I want to talk about Tron running.
Took a month long break from the game. Started to play it again the past few days, with even more increased patience, and I guess, less residual habits. So it felt like a good time to look at the game mechanics again.
I feel a lot of freedom in dribbling and ball control. That is, if my opponent is not gagen pressing full court, full match, like a robot.
The Tron debate keeps coming back to me. To those who care about Tron running, is it only a thing when we use R1 sprint? I still have a difficult time understanding the problem. I see that animation is stiff and cyclical, so is responsiveness. But isn't responsiveness and control supposed to be limited when we run at high speed?
I play pretty slow, walking pace football. I also play touch by touch, so I'm not using R1 a lot, and if I am, I only give it a tap the most, just for that extra long stride. I don't see much Tron running in the way I play, as I'm varying my touches, every stride I take. What should be the fix to this Tron problem? I mean, I think players should maybe not have perfect, evenly spaced (equal distance) touches when they dribble high speed maybe, but that's about all. I'm not sure what to think of it. In other words, I actually would like to see more error in R1 running dribbles, but keep the responsiveness the same. To me, it is reasonable to trade off control, while running at speed.
Here's a short passage of play from my game.
http://www.youtube.com/watch?v=B7a5O-IQpWE
As you can see, there are a ton of opportunities to wrong foot opponents, but I feel like you only gain control to do this by letting go of R1.
A tap of R1, makes use of the explosive power stat. You need this stat to take an angled touch, and you also need this stat to chase after your touch.
When you are already running with R1 at speed, R1 explosive touch is much less useful. The speed contrast of walking -> running is not present. It does not look very explosive when you are already running (can't be any more explosive, since you area already running at your capacity). For this reason, R1 needs to be used with care. If you want to make use of explosive power stat, it's better to let go of it first, moments before you take your explosive touch.
The best way to describe it, is that I use R1 to push the ball away further. Or I use R1 to chase the ball when the ball is too far from me. Other than that, I let go of the R1 button at all times. That is why I describe it as playing touch by touch. There's quite a lot of control through this method. Just like in real football, every touch is a decision. There is no holding sprint button, or any button, for that matter. I don't have a problem if Konami decides to make dribbling less responsive at high speed. I'm actually supportive of that. I'm supportive of the idea that we have to know exactly why we are running, when, and where.
For the R1 dribbling, the cyclical animation sucks, no doubt about it. The lack of error sucks as well. The perfect equal distance strides sucks. But responsiveness (or lack of) isn't all that unreasonable.
I just read someone in the PES17 thread wrote "Good gameplay dont mean ultra fast responsive input", and I think there's a lot of truth in that. So it inspired this thought.
What's everyone's position on this?