dannyfc2
Premier League
- 9 June 2009
I've heard that there's a dedicated "live gameplay team" (responsible for patching the game) for both "Competitive" and "Authentic" modes this year - which I wasn't expecting - so hopefully we do see changes like this through the lifespan of the product.
If pass speed was slower and error was introduced, it would be so much better - but I think it would probably throw off the gameplay balance too much for them to commit to it. Suddenly all build-ups would fail because of the lightning speed of defensive repositioning and constant defensive pressure - but tone that down and then it's far too easy because there's so little defensive AI...
Also, I truly don't think "pass error" can exist, in the sense of passes being off-target, because the ball isn't truly free - so I would bet that's a "needs a new game" thing.
The problem for me is I'm online only, so that community feedback will always veer towards making everything snappier/twitchy to cater to the e-gaming nonsense.
But you're right, with this Authentic mode they're specifically trying to cater to divergent tastes so in theory that will become more fine-tuned to what we'd want. Just a shame they're not willing to give an online mode to experience that.
The assisted passing in Competitive is weird, the errors are more from the direction being locked to a different player than you intended. I did find I was misplacing more passes when I came up against better opponents, but I thought last year's game was better at penalizing careless first time passes which added some tension when trying to pass out from defence.
Even in the best PES games, the certainty in pass accuracy was always weakness. Unless you went full manual, you could easily chain first time passes without much thought. And going manual was always a compromise, it just created an artificial difficulty rather than solve the root cause.
A developer that could make the ball become a freer entity or more physics based would completely revolutionize football games, Imagine a game that could emulate all the little bobbles and ricochets, so the user had to time the input of dribble, pass or shot for a clean connection.
It would be the the first game to properly simulate the uncertainty of possession you experience in real football, which is the missing ingredient. The midfield battles, the scrambles in the box, the turnovers from loose touches and the value of players who can get it under control quickly. The absence of it is what makes these games feel more like hockey or basketball, when it's just cycles of each team taking turns to attack.
There's a very basic online cricket game that is entirely physic based - Foddy.net
I had a moment in Covid where I envisioned learning to code and coming up with a football equivalent, but realised it would take me decades of my life to ultimately come up with something much inferior. Still, I'm sure one day there will be the technology or talented enough individual that could replicate something similar into a playable football game.
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