You don't get it
@PESV : i explain the logic. Effectiveness of pressing? That's not the point of that stats. I already thinked about it while writing that post.
It's the
Frequency of pressing that stats is meaning. Like Agression. It's a mental attribute, not a skill, physical, technique, or intelligence attribute.
I said in the same post that if you choose always Pirlo, you will press like any other player, but from logic of realism : Pirlo won't never press like Gattuso will.
That's the whole point about the logic : if you don't control the player, and you press the button of double pressing with Pirlo choosen and he got low frequency, how would he react then? The player won't move at all and you will yell at him to move a bit?
Yes, that possible to reproduce: one player will run, the other will walk. And it will be very very frustrating.
Defensive implication is something you can't reproduce by effectiveness, two very different thing like positionning quality in attack and workrate frequency in attack, that's what i wanted to say by "i understand the logic behind it". I don't agree about it as it's still a game, so what matter is having more control. But i agree that the system of not forcing a player who isn't moving to his position, well, you won't never reproduce the likeness of that player.
Effectiveness is already represented by Ball Winning/Stamina/Physical Contact/Agression/Def Prow., depending the situation.
And i also thinked exactly, no joke, the same about Effectiveness. But then, i thinked "but it's not what the stat mean at all, i don't like it, but it's a bit more logic : stats and AI should as it's already settle by Defense/Ball Winning/Physical Contact/Stamina... Some player recuperate ball just because they are always try to be close to the action, try and retry to finally get it : they doesn't even get all that much quality, but try and retry until they get the ball.
Aswell as you may be completely disappointed by their choice, graphics or the game, it's not like everything is not logic and there's nothing to keep, or nothing logic.
So, a question, how would you represent the frequency of AI pressure with the button? Not an harsh question, it's serious.
Personally i gotted an idea, only the player(s) with more or less high Def. Implication will participate. But if the player is way too far from the action... Will make 30 metters while a close player won't move.
No sincerely i don't know exactly how. Perhaps a short term/breathing stamina stat? A bit too hard to rate, it's not even on FM.
But what i'm thinking, is that the teamate pressing + that stat are the same, so it's a paradox if you press the button when the player won't move : the only way to force him is to select him and press by yourself.
I don't say i like it, but if you want realism about pressing, that's well thinked. Now about gameplay, it's a restriction (even if it's not realistic, it's a game) so yes, me too as a player, i prefers the old system. Even if it's less logic.