PES 2017 PlayStation & Xbox Discussion Thread

I'm feeling a bad issue with shots..(basic shot)
Maybe is it me, but after dozen o matches, too many and too often of my long shots outside the box go out even with players with very high relative stats.
Really disappointed
 
People forget that in PES the games we play are always different even in exhibition mode. Experiencing different behavior from the AI is not always due to a patch or update
Yes, true. I am curious how things like adapted AI work in the Master League. With Adapted AI the game should not need the old scripting anymore.
 
Adam Bhatti confirmed via Twitter that we will be able to add more kits to licensed teams in PES 2017 (via batch file). A 3rd or 4th kit for example.

Does anyone have any idea how this will work? I mean, how will we define the shirt collor, shorts collor. etc...

He said that there will be a video soon to explain the whole process, I think..
Would be nice if we could put some new boots in the game
 
Hi, proverbial ”long-time lurker” here, finally decided to join the conversation. Nice to meet you all :)

Like most people around here I'm also a nostalgic of the golden PS2 era, and my personal favourite entry in the series to this day remains WE9LE (which I still sometimes play on PC). I've tried demos of all PES games released throughout the previous years on PS3 (I haven't bought a next-gen console yet), but I always felt something was missing. I thought PES 2014 showed the most potential insofar as sim-oriented gameplay, but was quite disappointed by the next two iterations, which I found too arcadey for my liking. Perhaps PES 2016 wasn't too far from striking the right balance between sheer realism and fun, responsive gameplay, but ultimately I found the shooting so OP as to be a deal breaker.

Anyway, after having watched lots of videos from the PES 2017 demo I thought I'd share my thoughts. Bear in mind, this is all based solely on observation, not actual first-hand experience.

1. GAMEPLAY

Gameplay mechanics are definitely improved in terms of pace, offence/defence balance, randomness (unpredictability), and AI. In my view, the major areas requiring urgent attention are as follows.

• From a tactical standpoint, the intensity and starkness with which teams switch from a defensive to an attacking mode (and vice-versa) needs to be decreased. At the moment the quasi-pavlovian fashion in which players go to-and-fro “ATTACK!” to “DEFEND!” in the blink of an eye upon losing possession is a tad too extreme, as extensively discussed by Matt10L on YouTube.

• Also, both runs by, as well as passes to, players down the sidelines need to be better covered and closed down respectively.

• From a physics standpoint, shooting mechanics should be marginally adjusted so that shots are both a) slightly less powerful on average, and b) a bit more varied in terms of trajectory and success rate (there should be a higher number of mishit attempts per match).

• Finally, I would like to see an overall increase in the impact of statistical and contextual factors on the execution of all fundamentals, namely dribbling, shooting, and passing (i.e.: compared to the current build, average players should have even lower success rates in executing difficult dribbling manoeuvres/passes/shots when in awkward positions and/or under pressure from the opponent and/or using their weak foot).


2. ANIMATIONS

Some of the new animations introduced this year are simply stunning (particularly most of the lofted passes/shots, which are utterly sublime). Kudos also on the variety of free kick animations, most of which are brilliant. On the other hand, some of the “old” ones are starting to look somewhat underwhelming and out of place in comparison to the exceptionally-high overall level accomplished across the board. I'm referring specifically to some of the ground passes, dribbling/running motions, and a few shooting animations.

• With regard to shooting and passing animations, the major issue concerns the occasional discrepancy between kick motion and resulting power produced. Sometimes the speed with which the ball leaves the foot after being struck does not match the (expected) force conveyed by the animation employed. This happens predominantly in terms of excess: the ball moves significantly faster than what would reasonably be expected given the animation. Two ways come to mind how this could potentially be addressed.

1) A physics-oriented approach would demand a careful review of kicking mechanics based on the current animation arsenal, with the aim of ensuring a tighter concordance between kicking power and animation executed.

2) Alternatively, an animation-based approach would require introducing additional animations without the need to tinker too much with physics. By dividing the imaginary continuum between zero and maximum kick power into a greater number of sections, and by increasing the overall number of kicking motions available per section, the mechanics underlying the choice of animation for each given instance of action would be granted access to a pool of options that is both broader and deeper, translating into a more sophisticated—and hence consistently more lifelike—kicking-animation system.

In view of the above, the latter animation-based approach in my view is superior.

• In addition, some of the shooting animations are somewhat too casual and thus do not convey the necessary “urgency” that is often involved in the act of finishing.

• With regard to dribbling and running motions, the main problem lies in an occasional inadequate representation of body kinetics that does not sufficiently account for momentum and inertia. Things such as sprinting from a stationery position and sudden changes of directions (especially when performed at high-speed, and/or of a significant amplitude) require improved animations more capable of conveying the sheer physical effort exerted in executing such demanding athletic gestures. In other words, the running/dribbling animation system needs a general revamp aimed at achieving a more lifelike representation of the explosive, vigorous, and energetic nature of footballers' unique athleticism. Achieving this also hinges on attaining proper floot-planting (see below).

• Finally, the preeminent area of animation in urgent need of service is proper foot-planting, or lack thereof. The so-called “ice-skating” effect that has now plagued the series for a number of years, continues to represent the single greatest obstacle in the path towards authentic realism, for its effect is so visually jarring as to constitute an instant immersion-breaker. I assume that the frequent “ice-skating” at the moment represents something of a necessary evil to the extent that it serves higher purposes (i.e. responsiveness, accurate player-ball collision system, etc.). Therefore, I realise that curbing this problem is quite the challenge. Perhaps the key to proper foot-planting lies in increasing the proportion of procedural elements in the animation system, with the aim of generating dynamically synthesised “linking” motions between traditional ”canned” animations. Naturally, this would hypothetically require developing a sophisticated model of human kinetics upon which to base the algorithms behind the real-time dynamic motion synthesis: no small feat! Maybe part of the solution to the puzzle to some degree might involve incorporating into the animation framework the rag-doll physics already employed via the Havok engine? Just speculating. In any case, the task at hand is by no means simple, for the process will certainly require not only solving a variety of physics riddles, but also finding the sweet spot in the tradeoff between smooth, realistic motion, and input responsiveness. And doing so might take a lot of time. This is why, in my opinion, proper foot-planting should be high in the hierarchical list of development priorities.


3. PLAYER MODELS

It is extremely encouraging to see that graphically the game continues to improve year after year. The overall presentation has reached an impressive level, and the issues listed below are definitely minor problems in comparison to the ones discussed hitherto.

• First and foremost, there needs to be a proper implementation of physics applied to the shorts of player models. Shorts are currently far too rigid, and their immutable tubular shape makes all players look like they have enormous thighs.

• Secondly, and relatedly, I would like to see an improvement in player aesthetics via a more pronounced role of physics in the movement of both players’ hair and kits, alongside an increase in the variety of wrinkles on shirts and shorts (which can be achieved through a physics-based and/or a texture-based approach).
 
Wasn't my intention, sorry!

Just saying, there's 100% no way they can change the code without the changes going through Sony / MS, they lock it down.

The only way I'm thinking is that it has to do with Form arrows...but I played those games on Superstar, and top form (up arrow). Another thing...could be the implementation of fluid formations. Maybe if one team uses it, and the other doesn't, it creates an imbalance. The easy fix, if it for some reason makes it way into the final game, is to just adjust the DMF positions to AMF or CMF. This results in a lot of grunt work in the Edit section, but it's better than dealing with the poor positioning.

Also, does anyone have any real life team footage of the DMF dropping back into the back-line when FB's are attacking? I've seen it where the DMF will step in front of the CB's, and opposing forward/attackers, but not usually be right there as the 3rd CB essentially. Just curious.
 
The only way I'm thinking is that it has to do with Form arrows...but I played those games on Superstar, and top form (up arrow). Another thing...could be the implementation of fluid formations. Maybe if one team uses it, and the other doesn't, it creates an imbalance. The easy fix, if it for some reason makes it way into the final game, is to just adjust the DMF positions to AMF or CMF. This results in a lot of grunt work in the Edit section, but it's better than dealing with the poor positioning.

Also, does anyone have any real life team footage of the DMF dropping back into the back-line when FB's are attacking? I've seen it where the DMF will step in front of the CB's, and opposing forward/attackers, but not usually be right there as the 3rd CB essentially. Just curious.


 
The only way I'm thinking is that it has to do with Form arrows...but I played those games on Superstar, and top form (up arrow). Another thing...could be the implementation of fluid formations. Maybe if one team uses it, and the other doesn't, it creates an imbalance. The easy fix, if it for some reason makes it way into the final game, is to just adjust the DMF positions to AMF or CMF. This results in a lot of grunt work in the Edit section, but it's better than dealing with the poor positioning.

Also, does anyone have any real life team footage of the DMF dropping back into the back-line when FB's are attacking? I've seen it where the DMF will step in front of the CB's, and opposing forward/attackers, but not usually be right there as the 3rd CB essentially. Just curious.


I think the first time I started hearing about this trend, was when the Bielsa school of thought of came onto the scene. Even then, it's doesn't always look the way it does in PES.


example 1 (noteable teams: Chile, Bilbao, Bayern..):
bilbao-malaga.png



example 2 (Noteable teams: Barca, Spain..):
bb01.jpg



Now, I know the first pic is not how PES understands what an attack fullback is. That pic looks more like the fullbacks are tucked in to play as CMs/DMs (much like Bayern's Lahm does in recent years under Guardiola). In PES, I guess we call this "false fullbacks". But it's still a common theme for possession minded teams, especially those with a 433, to tuck their DM in between CBs during possession.

So, Bielsa's known disciples are using this, Sampaoli, Tata, Guardiola, Pochetinno etc.. And it goes beyond that, many, many more have borrowed from him, maybe not in totality, but partially. But it doesn't always have to look like this in every phase. In fact, my understanding is that it is most apparently used in the buildup phase, when the ball is in their own half. The CBs have to spread wide-ish. The true Bielsa school of thought, would also be adaptive to opponent shape. Bielsa always wants a +1 advantage deep in their half, for easy of moving the ball our of their area. So, it's more seen when facing teams playing 2 fowards. Does him or his disciples use it all the time, regardless of numeric advantage? I'm not sure. It's up to every coach and their opponents. Also, it's only "a phase" during buidup, different teams have different shape transformations once again, when the ball is moved to more advance positions.

Does a 422 team with attacking fullbacks use this? I'm not sure. Does a 433 counter attacking team use this? I'm not sure. So there's a lot to think about, and I don't think PES is taht deep tactically anyway.

Here's a screenshot from an article on Tottenham under Pochettino:

screen.png



full article here: http://thesefootballtimes.co/2015/12/06/mauricio-pochettinos-bielsa-esque-work-at-tottenham/
 
GG and Vx, thank you, I watched the 2011 Barcelona tactics and then read through Vx's detailed explanation. Goodness, you guys, that is so good. I didn't want to quote out of respect for others - but yes, this is exactly what I was thinking that PES was trying to take a page out of Bielsa's book, but poorly implemented it in all honesty. The false full back is a much more defining tactic description, but PES do not spread those CB's far enough for it to validate the reason for full backs to march up the field. As an advanced instruction, I hope that not many teams use this function as it seems to be more, or less, used by specific teams - and not the majority. Of the teams in the demo, I can't recall how many use the advanced instruction, but the full game should have the lesser of 5% of the teams that use this, am I way off here? Just feels like it's going to be one of those advanced instructions that is overused due to it being a new feature, more so than actually meeting the standard of the team's ID.
 
this is exactly what I was thinking that PES was trying to take a page out of Bielsa's book, but poorly implemented it in all honesty. The false full back is a much more defining tactic description, but PES do not spread those CB's far enough for it to validate the reason for full backs to march up the field.


It depends. In false fullbacks, the CB's really do spread very wide in real games. But the false fullback tactic is greyed-out in PES now, we won't really see what it does until the full game is released.

In general, I think the CB's spread pretty wide in real games, when the ball is deep in their area (basically, the 2nd to last pic in the article screenshot).

But then, as the ball moves up-field, the d line moves close to the center line. They do not spread so much anymore. They still spread, but slightly. This is different from the "false fullback", where the fullbacks actually tucked in, and the CBs have to continue to stay wide, so as to provide width (so, as seen in pic 1, of Bilbao). This is not always necessary, when you play with attacking fullbacks, where the fullbacks stay wide to provide the needed width. False fullbacks and attacking fullbacks aren't really the same thing.

What I suggest tho, is to continue to test this, when the full game comes out. You see in 1st and 2nd pic of the article screenshot, the CBs and DM does stand pretty close to each other. It's not complete important for them to have fixed spacing and positions, to be honest. In my opinion, it would be interesting to look for how the position changes, when you are playing against a team with gegen press (also greyed-out at the moment). It would be interesting to see if the CBs and DM can adjust their position intelligently, helping each other out by providing lateral passing outball options, when they have the opposition players running at them to give them pressure.

If it does happen, it would mean they have built a crazy robust and intelligent AI. Probably expecting way too much, but the game should get to that point, someday.

Another suggestion, try testing teams with different possession/out of possession instructions and levels. Also try this stuff again with teams that play different formation shapes. I don't know if any patterns will surface, but it's weird to see a DM tucked between a pair of CBs, if they are playing a diamond 442 for example. That's just not the standard in real games.


Then again, adaptive AI makes things different, every 10-15 minutes-ish. That has to be factored in as well. I'm not sure if any reliable patterns will be found.

Fun question, can you use attacking fullback instruction, when you team plays 3 in the back? :FAIL: We have to see in the full game.




As an advanced instruction, I hope that not many teams use this function as it seems to be more, or less, used by specific teams - and not the majority. Of the teams in the demo, I can't recall how many use the advanced instruction, but the full game should have the lesser of 5% of the teams that use this, am I way off here? Just feels like it's going to be one of those advanced instructions that is overused due to it being a new feature, more so than actually meeting the standard of the team's ID.

You are right. Teams that use this type of DM/CB positioning, are usually teams that know how to dominate a game, and push back the opposition. So, the bigger teams (not always), especially possession teams, might use it. Plus, it supposed to require players with higher football intelligence to carry out the game plan.

----------
Edit: something else I just remembered...

Also, DM tucking in between CBs, should only happen to possession minded teams? I mean, if I have a flat 442 and I want to give instructions to my attacking fullbacks to overlap, that should look entirely different from a 433 possession? Or, even, if I have a 4231, counter attacking team setup, there is surely no reason for my team to have this Bielsa-esque behavior?? We need this tested in the full game.
-----------

Well, one thing I'd really like to see, since we are geeking out over tactical specifics, is to see people punished by using the wrong tactics. Namely, if someone just gives their team an attacking fullback, or false fullback tactic, with possession style.....and they don't have ball playing CBs on their team, I want to see them get punished, when their CBs or DMs with low attacking prowess, low ball control, and low pass accuracy, make a lethal mistake, in a crucial area....possibly with their d line pushed up high :APPLAUD:. The pair of CBs probably should have some good speed on them too, since it's a large stretch of the field behind them to cover, in case an counter attack breaks through. So, in reality, you really need a top class defender to pull this stuff off.


But like I said, I don't know if PES is that realistic and balanced, by I hope to see it one day. Every tactical decision should come with an upside and a down side. And your team should have the right players to execute those decisions.


All random thoughts, sorry for length post/rant
 
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GG and Vx, thank you, I watched the 2011 Barcelona tactics and then read through Vx's detailed explanation. Goodness, you guys, that is so good. I didn't want to quote out of respect for others - but yes, this is exactly what I was thinking that PES was trying to take a page out of Bielsa's book, but poorly implemented it in all honesty. The false full back is a much more defining tactic description, but PES do not spread those CB's far enough for it to validate the reason for full backs to march up the field. As an advanced instruction, I hope that not many teams use this function as it seems to be more, or less, used by specific teams - and not the majority. Of the teams in the demo, I can't recall how many use the advanced instruction, but the full game should have the lesser of 5% of the teams that use this, am I way off here? Just feels like it's going to be one of those advanced instructions that is overused due to it being a new feature, more so than actually meeting the standard of the team's ID.


you can already have advanced fullbacks in the demo by selecting them in players to join attack, you could try it with the DM too to see if they change their static position
 
Although I'm not a big fan of this new PES, I'm really enjoying the current level of (thoughtful) discussions going on. Really makes one love this forum even more.
 
It depends. In false fullbacks, the CB's really do spread very wide in real games. But the false fullback tactic is greyed-out in PES now, we won't really see what it does until the full game is released.

In general, I think the CB's spread pretty wide in real games, when the ball is deep in their area (basically, the 2nd to last pic in the article screenshot).

But then, as the ball moves up-field, the d line moves close to the center line. They do not spread so much anymore. They still spread, but slightly. This is different from the "false fullback", where the fullbacks actually tucked in, and the CBs have to continue to stay wide, so as to provide width (so, as seen in pic 1, of Bilbao). This is not always necessary, when you play with attacking fullbacks, where the fullbacks stay wide to provide the needed width. False fullbacks and attacking fullbacks aren't really the same thing.

What I suggest tho, is to continue to test this, when the full game comes out. You see in 1st and 2nd pic of the article screenshot, the CBs and DM does stand pretty close to each other. It's not complete important for them to have fixed spacing and positions, to be honest. In my opinion, it would be interesting to look for how the position changes, when you are playing against a team with gegen press (also greyed-out at the moment). It would be interesting to see if the CBs and DM can adjust their position intelligently, helping each other out by providing lateral passing outball options, when they have the opposition players running at them to give them pressure.

If it does happen, it would mean they have built a crazy robust and intelligent AI. Probably expecting way too much, but the game should get to that point, someday.

Another suggestion, try testing teams with different possession/out of possession instructions and levels. Also try this stuff again with teams that play different formation shapes. I don't know if any patterns will surface, but it's weird to see a DM tucked between a pair of CBs, if they are playing a diamond 442 for example. That's just not the standard in real games.


Then again, adaptive AI makes things different, every 10-15 minutes-ish. That has to be factored in as well. I'm not sure if any reliable patterns will be found.

Fun question, can you use attacking fullback instruction, when you team plays 3 in the back? :FAIL: We have to see in the full game.






You are right. Teams that use this type of DM/CB positioning, are usually teams that know how to dominate a game, and push back the opposition. So, the bigger teams (not always), especially possession teams, might use it. Plus, it supposed to require players with higher football intelligence to carry out the game plan.

----------
Edit: something else I just remembered...

Also, DM tucking in between CBs, should only happen to possession minded teams? I mean, if I have a flat 442 and I want to give instructions to my attacking fullbacks to overlap, that should look entirely different from a 433 possession? Or, even, if I have a 4231, counter attacking team setup, there is surely no reason for my team to have this Bielsa-esque behavior?? We need this tested in the full game.
-----------

Well, one thing I'd really like to see, since we are geeking out over tactical specifics, is to see people punished by using the wrong tactics. Namely, if someone just gives their team an attacking fullback, or false fullback tactic, with possession style.....and they don't have ball playing CBs on their team, I want to see them get punished, when their CBs or DMs with low attacking prowess, low ball control, and low pass accuracy, make a lethal mistake, in a crucial area....possibly with their d line pushed up high :APPLAUD:. The pair of CBs probably should have some good speed on them too, since it's a large stretch of the field behind them to cover, in case an counter attack breaks through. So, in reality, you really need a top class defender to pull this stuff off.


But like I said, I don't know if PES is that realistic and balanced, by I hope to see it one day. Every tactical decision should come with an upside and a down side. And your team should have the right players to execute those decisions.


All random thoughts, sorry for length post/rant

Really, really great insight and post :DD
 
Man just had a masterpiece of a match with Barcelona and especially Messi vs Arsenal. Superstar + Manual passing and won 3-0 (Messi hat trick) I was really struggling to beat Arsenal with Barca but that tiki taka really brings out the beauty in Barca...even had more possession and equal pass completion as the CPU using manual passing because players are always there waiting to receive the ball (give and go)
 
ACL announced...

https://twitter.com/TheAFCCL/status/771218634496552960

Legitimately excited by the prospect of trying to lead Tractor Club to ACL glory on Superstar. This is why I love PES.
Do they release a new update for the 2017 comp (starting in February 2017)? My local team Adelaide United has once again qualified but the teams showed in that list are from the comp that started in February 2016. I seem to recall they've released a new comp update for the Libertadores during the year but I haven't owned the last couple of PES games so I don't know if they do a comp update for the ACL.
 
See? When you watch things like this, it's hard not to want to get a PS4 to play PES 2017:


Unfortunately for me though, I've already played it and it isn't as good as these videos make it out to be.

OH! And by the way: That guy is even better than Weedens at video-editing! Very nicely done!
 
See? When you watch things like this, it's hard not to want to get a PS4 to play PES 2017:


Unfortunately for me though, I've already played it and it isn't as good as these videos make it out to be.

OH! And by the way: That guy is even better than Weedens at video-editing! Very nicely done!

When you highlight these skill moves, little player movement, stumbles, and collisions, PES 2017 really looks life like. But then when you look how the players run and stand it often looks very robotic. This wasn't the case in PES 14 or 15, don't why they decided to change and kept it this way.

Anyway, thanks for sharing and shouting out this guy. Definitely subscribing, I love these type of video editings.
 
I'd rather not watch anymore of those, lol. Just exposes how the ball doesn't make contact with the player's feet/body/etc.
 
When you highlight these skill moves, little player movement, stumbles, and collisions, PES 2017 really looks life like. But then when you look how the players run and stand it often looks very robotic. This wasn't the case in PES 14 or 15, don't why they decided to change and kept it this way.

Anyway, thanks for sharing and shouting out this guy. Definitely subscribing, I love these type of video editings.

Exactly.
Whenever the PES team finally decides to re-capture the sprinting/running/dribbling, the game will be so amazing. Because the rest of the moves are already very good. Wouldn't mind more animations for regular, common, passes though. And some more for shooting.
 
Exactly.
Whenever the PES team finally decides to re-capture the sprinting/running/dribbling, the game will be so amazing. Because the rest of the moves are already very good. Wouldn't mind more animations for regular, common, passes though. And some more for shooting.

I remember the animation in PES 2010 wasn't that bad. It looked the shot connected well and the animation was really based on the end result of the action. So a toe poking shot was actually much less powerful than another shot animation. In recent PES, a toe poking shot could go powered into the top right like a rocket.
 
Exactly.
Whenever the PES team finally decides to re-capture the sprinting/running/dribbling, the game will be so amazing. Because the rest of the moves are already very good. Wouldn't mind more animations for regular, common, passes though. And some more for shooting.
Agree.. now the biggest problem for me with PES 2017 is awful looking sprinting/running/dribbling and this is the core of the game.
 
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