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

Wealey

ICC Board Member
Joined
Jul 25, 2009
Location
Hampshire
Right I played a session of a test match last night with the latest patch. Some positives and some areas of concern. I was England against India

I was playing with some pretty extreme sliders and reskilled players. I've tried to make a slider set that I've named 'Seamer Paradise Days 1,2,3' where there is loads of swing (slider on 90), AI run rate at 18, striker timing at 35 and wicket chance at 70. We do see these types of wickets in real life, particularly if India are coming to town. I've basically taken all the spin sliders right down too to try and nerf the usually unstoppable spinners.

The idea being that its an absolute nightmare to bat on. After 40 overs I have India 72/5 which seems quite realistic, Archer has taken 4, 3 bowled and one caught by Vince at 3rd slip. Jimmy had Sharma caught behind to Bairstow (WK). I'd probably say that IRL on this green wicket with these conditions 90% of the wkts would be caught behind off the seamer but we can't have everything.

Another positive is that there have been plenty of play and misses, Jadeja wafted at 3 Stokes deliveries in a row and I really thought this was the AIs way of saying he was about to get out but no he just knocked the next ball for a single.

Thanks to the reskilling Pant is in now taking the attack back to us and when I've bowled poorly I've been put away but by and large India have left mostly and are going at less than 2 an over so perhaps I need to slightly adjust the run rate slider. I have obviously made the batting sliders so that it will be a nightmare for me to bat on too (AI bowling well up, OK and poor input being massively punished etc).

OK negatives now, the fielding (shock). Several times the ball was played fairly nonchalantly through mid on which looked easy as pie to field yet the fielder dived over the ball. I understand the need of having fielders making errors and misjudgements but this looked terrible, a few weeks ago they seemed to have the balance right on this so who knows what has happened.

Another small thing really is the insistence o of the fielder to throw it into the keeper at the speed of light even when no run is taken, and then sometomea a fielder diving across to take the catch on the keepers behalf. Again a small thing but looks terrible

Pleasing that your enjoying the AI!!
 

AnmolJ

International Cricketer
Joined
May 8, 2010
Profile Flag
India
With those fielder dives, what's the want, that they are always perfect? Lots of feedback was that fielders would just basically be walls - stopping absolutely everything in their path perfectly, etc.

Maybe the balance isn't perfect in the other direction, but the improving that will need to know things like what their fielding skills are like, as those examples above are with edited teams, there are users who have down rated players, which would be a factor, among others.

Capture56_LI.jpg

The problem with fielding is that this feels unrealistic.
Look at the distance between the hand and the ball.
No international player would misjudge the ball like that.

Well, If you could reduce the distance between hand and ball. It would make the miss fields look more realistic.
 

Wealey

ICC Board Member
Joined
Jul 25, 2009
Location
Hampshire
View attachment 265267

The problem with fielding is that this feels unrealistic.
Look at the distance between the hand and the ball.
No international player would misjudge the ball like that.

Well, If you could reduce the distance between hand and ball. It would make the miss fields look more realistic.

They also sometimes dive forwards over the ball.. and the hall travels under the full length of their body!
 

Gamer Pradosh

Survival Games Champion
India
CSK
Survival Games Champion
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Mar 27, 2011
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India
@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.
-Third man dab on full deliveries needs to stop for sure , on good length and above the cut is fine. Have already mentioned and that has been reduced a great deal but on full I dont think that shot should exist..
-Yes the spinners especially not typical death over specialists shouldnt be bowling in death for sure..
-This isnt something I come across often so cant comment on last ball smashes.
-Better AI shot selection especially obsession with that leg side lofted with feet planted outside off to loft towards square leg or mid wicket needs a look into but wicket taking wise I feel the pitch should play a role and hopefully happens through patching bringing in the balance with the amount of wickets that fall.
-Stumping chance was already mentioned, balancing the fielders on where they cant take the deliveries where they can gather the ball and hit the stumps needs look into for sure.. Because I have had inside edges off advanced down go for boundaries without WK collecting the ball which looked great but chances of stumping the WK should immediately collect and hit the stumps..
-Again something I am not sure of completely about good/bad day but I wouldnt mind this as thats a thing with IRL too , but should see if they could control by bowling well..
-This is felt by me as well but something that cant be simply explained to look into as I dont think the game is coded to get you out after some runs but that thought does come into mind like the game has decided its time for the batsman to go back to pavilion..
-Chases are again a thing of balance.. We can come across close matches but this needs more match results to be checked under a similar condition with same team or different teams and check their skills along with the slider used and the approach they have while chasing.. So many things coming into play..
 

gkvarma18

Associate Cricketer
Joined
Jun 29, 2016
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Hyderabad , India
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Online Cricket Games Owned
  1. Don Bradman Cricket 14 - Steam PC
Just some initial thoughts, only after 35 minutes of playing the new patch:

One thing I noticed straight away is that in career mode, bowling speeds are more realistic. Example: my batting allrounder, a fast-medium pacer would bowl from 148-156km/h consistently, this patch its more 135-142 (sometimes 144). Fielding seems solid, nothing sus going on (only played 35 minutes so not a large sample) but things looking solid.

AI played my bowling pretty well too, didn't see any mandatory must hit big shot per over, not as many random edges/ general tom-foolery ball 4-6. Had a blast to be honest, felt like the 24/2 patch - for me anyway. Haven't seen much diving in general, like point diving for the ball but like I said it's only a 35 minute session. (This was in career mode, can't speak for other modes. This was also using my own custom sliders in a four day FC match, can't speak for default sliders).
Controller vibration improved
@MattW regarding the ball physics with day 0 patch , I think it was all due to ball being more heavier and coming off slowly off the pitch (i-e more friction off the surface) ,It felt some heavier ball has kissed the surface before it rises from the pitch again. Wish it can be replicated in the next patch , That feeling was awesome specially when bowling with Rabada's action. It does felt that bowler has put heavy muscle on the heavier ball and it the pitch surface really felt the impact.

Ball weight slider any one?
Cricket ball should be heavier than Tennis ball. Try ball physics slider. I like to feel the weight of ball with sounds while hitting shots
 

Crassus

Club Captain
Joined
Jul 7, 2019
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England
Positives outweigh the negatives there sounds good still the silly fielding looks like it needs sorting but hopefully that will come

Pleasing that your enjoying the AI!!
Enjoyed it so far. Whilst Jadeja played and missed a few he's still in and Pant looks alright at the other end so I'm waiting for the inevitable unbreakable partnership that will give them a good score.
 

disco123

Associate Captain
Joined
Mar 31, 2011
Location
Kingswear
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England
Online Cricket Games Owned
  1. Don Bradman Cricket 14 - PS3
  2. Don Bradman Cricket 14 - PS4
Had an hour of career test match gameplay with new patch PS4 , bowling more fun , I feel like the AI isn’t going to smash me over cover once an over , batting not much different but that’s not a bad thing, still some bouncer 4 byes issues , don’t like the AI field settings leaving legside open then bowling on middle stump - easy runs , commentary is now out sync with actual play , enjoying it overall, feels like a test match
 
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karolkarol

International Cricketer
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Oct 12, 2003
Location
Perthshire
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Ireland (Cricket)
After playing a bit more and bowling some overs my views are still generally positive. It's a lot better than the previous patch and tbh I don't mind the occasional AI misfield at all, I've certainly not experienced as many as other seem to have.

A few remaining points though
  • The AI dab to 3rd man, especially off spinners is just too much, as others have pointed out.
  • There are still some question marks for when the fielding mini game kicks in, when it doesn't and the reaction time you have to act.
  • I had a gloved catch off a bouncer which the umpire turned down yet randomly I didn't get the opportunity to appeal and it would most definitely have been overturned.
  • Spin is still generally OP in my opinion, the AI can't cope facing it on a turning pitch.
Overall though I'm enjoying the game again and I've had some lovely dismissals like bowling a left hander round his legs after he'd flicked the previous two balls through square leg and the holy grail, a miscued drive off an off spinner catching the inside half of the bat and ballooning to mid wicket. Lovely stuff.
 

Hester

County Cricketer
Joined
Nov 30, 2017
Is anyone seeing the AI bowl far too many wides? I've played the latest patch for a couple of hours and the AI, in a test match, is bowling a wide 1 in every 3 balls. The wides are all short balls that bounce to the moon.

NB I've tested AI New Zealand and Bangladesh (user created team)

Edit: I have bowl quality set to 90
 
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The Fridge's Leg-Spin

County Cricketer
Joined
Sep 9, 2019
Location
Warwickshire
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England
Something I have noticed in this new patch, aside from the gameplay which I haven't gotten around to test yet is that Faf du Plessis has a licensed face and not one of those generic ones. Doesn't look exactly like him but I have noticed some similarities to his real life appearance.
 

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