slamsoze
International
- 28 September 2010
Bring on some Xakoulagos VS HerismakhgiaWhat sorcery is this, playing with two actual teams and not Barcelona vs. Ridiculous Fantasy FC?
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Bring on some Xakoulagos VS HerismakhgiaWhat sorcery is this, playing with two actual teams and not Barcelona vs. Ridiculous Fantasy FC?
Thank you.
What im aiming at is - in theory - ML is also E-football, right?
The whole Pes is E-football... so are we not overreacting saying its all online E sport focused? I mean... its a stupid name, and purple background with this logo during replays is even more annoying, but.. apart from that why are we angry?
This again. No doubt, people will remain civil and complimentary so as not to lose out on opportunities. But Chris, e.g., still gets invited to playtests after absolutely slating past editions. It's not how it works.This happens on a yearly basis where the guys invited to play test it hype it up, every single time so they will be asked to come again next year.
It's been fascinating to watch it develop from the sidelines. People really seem to value the streamers as hosts or curators of a public space, or an interest group. Fans of streamers interact with the streamer and others in the group, and they buy into norms sometimes quite unique to that group. Streamers also participate with each other and together the groups form a nexus of overlapping interests we better know as a community.At least people are interested in watching someone play the actual football match and not click off the video once the pack openings are done.
This comment explains the point perfectly.It's always good to see a PES5 video just to remind you that the desire for basic elements of realism is not "asking too much", especially when it was possible on game consoles with less power than today's phones.
Completely disagree. The realism is there in that you can't complete 100% of your passes with perfect accuracy, using your reserve midfielder. Realism is represented despite the technology. More so than it is now. It is nothing to do with being more "fun" or "consistent". Not to me, anyway.We love the older games not because they were realistic, but because they were built under a set of rules that are consistent throughout.
You're looking at it at an incredibly technical level. No matter the technology constraints, realism was achieved by attributes having meaning.In real life, players don't sprint like they're on their own individual pentagon, hexagon, and octagon based railroad track dependant on how good they are at dribbling
That pass makes absolutely no sense in the context of his body shape or the direction he's facing in. I can't tell who that is but i'm assuming it's Rakitic, Who is right footed. So he's doing this first time pass to a player who is directly behind him, can't see, with his weak foot and it still has enough power to find it's target. That's what breaks the immersion for me in regards to passing. It just seems like no matter what situation the player is in, they'll always release a successful pass.
Some miskicks
11:53
13:27
One thing I noticed is that it's all first time passes that have some error rate.
Yup. That's why most of my games are PvP online in a league where all our teams (each entirely unique) are comprised of people in mostly the 70-80 range. The game always shines better at that level.Back to the topic - I've, personally, always found modern PES is at it's best when everyone is rated below 80, and that Palmeiras vs Flamengo game looked quality, to me at least.
It feels like you two aren't disagreeing that much. I've never been a fan of the arcade vs realistic/sim contrast. It's pretty clear that one way to achieve a sense of realism is by including the right arcadey elements in the right places.Completely disagree. The realism is there in that you can't complete 100% of your passes with perfect accuracy, using your reserve midfielder. Realism is represented despite the technology. More so than it is now. It is nothing to do with being more "fun" or "consistent". Not to me, anyway.
Completely disagree. The realism is there in that you can't complete 100% of your passes with perfect accuracy, using your reserve midfielder. Realism is represented despite the technology. More so than it is now. It is nothing to do with being more "fun" or "consistent". Not to me, anyway.
You're looking at it at an incredibly technical level. No matter the technology constraints, realism was achieved by attributes having meaning.
Those technical constraints no longer exist (in the industry, CPU power is incredible now) AND YET basic constraints DO still exist in PES's modern engine - i.e. button presses are very obviously ignored in order to give the defender an opportunity to steal the ball.
They've not moved on - yet at the same time, with all players having the same accuracy levels in passing and shooting, it's regressed, in those terms and in terms of realism.
In other words...
The older games were completely ANTI-this:
Apologies - it wasn't entirely aimed at you. It just doesn't help anyone constantly comparing to the other game. It doesn't matter what EA do - and saying "I'd rather PES conferences were like they are, and not their aimed-at-kids rubbish" is a bit like saying "at least playing PES doesn't make your PS4 explode". It's not really a plus point, it's just a baseline expectation...!Calm down, it was rhethorical obviously. And where did I allude to anything you said in the last sentence?
That's a good way of putting it. What those games simulated in terms of realism was based on individuality, player attributes that would define what you could and couldn't do, and would broadly stop you making impossible passes (and therefore make you think about every move you make).Do You mean Pes 5 and 6 were realistic football games but with poor technology?
They've not moved on - yet at the same time, with all players having the same accuracy levels in passing and shooting, it's regressed, in those terms and in terms of realism.
This comment explains the point perfectly.
We love the older games not because they were realistic, but because they were built under a set of rules that are consistent throughout. There is almost nothing 'realistic' about that clip. In real life, players don't sprint like they're on their own individual pentagon, hexagon, and octagon based railroad track dependant on how good they are at dribbling, but we loved it because everyone followed the same SIMPLE rules. It was predictable. It could be manipulated by the player as even the most minor of formation changes made a difference to a well trained eye, and from it's predictability it made seeing and attack 5 passes ahead, of defending that attack far, far better. It was, in essence, an arcade game.
Back to the topic - I've, personally, always found modern PES is at it's best when everyone is rated below 80, and that Palmeiras vs Flamengo game looked quality, to me at least.
What shocks me is how that passing is truly identical to now, on a visual/technical level (i.e. laser-guided) - it hasn't moved on.Off topic.. let's see pes 6 passing..
Not sure if this has been mentioned, but I like how the ref's decision on a possible penalty/foul is seen from the playing view.. adds way more tension, when you have to wait, then suddenly you see the decision made (in this case for the defending team).. its at 16.45 of the video. Pretty sure this wasn't the case in previous versions, where instead you'd hear the whistle, then zoom into the referee for a decision. Forgive me if this does happen in pes2019, as I cannot remember seeing this.
Yeah I think that's it.. the delay. I like it..I often look at the ref when a call gets made, but I don't remember there being so much delay in the decision.
P.S. one of the worst things that doesn't get mentioned often is regular aerial passes, they are so horrendously assisted that I can't remember the last time I saw a switch of play not come off or force a player to alter their movement. I remember back in the day you could very easily punt it out if you didn't take care with it. I facepalm every time I see it that perfectly precalculated path the ball takes to its target.
It's not looking at it on a technical level at all, it's looking at it from a point of view of what fundamentally makes a good video game. You absolutely must have a level of consistency and predictability in there - because this is a video game.Completely disagree. The realism is there in that you can't complete 100% of your passes with perfect accuracy, using your reserve midfielder. Realism is represented despite the technology. More so than it is now. It is nothing to do with being more "fun" or "consistent". Not to me, anyway.
You're looking at it at an incredibly technical level. No matter the technology constraints, realism was achieved by attributes having meaning.
Yes, being off balance doesn't effect the end result, for passing and shooting.Hopefully there are more mishit passes in the final build, and less like this:
He's using one of the high rated players in the game and one of the best players in the world today? How is that a fair benchmark?Yes, being off balance doesn't effect the end result, for passing and shooting.
Yes, 180 passing accuracy now is annoying.What shocks me is how that passing is truly identical to now, on a visual/technical level (i.e. laser-guided) - it hasn't moved on.
But I take the point you're obviously posting this to make, i.e. not many passes are going off-target. Can't argue with that, but I still say you wouldn't be able to make the same 180-spin no-look complexity of passing in those games that you can now.
Off topic.. let's see pes 6 passing..
That's a good way of putting it. What those games simulated in terms of realism was based on individuality, player attributes that would define what you could and couldn't do, and would broadly stop you making impossible passes (and therefore make you think about every move you make).
https://www.gamesradar.com/efootball-pes-2020-hands-on-licensing-master-league-gameplay/
impressions from Dan Dawkins