PES 2013 Discussion Thread

These are imho the areas that need work:

1. A real-time-twotiered stamina/fatigue-system is sorely missing.

good point cant belvie its not been done yet

you mean.

1. Fatigue for whole game and when depletes player following effects should be.

- Players can sprint less time at max acc. and takes longer to recover to be able to sprint at full acc again.
- Players kicking power is reduced
- Players near end of game with depleted fatigue take time to get back into correct postitions if went on run or up for corner etc.
-Kick/pass/shot accuracy is reduced


2. Real time fatigue that depletes as the player makes runs etc..it recharges to 100% when he rests but depletes as he does stuff. How fast it depletes depends on his 'general fatigue' and his overall stamina etc stats. Effect of this just means same as above really but short term eg..when he gets ball he is at 100$ stamina, if he runs 30 yards and beats two players maybe hes at 60%, he goes for 1-2 and runs 30yards into box he is now at 30% stamina etc...effect of shot power etc at this time would be result of two stamina systems...eg, if match has begun and he is 90% total stamina and 30% real time stamina as he shoots it will be almost his max kicking power. But if he shoots at 50% stamina bar + 30% real time stamina his shot will be weaker. things like that. Could go into more detail but dont wanna get to compliated you get the idea
 
I heard they are introducing erroneous touches when running with the ball.

I also heard bunny and dinosaur heads will be the main addition...

Anyways with this new engine I reckon the game will be very basic unless incredible amount of hard work has gone into it. Perhaps fifa on this gen consoles an example, the change from fifa 07 to 08 to 09. Just gradually adding more fredom in passing and skills plus a few new features every year.

If it looked like this plus a realistic game play, with real tactical descisions and winning by the way of football knowledge, it would be amazing. in dream land sadly...

http://www.youtube.com/watch?v=fPtzg6c3ojo


Also off topic


Anyone know of a world cup 2006 patch for any of the pes series? yes I know pes 6 is based around that era but want it with the actual stadiums updated faces,kits,balls etc. thanks.
 
Fantastic game well done konami:APPLAUD:

I hear a lot of people complaining about the hard cpu and scripted play i really dont see it i get punished when i take my mind off the game nothing else.
 
+1 above

This, and the adjustment to defensive to keep the team in shape, ensures the game is rejuvenated for me.

It's amazing isn't it, the difference it makes.

I've found there are perhaps five main stats that go through the roof with nearly every player with development turned on - speed, explosive power, passing accuracy, passing speed, and dribbling.

With the top players like Messi they're at just the right levels when you first start the game, as that's how it rates real life players out of the box. So the idea of these players developing further is a bit silly, but that's what happens in the game. So, Real Madrid, Man City etc all have players on bizarre stats, up to 108, which just ruins the game. Then, of course, all those hundreds of players dotted around on 70-80 ratings, again, which are just right out of the box, end up rated at 85-90 after just three seasons in ML. That's crazy. My ML ended up with Div 2 teams with players over 90, most of Norwich and Reading players etc on 85+ etc.

Because all these player stats increase so much, those five key stats I mentioned cause a dramatic change in the way the CPU plays. It's incredibly noticeable when you turn development off. With players at their core base stats, players look for shorter passes, the game is more midfield based. Players have physical limits and so have to use their footballing skills and teamwork a lot more.

However, if you then go three seasons with everyone's stats increased, all you see is the CPU reacting to this by then trying to utilise these stats. So, the CPU plays a more defensive game then counter attacks at crazy speed, using increased passing stats to slam lightning fast passes 50 yards at a time, all players now have instant control, can sprint at subhuman speed, and dribble like crazy.

They really are two different games, all caused by player development. Konami really need to sort this out for the next game. If I sign a player, he should maybe be able to increase by say 5 overall IMO over his career. His basic stats shouldn't be too far away from his final ones, with the exception of youth players. And I'd argue that stuff like sprinting shouldn't be allowed to increase at all. Which club has ever made a player's pace increase? If anything you should have to train players to maintain their basic, natural physical ability, not to improve it.
 
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It's amazing isn't it, the difference it makes.

I've found there are perhaps five main stats that go through the roof with nearly every player with development turned on - speed, explosive power, passing accuracy, passing speed, and dribbling.

With the top players like Messi they're at just the right levels when you first start the game, as that's how it rates real life players out of the box. So the idea of these players developing further is a bit silly, but that's what happens in the game. So, Real Madrid, Man City etc all have players on bizarre stats, up to 108, which just ruins the game. Then, of course, all those hundreds of players dotted around on 70-80 ratings, again, which are just right out of the box, end up rated at 85-90 after just three seasons in ML. That's crazy. My ML ended up with Div 2 teams with players over 90, most of Norwich and Reading players etc on 85+ etc.

Because all these player stats increase so much, those five key stats I mentioned cause a dramatic change in the way the CPU plays. It's incredibly noticeable when you turn development off. With players at their core base stats, players look for shorter passes, the game is more midfield based. Players have physical limits and so have to use their footballing skills and teamwork a lot more.

However, if you then go three seasons with everyone's stats increased, all you see is the CPU reacting to this by then trying to utilise these stats. So, the CPU plays a more defensive game then counter attacks at crazy speed, using increased passing stats to slam lightning fast passes 50 yards at a time, all players now have instant control, can sprint at subhuman speed, and dribble like crazy.

They really are two different games, all caused by player development. Konami really need to sort this out for the next game. If I sign a player, he should maybe be able to increase by say 5 overall IMO over his career. His basic stats shouldn't be too far away from his final ones, with the exception of youth players. And I'd argue that stuff like sprinting shouldn't be allowed to increase at all. Which club has ever made a player's pace increase? If anything you should have to train players to maintain their basic, natural physical ability, not to improve it.

we´ll see in a couple of weeks from now...
 
It's amazing isn't it, the difference it makes.

I've found there are perhaps five main stats that go through the roof with nearly every player with development turned on - speed, explosive power, passing accuracy, passing speed, and dribbling.

With the top players like Messi they're at just the right levels when you first start the game, as that's how it rates real life players out of the box. So the idea of these players developing further is a bit silly, but that's what happens in the game. So, Real Madrid, Man City etc all have players on bizarre stats, up to 108, which just ruins the game. Then, of course, all those hundreds of players dotted around on 70-80 ratings, again, which are just right out of the box, end up rated at 85-90 after just three seasons in ML. That's crazy. My ML ended up with Div 2 teams with players over 90, most of Norwich and Reading players etc on 85+ etc.

Because all these player stats increase so much, those five key stats I mentioned cause a dramatic change in the way the CPU plays. It's incredibly noticeable when you turn development off. With players at their core base stats, players look for shorter passes, the game is more midfield based. Players have physical limits and so have to use their footballing skills and teamwork a lot more.

However, if you then go three seasons with everyone's stats increased, all you see is the CPU reacting to this by then trying to utilise these stats. So, the CPU plays a more defensive game then counter attacks at crazy speed, using increased passing stats to slam lightning fast passes 50 yards at a time, all players now have instant control, can sprint at subhuman speed, and dribble like crazy.

They really are two different games, all caused by player development. Konami really need to sort this out for the next game. If I sign a player, he should maybe be able to increase by say 5 overall IMO over his career. His basic stats shouldn't be too far away from his final ones, with the exception of youth players. And I'd argue that stuff like sprinting shouldn't be allowed to increase at all. Which club has ever made a player's pace increase? If anything you should have to train players to maintain their basic, natural physical ability, not to improve it.

yeh they dotn have a clue who programmed the stat developlement need shot.

They should think like football manager,

with age things like speed and acceleration decrease but perhaps teamwork increases etc.

Stats should only develop logically and have a cap barre youth players who should have a chance for larger increase in stats.
 
The PS3 is more powerful (on paper) than the Xbox 360 yet most multi-format games look better on the 360.

Just saying.

Yeah but this time, according to all rumors so far, the "PS4" will be just as much easy to develop for as Durango (codename fot the next xbox), unlike the ps3 vs xbox360 scenario, so developers may take that advantage more easily. But there are many people out there (who undestand this stuff much better than me) saying that developers always choose the lowest common denominator, wich means that if the next Xbox has advantage in the amount of memory avaliavle (sources say that Durango has 8gb of memory and the Orbis/Ps4 has 4Gb), they will choose the PS4 as the base for amount of memory, and if Orbis/PS4 has faster memory (according to rumors, PS4 uses GDDR5 type of memory, much faster than the GDDR3 for Durango), they will choose Durango as the base for memory speed, so in the end multiplatform games will tend to look equal on both. It's the first party games that will make the difference as always.

I'm just sharing some things that I know so far. Of course that all these things (specs) must be confirmed first before making any conclusion. The PS Meeting is not far away though and all point to a PS4 anouncement. I'm very excited about it.

But anyway, as for PES series, we should not expect anything about PES 2014 before E3 imo.
 
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Im loving PES13 at this moment. Me (Malaga), Real and Barca are all heading into the last 10 games of the season with only 5 points between us.
But I have a CL distraction with Arsenal coming up. Id say this is the best next gen version of PES. There I said it. It has that one more game feeling back. OK the keepers animations are pathetic but hopefully the new engine can sort that kind of stuff out. Im loving it.
 
Fed up of Master League now. but after reading Supertalks posts above i may start one with the player development off, which is something i've been thinking of doing for a while now as the stat boosts have made my game pretty silly after just 3 seasons. I think i will wait for the next WENB update to hit and then start again.

In the meantime i've been playing ranked matches online and trying to develop a defensive tactic so i can try and steal results against people who play full pass assistance and real/barca. This little mission for myself really makes it more interesting and without it i wouldn't be playing the game at all. It's obviously frustrating to lose against a one trick pony, but you kindof give yourself a moral victory haha. i managed to steal a draw as FC twente against real last night, and with Swansea against Barca. great fun!
 
It's amazing isn't it, the difference it makes.

I've found there are perhaps five main stats that go through the roof with nearly every player with development turned on - speed, explosive power, passing accuracy, passing speed, and dribbling.

With the top players like Messi they're at just the right levels when you first start the game, as that's how it rates real life players out of the box. So the idea of these players developing further is a bit silly, but that's what happens in the game. So, Real Madrid, Man City etc all have players on bizarre stats, up to 108, which just ruins the game. Then, of course, all those hundreds of players dotted around on 70-80 ratings, again, which are just right out of the box, end up rated at 85-90 after just three seasons in ML. That's crazy. My ML ended up with Div 2 teams with players over 90, most of Norwich and Reading players etc on 85+ etc.

Because all these player stats increase so much, those five key stats I mentioned cause a dramatic change in the way the CPU plays. It's incredibly noticeable when you turn development off. With players at their core base stats, players look for shorter passes, the game is more midfield based. Players have physical limits and so have to use their footballing skills and teamwork a lot more.

However, if you then go three seasons with everyone's stats increased, all you see is the CPU reacting to this by then trying to utilise these stats. So, the CPU plays a more defensive game then counter attacks at crazy speed, using increased passing stats to slam lightning fast passes 50 yards at a time, all players now have instant control, can sprint at subhuman speed, and dribble like crazy.

They really are two different games, all caused by player development. Konami really need to sort this out for the next game. If I sign a player, he should maybe be able to increase by say 5 overall IMO over his career. His basic stats shouldn't be too far away from his final ones, with the exception of youth players. And I'd argue that stuff like sprinting shouldn't be allowed to increase at all. Which club has ever made a player's pace increase? If anything you should have to train players to maintain their basic, natural physical ability, not to improve it.

That's all well and good what you're saying as regards realism, but what about youth players? or a reborn player that you can't buy while he's 37 cos it would be a waste of time, they can't develop at all? Perhaps if the youth players were allowed develop realistically until a certain age, then we would have quite a master league.
 
4_201283113158_1.jpg
 
That's all well and good what you're saying as regards realism, but what about youth players? or a reborn player that you can't buy while he's 37 cos it would be a waste of time, they can't develop at all? Perhaps if the youth players were allowed develop realistically until a certain age, then we would have quite a master league.

Yeah we've discussed some of that in the ML thread, I'm gonna have to test ML out and see what happens when, or if, players retire, or even of players age. I have no idea at this point. Either way no development probably doesn't work for a huge amount of seasons unfortunately.

I don't think there can be any regens though because disabling development removes the youth team function from the game (making more like league mode again). Not having the youth team is shot but IMO better than having everyone rated as good as Ronaldo after three seasons.

I have a feeling players might not ever age or retire, making it again like league mode (I think) - can't see Drogba being aged 70 and still in the game with regular stats!
 
Is it really that hard for Konami to creat a random name generator? Give them a nationality say, if you play your ML in England, most of your regens will be English with some Scottish, Irish and Welsh players mixed in, and the odd Nordic/Italian/Spanish/South American.

It really kills my ML experience when I see a 17 year old Ribery.
 
Is it really that hard for Konami to creat a random name generator? Give them a nationality say, if you play your ML in England, most of your regens will be English with some Scottish, Irish and Welsh players mixed in, and the odd Nordic/Italian/Spanish/South American.

It really kills my ML experience when I see a 17 year old Ribery.

Ditto. I've always hated that. I wound up once playing PES with a youth team full of famous names like Henry, Deco etc all as 16-year old youth players. I just left them and never bothered signing them. Where's the sense of unearthing a young talent in your youth team when he's a Thierry Henry regen and you know he'll end up one of the best players in the game?

I have so many ideas how to create a better ML experience, I'd actually write them down and hand it to Konami but no-one would read it. So I won't!
 
Yeah we've discussed some of that in the ML thread, I'm gonna have to test ML out and see what happens when, or if, players retire, or even of players age. I have no idea at this point. Either way no development probably doesn't work for a huge amount of seasons unfortunately.

I don't think there can be any regens though because disabling development removes the youth team function from the game (making more like league mode again). Not having the youth team is shot but IMO better than having everyone rated as good as Ronaldo after three seasons.

I have a feeling players might not ever age or retire, making it again like league mode (I think) - can't see Drogba being aged 70 and still in the game with regular stats!

That's interesting I wonder how many seasons you are allowed to play if you don't sign anyone young and play with the same players, realistically everyone would just get old and retire or die at a certain age. If you could let everyone know how it goes.
 
Is it really that hard for Konami to creat a random name generator? Give them a nationality say, if you play your ML in England, most of your regens will be English with some Scottish, Irish and Welsh players mixed in, and the odd Nordic/Italian/Spanish/South American.

It really kills my ML experience when I see a 17 year old Ribery.

surely they could just follow football managers set up for regens and player development it cant be that hard
 
I have so many ideas how to create a better ML experience, I'd actually write them down and hand it to Konami but no-one would read it. So I won't!

This got me riled up.

First, adding more teams and divisions for us to arrange in whichever way we want. PS3 and Xbox have harddrives, we can have a billion teams stored there!

For transfers, some sort of formula that determines whether a player wants to move teams. Like a starter at Barca would have no reason to move teams. But a bench player might. Or maybe because he is a homegrown player and has high "loyalty" stat he would rather stay in the bench at Barca. That clubs and their leagues have a sliding reputation depending on the leagues performance in continental competitions. That would also aid into determing where a player would rather move.

Scouts should be there not for negotiating contracts, but to tell you how good a player is. Maybe stats could be hidden, and the better your scout, the more stats you can see when you scout a player. A scout then tells you if the signing is feasible. If so he also gives you a range of what the club might find as an acceptable offer for their player. The better the scout, the smaller the range. Then you make the offer.

It would be great to give players roles. Like, "key member", "first team", "rotation", "backup", "future star", and "youth". That way the players can understand what their expectations of gametime will be. You can negotiate this in their contracts. Have too many "first teams" and "key members" and you could get your squad disgruntled. Offer a player to be a "rotation" or "backup" player, and he might not sign for you.

I hate the current form arrows. They are just random, and it leads to overpowered teams and for teams you are looking forward to playing to field a shit squad because of form arrows. Something like "performance in the 5 previous games" should determine their current form. But for this to work Konami need to understand the importance of tracking many stats. Not just assists and goals. But passes attempted and completed. Key passes. Tackles attempted vs Tackles won. Defensive headers, and attacking headers. That way they can assign an intelligent grade to a player at the end of the game, and that will determine their form.

Scheduling! Internationals happen mid week, and it shouldn't affect players as much as they do in the game. Away Internationals should affect them slightly more than an Away game with their clubs, and Home Internationals should affect them slightly more than home games with their club.

Also, how hards is it to have proper cup rules for each country. I hate playing in Germany or England, and playing a cup game at a neutral site! Takes you out of the experience.

Adding managers to the game would be a huge deal as well. So that way different teams will have different play styles according to their current manager. And clubs would have a certain philosophy or ideal as well. Barcelona will always try to get a manager who try to play possession style football. Or when you play a team being managed by Tony Pulis, you can expect physical long ball football. This would give teams an identity.

Also, little things like letting us decide the amount of people at a game. Specially in Serie A or Spain where the games aren't always packed. Or things like letting us decide the kickoff time of a match, or even better, look at what time matches in the big leagues normally start, and then go ahead and implement them in the game.
 
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your basically trying to combine football manager and pes into one game, thoguh without the management side of it.

It would be great if that ever happened the two got together, unlikely but still half the things you say are common sense but think back pes has always been a simple game in terms of master league, japanesey arcadey very unsim.
 
Think I've found my ideal settings for this game, both in gameplay and presentation-wise;

- Superstar level
- Game speed set to -1
- ML player development set to off
- Home games (particularly at night) in the Jose Zorrilla Stadium using the Puma ball
- Fiorentina's default 3-5-2 formation and tactics with the exception of a slightly higher defensive line
- Tactical assistance set to 'defensive' or 'no preference'

So far, my best PES experience to date. It feels like an utterly different game to that which I've played previously in ML. It's mainly down to the player development thing I've been whittering on about but even the CPU is playing differently. I've just reduced game speed to -1 for the first time too, and everything feels just slightly slower but more 'weighty'. Players feel like their centre of balance is more weighted, first touches feel more noticeable and deliberate, it's great.
 
Think I've found my ideal settings for this game, both in gameplay and presentation-wise;

- Superstar level
- Game speed set to -1
- ML player development set to off
- Home games (particularly at night) in the Jose Zorrilla Stadium using the Puma ball
- Fiorentina's default 3-5-2 formation and tactics with the exception of a slightly higher defensive line
- Tactical assistance set to 'defensive' or 'no preference'

So far, my best PES experience to date. It feels like an utterly different game to that which I've played previously in ML. It's mainly down to the player development thing I've been whittering on about but even the CPU is playing differently. I've just reduced game speed to -1 for the first time too, and everything feels just slightly slower but more 'weighty'. Players feel like their centre of balance is more weighted, first touches feel more noticeable and deliberate, it's great.

You have to be a salesman! You have me convinced now. Gonna try it tomorrow, actually 3-5-2 is my favourite formation but I usually play top player 0 speed.
 
3-5-2 like how

I have this one.

----cf--cf/ss----

----am--am-----

lm---------------rm

------dm---------

---cb--cb-cb---

-------gk------
 
i've slowly developed a 4-1-4-1 type tactic with a big defensive counter attacking mentality and i've taken it to MLO where i'm going to buy specific players tailored for each position on the cheap and try to steal results against the through-ballers :COOL:

i don't care how many games i lose to people who cant play properly, once you put that out of your head the game is really quite enjoyable where the real victory is that you play the game exactly how you want to play it
 
3-5-2 like how

I have this one.

----cf--cf/ss----

----am--am-----

lm---------------rm

------dm---------

---cb--cb-cb---

-------gk------

Have a look at Fiorentina's default formation, it's similar to the formation you have. Its seems to work brilliantly, perhaps not in terms of winning all the time but the game feels better, more congested in midfield rather than end to end.
 
Have a look at Fiorentina's default formation, it's similar to the formation you have. Its seems to work brilliantly, perhaps not in terms of winning all the time but the game feels better, more congested in midfield rather than end to end.

How about tactics, what are you guys using.

I was thinking setting defensive line to deep is a good idea as it might prevent all those through ball counters?
 
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