..great post regarding passing, and the fact manual passing should incorporate errors. It's interesting that a I initially really enjoyed full manual on pes15 n 16 simply because u could pass exactly how u want, exactly where u aimed. All errors were due to me....but the problem with this is that its unrealistic... As I could make the same great pass or error, regardless of the actual player I was in control of. Manual needs to incorporate the passing stats of the player u are using. Or make it harder for u to manually pass with a bad passing player, eg. Make the L2 arrow aiming indicator n button length press way more sensitive. Should be the same with shooting. Interestingly, pes14 manual passing is way harder than manual on pes15/16...initially I thought it simply had to do the fact pes14 had an inferior precision regarding the analogue stick. Hence ive had to use the L2 aimer more often in pes14. Could it in fact have to do with pes 14 actually incorporating a stat based manual system? Haven't really tested it out...
PES14 manaul passing was more difficult, coz overall the 0 setting in 14 felt like a -2, compared to the 0 setting in 16 this year. I'm not sure if it implemented a better stat system, I kinda doubt it tho, their approach has always felt the same, it's just the sensitivity of numbered scale in assistance level changes from year to year.
Should their approach take the opposite viewpoint (
game stepping in and introduce errors for lower pass stats) when designing the game, it could look very different. But that's asking for something closer to a sim than a game that could offer arcade elements. Coz I think their current approach allows
the game to step in and make passing easier for us in higher assistance levels, that is quite arcade in nature. It's up to them to tune this to a balance. But yeah, as it currently stands, the game does not implement passing stats well under any settings.
...Manual needs to incorporate the passing stats of the player u are using. Or make it harder for u to manually pass with a bad passing player, eg. Make the L2 arrow aiming indicator n button length press way more sensitive. Should be the same with shooting...
Inconsistencies/errors is what I'd love to see much more of in PES, and not just in passing and shooting. Ball control and dribbling needs more of those errors as well:
https://www.evo-web.co.uk/forums/showthread.php?p=3140264#post3140264
The thing about inconsistency it should feel more randomized. It shouldn't feel simply like a flat decrease of passing accuracy. It should impact accuracy for sure, but when using a player with 55 pass stat, it should also give you some scenarios like, for every couple of passes that goes as expected, there's one where the guy would just misplace the pass slightly (or in some even rarer cases, horrifically). It needs a bit more randomized scenarios.
Again, I'm not sure if people will like a game like this, but it's a more realistic representation of what could happen on the field in real football. The guy with 55 pass stat is still a pro player. He can make a lot of regular passes just fine, but he can also make a mess of things occasionally. But with this, not every pass will go as expected, so maybe you'll find some PES players complain about the game doing strange things. I have the opinion that if pass stat is simply just a percentage increase/decrease of accuracy, the events we see on the field are a bit flattened/predictable, thus it feels arcade-y.
And that's the same problem I have with dribbling/ball control, it's too consisteny. Touches in high speed especially, every touch is equal distance, the ball is stringed to the player under your control, and the ball never leaves your body (the string never gets broken), until you run into someone else on the field.
Maybe consistency can be it's own stat too, not sure. But yeah, if stuff like this gets implemented, the game can look very different, I think it makes for a deeper game, probably a step towards a sim. Not sure if the game will be loved tho.
Would be nice if the game can go a step further even. Since we have the "body control stat" next year, it'd be nice have it incorporate and influence the quality of passes. If the player under your control has poor body control stat, and cannot orient his body correctly, his animation can look wrong/off balanced to be making the type of pass he's making. This should have an impact on the accuracy/quality of the resulting pass. Likewise, in a scenario where the passer is under pressure, if he has good body balance stat, he can maintain his body animation better under heavy pressure, and the heavy pressure should not impact the quality of resulting pass so much.
Just some thoughts.