This is for short form of the game and some of them can be applicable for longer format as well.

Everyone who's not happy with the AI can join this conversation and point additional stuff out. People who have been talking about the AI it's your time to speak up so that the team can at least hear what the issues are. Please don't ignore this.

First,
The dab that AI plays at fine third man needs to be balanced. I think it happens way to often. I'm okay with this being played. Something that can be done with the shot is that sometimes AI fails to find the gap and the ball reaches fly slip or short third man or the batsman just misses the ball completely.

Second, I have noticed that almost all the time spinners bowl 2-3 of the overs at death.(last five overs) Mostly it's the Spinning allrounders that get to bowl these overs. Plus if you haven't got enough spinners in the game, fast bowling all rounders will bowl those overs. You can prioritize fast bowling bowlers, then fast bowling all rounders and then spinners to bowl in the last five. Bowlers with a death bowling or similar perk can have a priority set as well.

Third, Last ball smashes in shorter formats. I don't mind the last ball smashes in the shorter format of the game. If the batsman have only scored a couple of runs in the over I'm sure they'd want to score big on the last ball. But I think you can add instances when they are not able to hit/connect those shots. Having a balance between both would be great. And if you could squeeze in a rare maiden over in T20s it would feel great. Those are very rare but they do happen.

Fourth, having a balance of spinners and pacers taking wickets. Right now, mostly spinners dominate the wickets chart no matter what pitch you're playing on.
A good balance would be to have 50/50 wickets on standard pitches. 75/25 on a spin friendly or a pace friendly pitches.

Fifth, having variety of wickets. I think wickets can be categorized into three sections. One, bowled and lbws. Second, caught behind or at slips/gully. Third, catches in the 30 yard circle and outfield. (I know I left out runouts!). Having a balance of these three depending on the kind of pitches would be nice.

Sixth, Step out shots. I think only batsman with good skills be able to play these shots. I saw a tail ender try to step out and hit a bowler for six. He missed which was nice but if he would have been out as stumped it would have been better.

Seventh, I think the AI has already decided what bowlers are going to have a good/bad day. So If a bowler starts his first two overs with a low economy rate, he won't have a bad day at all. His next two overs are going to go better than everyone else. Same goes for the bowler that goes for a lot of runs in the first two, will go for more in the next two as well. I think bowlers should have a chance to make a come back or just go for a lot more in the next spell.

Eight, If AI Batsman has been dropped by a fielder, the AI will make sure that a wicket falls in the next few balls. Mostly in a similar fashion.

Last, (For now) I see that you've worked on how AI chases the scores down. I'd love to have close matches even If the AI going to chase the total down. Also, sometimes you can make a match swing a bit in favor of a team that wasn't going to win it will add a bit of depth to the game.


It would be great if people can join in on this conversation and share their thoughts.

I also have a list of bugs that I want to share. Hope you won't mind a similar kind of post in the coming days.
Great thread. Adding some more points to this which are primarily related to fielding issues and I think are not super hard to fix (in my assumptions and programming experience).

Tenth: AI's field setting/bowling line for test matches especially to left-hand batsmen. Currently, the AI bowling drifts far too much on the legside with wide-open gaps in the legside area. This can be fixed either by better field settings or improved line to the batsmen. Relatedly, when spinners decide to come around the wicket, they bowl too many wides down the legside (especially wrist-spinners).

11th: A general comment about AI fielding and possible fixes. One frustrating thing (as noted by several users) is that some fielders are *incredibly* slow in their ball coverage and running speeds. Sometimes a fielder might get to a ball on the boundary but then will just stand patiently and watch the ball get to the ropes and do nothing to stop them. I understand that some players are not good fielders but no one in international cricket is *that* slow. As a small experiment, I re-skilled some players and significantly improved their fielding coverage skills -- this made a massive difference in their fielding ability. They moved fast and playing with this re-skilled team was incredibly fun.

Long story short -- a very simple fix is to please increase the fielding coverage skill of all the international players (or the very least make sure the coverage skill isn't too low for the licensed players). Re-skilling all the players manually is a very big pain (unless BigAnt releases an easier way to re-skill the players). This may seem trivial but I really believe that fielders who run better might significantly decrease our frustrations.

12th: As mentioned by several other people, the bowlers and the wicket-keepers are very slow in taking the stumps off when attempting a runout. In fact, sometimes, they don't even attempt to take the stumps off after gathering/collecting the ball! This is quite frustrating because there are moments when a batsman could have been runout but the wicketkeeper (or the fielder at the bowler's end) are just too slow to react. I haven't been able to fix this via re-skill of the players' fielding ability so it tells me that this is a feature/bug as opposed to just a low skill level of a player. In general, I think there is a lot of room to create considerable improvement by just removing the slow animations of the fielders.

13th: Legbyes/AI running after mishit. This is a weird issue but it has plagued the game even in C19. Sometimes as a bowler we comprehensively beat the AI batsman such that they have an inside edge/the ball hits their pad. The AI batsmen immediately set off for a seemingly non-existential run but are always able to complete the run. What's frustrating is that the close-in fielders take their sweet time to get to the ball/do a very slow animation to pick up the bowl and allow the AI batsmen to complete this unrealistic run. What is even more frustrating is that we are not able to move our bowler/player -- it seems as if the game locks us for that duration and we have to watch frustratingly as the AI batsmen complete an unrealistic run with our close-in fielders allowing them to do so. This bug is quite puzzling because it seems as if it is a simple script which tells the entire AI to just let the run happen no matter what.
 
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imported_beatle

Club Captain
Joined
Mar 22, 2004
Online Cricket Games Owned
This patch has definitely put the game backwards.AI now bowling excessive no balls as well as byes and wides.Michael Atherton repeating run out chance missed when batsmen never even run.No improvement to fielding scoring fours to often in Test mode.This is the second patch on PS5 that has made made the game less playable than the previous effort.So now another two weeks without playing.I just cannot see any light at the end of the tunnel for this game.The patches just seem to break the game even more.They've had two weeks to produce this horrendous effort.I genuinely cannot see any improvement apart from the academy working a little quicker.I would happily just take a refund.Big Ant and Namco collaborating has not come off unfortunately.
 

Bootsey

Club Cricketer
Joined
Oct 16, 2020
I'm personally having a blast with the game, you are nether gonna get a game like a real life one not for years to come, enjoy it for what it is, BA are doing their best to make it good, it's a thumbs up from me:thumbs
 

smurfygray86

Associate Captain
Joined
Feb 9, 2022
I'm personally having a blast with the game, you are nether gonna get a game like a real life one not for years to come, enjoy it for what it is, BA are doing their best to make it good, it's a thumbs up from me:thumbs
Same just in the middle of a test with SA at lords and the gameplay is brilliant exactly how it should be and not had a fielding mishap so far (on day 2) so maybe it’s just the short formats I’m hoping so anyway.
 

Hester

County Cricketer
Joined
Nov 30, 2017
Same just in the middle of a test with SA at lords and the gameplay is brilliant exactly how it should be and not had a fielding mishap so far (on day 2) so maybe it’s just the short formats I’m hoping so anyway.
All I play are tests and I've seen plenty of fielding mishaps. My favourite was when I was bowling. AI blocked it, decided to run, my fielder went to pick it up but kicked it at 5000mph to the boundary where my other fielder picked it up and threw it at 18000mph direct to the stumps, running out the AI who'd gone on a mad running escapade.
I've seen plenty more nonsense fielding. I wish I'd made a video compilation.
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Yep, first two balls of the new patch went like this.
Athers never shuts up anymore.
 

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