eFootball (All Platforms)

Back in the golden age of gaming there were many games that were “full manual”. Player Manager for the Atari ST was essentially a full manual game versus the other games around which locked the ball onto players feet.

Running with the ball was both a challenge and a reward as it took skill to move around the pitch without losing it. Passing and shooting aswell offered no assistance, everything you did on pitch was through your own skill. Fabulous game.

Kids nowadays don’t know how they have things so easy with FIFA especially but PES too. Full manual should be forced on everyone. Bring back real skill.
Lol man not everyone wants to play full manual. Why you want anyone to be forced?
There should be option for everyone.
If you are comfortable with manual its okay, no one is stopping you.
But you have no right to force anyone to play as you like.
 
I’m starting to doubt to PES on PC is next gen
Still disappointed Fifa on PC is not next gen however I’m sure I read an interview of an EA insider stated last year that Fifa 22 on PC will “get next gen treated from Fifa 22 and upcoming titles”
Imagine if PES 22 is not next gen
 
Pretty sure I will just skip it, if I'm forced to play full manual.

I'd prefer if there are options so that people can play in whatever way they prefer.
Well, if we look at NFGOPT ...There is nomo Assisted Setting, just Manual Settings! We all will play on Manual, It will just be a bit or full manual :D
Konami is GENIUS! Now ANYONE can say that HE plays on Manual! So you all that bullying eSports player, that they all play on Assists Setting PA3, now they ALL will be on Manual Settings.
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In principle, KONAMI are just too lazy to assign market value to the rest of the players, or just too lazy to implement an algorithm just like you said.
Every real player got a market value, except the ones who don't have nothing on TM. Well those ones should be given "50k" or "25k" as a standard...
I talked about created players. And about fakes players in NT such as some in UAE, Korea, Burkina Faso, i don't think they can assign due to (again) licence restriction. But yes, about the algorithm with ages at least, it really looks like lazyness but i checked and it was unmodifiable since PES 2014 in fact. Only introduced on PES 2020, probably for the future (we hope better)
They're lazy in many, many areas, it's sure, and nothing seemed really important for them with their "priorities". But about that (market value algorithm), i just think it's more the fact that the team in charge of Modes wasn't enough competent, or wasn't even aware about the issue at all / what i said is worst that just lazyness :((so don't think i'm defending Konami at all cost, i said one part of the team isn't competent enough : i hope they've learned some stuffs since
It was actually doable, you finish creating the league and then create the competition, assign a calendar, assign some promotion or continental qualification and you're done. But I get your point about the fake teams (I don't want to give FIFA as an example but f*** it), KONAMI should follow its concurrent's steps.

Just to avoid misunderstanding @vialli82 , by "fake teams" you mean the "fictive teams" right ?

Yeah, like PEU etc.
I don't really knows the "creation centre" system, i downloaded some leagues like Turkey, J-League when they weren't in game, and some other more exotic (i think South Africa League lol). But i don't remember how does it worked. Yes, the calendar and everything should be editable. PEU/PLA/PAS are settled from the start > So they're a way to settle it > so there's should be a way to change it. it's as simple a you said.

Or they add a system to add a PEU league with X teams, or a totally "blank" league like 30 players by teams, and we should got the option to erase or add one player on that team / not linked at all with "created players" section : just others ID's. Because on some teams, you only need for example 12 players, like, i don't know Monchengladbach or Dortmund as the rest is on free agents or in Nationals teams. Same as i created Hajduk : only 7 players to create from scratch, the rest was in game (one keeper back to loan and one midfield in end June in more... 9 before that)

Otherwhise, i don't care that much as you for PES 2022. It's not that i will follow blindly, but i need a PS5, and i don't think to have one when the game will be launched. And i won't buy a PS4 version. My PC is also not too old (close to a PS4 standard... So)
Will check again and again if there's a destock. But i don't want to pay it 800 euros.
 
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Back in the golden age of gaming there were many games that were “full manual”. Player Manager for the Atari ST was essentially a full manual game versus the other games around which locked the ball onto players feet.

Running with the ball was both a challenge and a reward as it took skill to move around the pitch without losing it. Passing and shooting aswell offered no assistance, everything you did on pitch was through your own skill. Fabulous game.

Kids nowadays don’t know how they have things so easy with FIFA especially but PES too. Full manual should be forced on everyone. Bring back real skill.

I think there should be options. I gave my opinion a few posts agoo, but i really want to know how people feel about player stats when playing FUMA?

How can you differentiate kroos, from Busquets, apart from visual appearence, and physical attributes? This is an honest question out of curiosity just to have another view different than mine ok, dont want to create any kind of argument.

In PS2 times, if you guys remember we had obafemi martins who had 99 speed, but he was awfull at shooting and accuracy, so you created many chances with him but was difficult to score, but with shevchenko or henry was a different thing, they were fast too but it was almost a granted goal when you had space to shoot or one on one with goal keeper. I guess if there was FUMA back then how would you differentiate that players, and others like beckham and Pirlo etc?
 
My tweet btw 😂
Hey I won't say no for such a mode in the future. I've been a PES fan since PES2 and I don't like FIFA, but I've enjoyed playing FIFA Street in the past.
Could have been worded a bit better 🙂 while I agree futsal should get a bit more attention in games, I definitely don't think it should be a priority for EA/Konami. As for it being the sole reason for one's choice of purchase... yeah, sorry, I disagree.

And since you guys mentioned it, no, next-gen won't save you when people are fed up by the samey-samey mtx-fueled "games":

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I’m starting to doubt to PES on PC is next gen
Still disappointed Fifa on PC is not next gen however I’m sure I read an interview of an EA insider stated last year that Fifa 22 on PC will “get next gen treated from Fifa 22 and upcoming titles”
Imagine if PES 22 is not next gen
When releasing a game on a new console generation, konami and EA have previously limited the PC to the last gen version for a year or two. It sucks but it's not unusual practice.
 
When releasing a game on a new console generation, konami and EA have previously limited the PC to the last gen version for a year or two. It sucks but it's not unusual practice.
6 years incase of EA for the Xbox 360 generation lol [Fifa World cup 06, 07, 08, 09, 10, 11].

PES' max track record so far is 3 years [PES 15, 16, 17].

That's the biggest track record so far :D



Let' hope they aren't planning to beat their record this time.
 
As I mentioned before Konami has no excuses for not having a stadium creator ingame for Pes 2022. With EA allowing players to create your own club and a stadium for it( was already as limited version in Fifa 21 Ulitmate Team), there isn't a obvious reason to not have this feature. I don't believe Konami why Pes lost their stadium creator from Pes 2011-13, IMO Konami had issue creating stadiums on fox engine. New Stadiums took big data spaces in Pes terms, hence why they were never ingame at launch when Konami signed contract with Liverpool,Dortmund,Monaco and so on. It also explains why the numbers of stadiums took a long time to be acceptable and why they didn't have enough fake stadiums.
 
I'm not sure I'd want to force everyone to use full manual, but sadly when all the assistance options are given, then the default for online (and esports/competitive) play is basically the highest possible assistance and not all modes (team play, co-op etc.) have matchmaking filters.

This means you either join people on the "meta" assisted settings or you voluntarily put yourself at a disadvantage which isn't really freedom of choice.

I wouldn't really mind if the level of assistance wasn't too high, but in most football games you can just vaguely point the stick towards your forwards, do a chipped through ball and if they're fast/strong enough you can score with no skill whatsoever. This is what the modern games with their P2W modes reward - rather than learning the game mechanics and improving your skill to see progression, just pay for and swap in higher rated players so the same brainless playing style lets you score more goals, win more duels etc.

Online I would want to force at least the through ball button to be manual, maybe long ball/cross and ground passes to distant targets as well, so at least the final pass would need to be deliberately played for most goals.
 
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When releasing a game on a new console generation, konami and EA have previously limited the PC to the last gen version for a year or two. It sucks but it's not unusual practice.
Please Konami don’t say on 21st we have to deal with another PES 2020 for another year
 
6 days ... 👀

Anyone in the hype?
I am eager to see what they have to show, I hope it's interesting and has good features in Master league and fixes the regen system and make the gameplay better, we all know they'll also invest in MyClub but that's not a surprise but I hope at the end of the day everyone is happy when the game releases. That's hard but if the person who hates the game on release the most gives it a 7, then I guess the game is a success
 
Is ultra realistic movement the way too go?
Maybe in the future, but I think for now both Konami and EA need to focus on making their games responsive again. Both games, pes more than fifa, feels like playing with input lag.
And imo this is due to the animations. Although ecstatically it looks good that a player makes an ultra realistic move before passing, this move takes a few extra milliseconds before the actual pass is made, giving you the feeling of unresponsiveness. If the animation was simpler and thus quicker it would be much more responsive. Yes the game would look less realistic, but the gameplay would be better.
I am sure in the future realistic animations can be combined with quick response times, but until then they should focus on responsiveness first.
I personally don't like this ultra responsive input. Imo this is what's is causing some very awkward animations like, players floating to adjust the body for a quick action, players clipping one leg in the other and etc...

But what if you mean is improve the animations so we can see quick steps to adjust the body for a next move without compromise foot planting, then I would like that.
 
I understand the people who like it, but for my it takes down the purpose of stats, if you are abble to choose the exact direction and strenght on a pass, what differs a player like Pirlo from a player like Maguire. I guess with full manual all that differs in players are physicall attributes like stamina, speed, strenght, height, and not skill attribues like pass accuracy, shot accuracy. And that is one of the things that always distiguished PES from FIFA in my opinion, the fact that stats matter, and make a big impact in the way we could play.
I see people say this a lot, and I used to say it myself. And then I actually became a full-time FUMA player, and realised how inaccurate it is.

It is not true that "stats don't matter" in relation to FUMA passing and shooting. Things like kicking power, weak foot strength, weak foot accuracy, curl, various skill traits (pinpoint accuracy, outside curler, one-touch pass, through passing, and more) all affect what you can do using manual passing. There are similar elements for shooting too, albeit less pronounced.

On-pitch examples: I can't switch sides with many of the players in my team because their kicking power is too low. Or I can't put in nice early crosses because they don't have pinpoint or curler, low curl stat, through passing stat is low, etc. Or my player massively underhits a pass even though the gauge is way up, because I came onto the ball with the wrong foot and rushed it.

All of those things happen with manual passing and are driven by the stats. So the idea that there's no real distinction between players when it comes to passing on manual is just not true.
I’m asking the community: how can organic difficulty level be achieved?
let’s get a bit more detailed here!

making your own players at hand/controller behave worse or making the opponent AI less error prone are the current tools used, if Im correct.
how could this be changed? Let’s assume the teams in a video game do exactly play their tactics like in real life, and 6er dropping back to defend ;) , what are the real life values that make Barnsley stand out for a day or a 2 week streak for example and how could this be translated into a video game?
I spoke about this (I think) on the Evo-Web pod with Chris! My thinking as for the whole "Burnley playing like Barca" conundrum is this: sometimes great passing sides struggle to break down compact, disciplined, energised, focused teams who just dig in and pull off all their clearances, stay tight to their man, keep a compact shape, only stick one up top for counters etc. That's what a Burnley on super star should be doing vs a user playing with Barca or Man City. Real-life tactics which concede all the possession but get the fundamentals right. I wouldn't see an AI team that played like that as cheap or annoying.
 
I personally don't like this ultra responsive input. Imo this is what's is causing some very awkward animations like, players floating to adjust the body for a quick action, players clipping one leg in the other and etc...

But what if you mean is improve the animations so we can see quick steps to adjust the body for a next move without compromise foot planting, then I would like that.
For me, I wouldn’t mind Ultra responsive input if it was contained within a complete animation of a footballers movement: After all, the only defining factor of skill level after tactics is speed of thought on what to do in each situation and vision.

The problem is, Footballers animation is cut and cropped to suit the responsiveness, which makes it look horrendous and nothing like the football. The issue of speed is also the speed of the ball and how easy it is to cross each transition of play with little to no resistance.

Pes 5 for me did this great. It’s plays fairly quickly and has great responsiveness. But it’s difficult to cross the transitions of play and score.

that’s makes for an enjoyable sim/arcade experience that keeps you on your toes for a full match and satisfying when you’d score because it’s not easy and you needed to be full on focused.

Now it’s just a passive, soul less experience like commercialized modern society. All glitz, bling and no hard work or soul. That’s fifa.
Sadly, Pro is just lacks an identity. It’s half pro, half fifa and does neither well at the moment.
 
Without Konami

Could just be vaguely written, but at the moment it says these publishers/devs have "already confirmed", which makes it sound like they're whipping up excitement and the list of participating groups is far from complete. Likewise with "among those taking part..."

I'm just a bit miffed it's online haha. This is the first time I'm actually in Germany when Gamescom is on and it will all be online. I thought E3 online was trash. But then, E3 has been trash for many years now.

Looking forward to an absolute cringefest if it consists of presentations.
 
I see people say this a lot, and I used to say it myself. And then I actually became a full-time FUMA player, and realised how inaccurate it is.

It is not true that "stats don't matter" in relation to FUMA passing and shooting. Things like kicking power, weak foot strength, weak foot accuracy, curl, various skill traits (pinpoint accuracy, outside curler, one-touch pass, through passing, and more) all affect what you can do using manual passing. There are similar elements for shooting too, albeit less pronounced.

On-pitch examples: I can't switch sides with many of the players in my team because their kicking power is too low. Or I can't put in nice early crosses because they don't have pinpoint or curler, low curl stat, through passing stat is low, etc. Or my player massively underhits a pass even though the gauge is way up, because I came onto the ball with the wrong foot and rushed it.

All of those things happen with manual passing and are driven by the stats. So the idea that there's no real distinction between players when it comes to passing on manual is just not true.

I spoke about this (I think) on the Evo-Web pod with Chris! My thinking as for the whole "Burnley playing like Barca" conundrum is this: sometimes great passing sides struggle to break down compact, disciplined, energised, focused teams who just dig in and pull off all their clearances, stay tight to their man, keep a compact shape, only stick one up top for counters etc. That's what a Burnley on super star should be doing vs a user playing with Barca or Man City. Real-life tactics which concede all the possession but get the fundamentals right. I wouldn't see an AI team that played like that as cheap or annoying.

Ok, but if its as you are saying, then its not real FUMA, its assisted with the only difference that you have a little more control. You say that you cant switch sides because kicking power is to low, but that for me does not make sense. Every professional football player have enough strenght to switch sides, the thing that changes the outcome in real life its the accuracy they deliver that, or the way they strike the ball. You see Kroos doing switch sides, with pin point accuracy and with the perfect strength, which many of other player cannot do despite hiting with the same strength. So by what you are saying i guess Full Manual only affects the outcome of the shooting direction, and passing direction, since you have to place precisely the space you want to pass/shoot, which allows much more different outcomes and behaviours.

But if Stats matter then its not Full Manual, and that is what i think this new generation of football videogames is missing regarding the PS2 times. They did not find the correct balance. Or its way to scripted where you scence you have almost no control, or you go "FUMA" to have a little bit more control but stats dont matter all that much.

I have to try in training mode with FUMA to see if theres difference between player, because all the times i have tried in normal games i haven´t felt the differences you are saying. I´m not saying you are wrong and that im right, just saying i can´t feel the stats the same way you are explaining, and it feels like i´m playing with same players just with differnet body strenght and speed attributes, and with different shapes.

Regarding the way teams play, i completly agree with you, thos kind of more weak teams should be defending most of the time, against barca or City just wainting for the right moment to catch the other team out of balance/shape to make a killer counter. Nowadays its just boring to play on difficul leves and have to be running after the ball while those kind of teams have pinpoint pass accuracy, and can make more than 20 passes withour error.
 
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