In all honesty, "Classic" ML from PES4 onwards was essentially RPG-like and it worked very well indeed, especially in PES4 bar a few little things. I don't think the accusation of it being turned into a JRPG fly's with me. The little levelling up screen after a match (pretty much as you find in RPG's and even shooters these days) was like a drug for me back in those days, and the intensive training you could do in PES4 was a master stroke. For me, going back to something that streamlined would be far more desirable than both the direction Konami have taken with ML and all the nonsense EA have been up to in CM in recent years. It simply worked in the likes of PES' 4, 5, and 6.
I just think there has been some awful design choices given the green light. Let's not go down the "stupid Japs" route here, I think everyone in every community is better than that.
I will say that in all the areas of PES 2013 where I would have tolerated (just!) exactly zero steps forward, ML was one of them. Not to say last year was anywhere near flawless, but I would have tolerated it more given the apparent progress with the actual game itself.
By the way, player interaction/moaning has been greatly toned down apparently, which makes this new stuff even harder to digest.
Posted this on our boards, but this is how I would approach at least trying to rectify matters for PES2013 and beyond :
Short Term PES2013 ML Solution
- The default boot problem for non CPU teams has to go. Immediately!
- Boot purchases and attached stat boosts are only required for Youth Team/Promising Youngsters or Regens. These players are essentially blank slates, thus the boot nonsense would be far less insulting and actually might be a pretty good way to enhance these players characters over time. I would add the ability to change their hairstyle/facial hair but not their face, size etc. Every other player from the games roster has this function greyed out in ML.
- Natural development still occurs through players simply playing matches but the purchase of things like weights, dribble cones etc. can accelerate natural development in a certain attribute, though not ridiculously so. At the end of the season, these need to be renewed/repurchased but not doing so will NOT see players development revert back to pre-development state!
The More "Community Pleasing" PES2013 ML Solution
- An on/off function pre-ML start that asks if you want to opt for "classic ML" or "PES points features ML"
- "PES Points Features Mode" would be as it unfortunately is at the moment or better would be as I have explained above.
- "Classic ML" would be that only a players natural development curve + them playing matches would see their attributes develop/wane over time. Think PS2 era when every match had a post game screen showing players levelling up ever so slightly with each passing match they participate in. It is admittedly basic but as the old cliches go, "you get better with experience", "learn by doing" etc..
The Base Template For ML Player Development For Future Releases
- Natural development through players simply playing matches, using the gradual levelling up bar that was found under each discipline in PES' 4,5,6.
- Each time the XP bar fills under each discipline and (bar is scored 1-100), the player gains 1 extra rating point (83 to 84 for passing as an example)
- The XP bar under each discipline fills up dependent on the players natural development curve and of course their age. We can't be having Puyol get quicker in his mid-30's.
- An under the hood scoring system for filling up the XP bar would be in place. Example being 1pt would be granted for certain attributes for the player simply playing.
- It's basically PES4,5,6's system!
- The XP scoring system would be under the hood! There will be no flashing icons etc. during matches
- At the end of each season, you are asked if you want to do a "full" or "friendlies only" pre-season program.
- Users opting for "Friendlies Only" pre-season will play no less than 4 but no more than 8 pre-season matches where natural development through players simply playing will still occur, only not at the same rate as can be found in matches during the season.
- "Full" pre-season will last 10 -12 weeks and sees users not only play no less than 4 and no more than 8 pre-season friendlies but also partake in training/skill game activities similar to that found in PES4 in order to try to further develop players abilities. Remember you could do rondo, free-kick, defence, etc.?
- Development rate in "Full" pre-season would be at a lesser rate than that found during the season with the benefit being that you can use this period for more intensive/focused training.
- The training/skill games would still be available throughout the season but development would be very marginal.
- The return of the "condition gamble" option each week, with you only able to select 3 or 5 players to see if that button press can improve condition for those players selected. Keeps it simple. Bounce games if you have enough in your squad to do so should also return.
- Just to make it clear, IT IS BASICALLY PES4, 5, 6's SYSTEM!. This just worked!
This is just off the top of my head but I do think PES4's system was the best...apart from development stopping at age 24. This was rectified in PES5 and beyond but they stupidly removed the intense pre-season of PES4 which I thought was magnificent as it not only prepared you for the season, but it had you feel more of a "connection" with your team.
I should say, that this Konami balls up doesn't make FIFA any more appealing, crappy advert and all.