IDEAS FOR IMPROVING GAME PLAY
I hope posting this here in Hardcore Gameplay makes sense. If not, I will put it in another topic or start a new one. Contact me about this at
[email protected]
I will be very interested in hearing what all you cricket experts and top Cricket 2002 players have to say about these suggestions!
Like many others, I join in thanking Vineet for his skill and devotion to improving EA Cricket 2002. I can only hope that HB Studios and EA Sports will have the good sense to take a serious look into what is being done on the Cricket2002.tk website.
Although I am not yet anywhere near skilled enough to play the game at the level some others on this forum do, I prefer the realism of a sound thrashing by the CPU to the thrill of an easy arcade-style victory using cheats and can't-miss shortcuts that do an injustice to the spirit of the real game.
One of my goals in playing the game is to learn genuine cricket strategy and tactics. As an American visitor to South Africa since Oct. 2002 who is new to the game of cricket, I face a steep learning curve. Fortunately, there has been plenty of cricket to watch on the tele during the runup to the World Cup and now of course the Cup itself. I have quickly come to love the cricket, and I am learning fast, but at this stage I can easily be misled by tips and shortcuts that work on the computer but not in real-life professional cricket. That is why I find Vineet's work, particularly the latest "Hardcore Realism" patches, so valuable.
With all this in mind, I wish to make the following suggestions. Perhaps these can be tweaked into the game via patches, or perhaps they would need to be coded into Cricket 2004:
1. The most annoying thing about the game is the bowling cursor. In anything but Easy mode, the cursor behaves erratically and becomes unmanageable -- at least when using an MS Sidewinder USB gamepad. I would much rather have an easy-to-use cursor and then let the bowler's rating, past statistics, field conditions, weather, and the number of times in an over a particular target is selected and the amount of spin/swing is applied determine the probability of accurate line and length, plus the chance of wide balls. Greater knowledge of each bowler's capabilities would be a definite plus for a bowling side selecting how best to bowl, but the key thing is to stop forcing players literally to wrestle with the bowling cursor as the chief means of making bowling harder. It is exhausting, contributes to carpal tunnel syndrome, and greatly detracts from the game experience.
2. The lack of control over the wicketkeeper is a real problem. He should be positioned up and back, squatting or standing, placed left or right as desired. These happen all the time in a real match, but are entirely missing from the computer game.
3. Viewing and setting the field is far too cumbersome and unclear.
First, the bowling side has to drill down two or three menu levels to access the field editor and choose a particular field. This should be a one-click operation, perhaps by making the field screen that appears in the lower right corner just before the pitch is delivered a hotlink accessible with a keyboard key or gamepad button.
Second, fielder placement in the field editor should be more easily accomplished. Setting standard fields like 3 slips and a gully should not take so much time, and it should be more permanent, even persisting between matches if possible, but certainly for the duration of a match or until the bowling side deliberately changes it. Also, there should be a way of quickly (or even automatically) mirroring setups for left-handed batsmen, assuming that the editor defaults to right-handers. Custom fields should appear on the small field screen, rather than requiring the field to be opened to reveal existing placements. Custom fields should be saved independent of bowlers. Custom fields should be able to be given short titles to distinguish them from one another at a glance.
Third, the field screen that automatically appears just before a bowl must have far greater fidelity, at least equal to what is available in the field editor, so that the batsman can actually tell where the fielders are located.
Fourth, control over the field camera should exist, to permit the batting player to scan the field, ideally from the batsman's viewpoint, but using a bird's eye view if the former proves too demanding of computer resources. The current panning views between the bowling appear to be generic and therefore not reliable in terms of field setup and shot placement. In fact, this capacity to see the field is important for both sides, and should be freely accessible to the bowling side as well. This might create some conflicts between 2 human players, but I think something could be worked out to handle this via on-screen prompts.
Finally, in-game or on-the-CD tutorials should be provided on setting a field, evaluating bowlers in game terms, and perhaps related matters of strategy and tactics. This could be provided by means of Acrobat PDF files. At the very least there should be some arrangement made with cricket experts to provide key data and the finer points about the real-world game.
4. The batsman's view of the ball is unrealistic when using the default camera angle, and obstructed by his own body at the moment of truth when using the reverse angle. Since realistic batting requires perfect timing of the swing, it deserves an unobstructed, close-in batsman's eye view of the oncoming ball. Since the human batting side is not actually holding the bat, this may present its own challenges to effective gameplay, but it would be worth offering as a camera angle option to those who want to give it a go.
Thanks for reading, and I invite replies!
Keith S.
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