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Well... It was painful to watch ... They both had no idea what they were doing.
I honestly thought the PC Thread would be HOT like fire this year.
But it's so quiet in here. It makes me wonder whether Konami was right in relegating this version for so many years.
It's quiet because we have no real news until E3. We know everything about the 2018 game now as far as gameplay and features go. Now its just wait for gamescom to see licenses, leagues and stadiums which they won't announce before.
I honestly thought the PC Thread would be HOT like fire this year.
But it's so quiet in here. It makes me wonder whether Konami was right in relegating this version for so many years.
Makes you kinda wish we got a watered-down version again, so that we could've shitposted away!I honestly thought the PC Thread would be HOT like fire this year.
But it's so quiet in here. It makes me wonder whether Konami was right in relegating this version for so many years.
I honestly thought the PC Thread would be HOT like fire this year.
But it's so quiet in here. It makes me wonder whether Konami was right in relegating this version for so many years.
Your guess is as good as mine.Question may have been asked: with the PC version being on par with consoles will it be more difficult for patch makers?
YesHi all of you. Anyone knows if we will have the posibility to play PesLeague in Pes 2018 as in Ps4? I mean, can we get the same prizes? Thanks in advance.
Its a given that pitch & weather mods will have to do some digging to check all textures types and location for 2018, things wont be the same in that regard, face makers ... hmmm not sure. Also lets hope all editing tools stand up to the new size res and formats (especially older non updated tools).
Sorry thats a bit offtopic.
Anyway I came here to say thank the lordy we will have on par graphics for 2018, im fully in and will be looking to pitch & weather mod the life for the next game![]()
Licensing games on the largest possible scale. Hint: Fuck you a) EA and your exclusive arrangements, b) Weird national-level legislations (Brazil, Germany, ...), c) Overly passive Konami when it comes to acquiring available licenses ...
ACL (and other similar databases from previous games - Copa, Sudamericana) is basically frozen in time - every player that participates in any ACL team may be fully licensed to be used within ACL mode when the game was released, but then player X from some ACL team may transfer during the winter break to some club for which Konami does not have the right to use real player names and voilà - they need to make duplicated player with fake appearances.
Another reason for fully separated ACL database might be that Konami probably has the rights to use licensed ACL teams only in ACL game mode - e.g. clubs from Chinese league (if I'm not mistaken, CSL recently signed an agreement with EA). If they would allow some of the CSL content to appear outside of ACL, they could be in violation of licensing agreements and could be sued.
National teams - have to be negotiated one by one. Croatia in PES 2014-16 for example - no agreement between Konami and Croatian football federation -> fully unlicensed Croatian NT with fake players. Licensed Modrić plays for Real Madrid and is available in database? Doesn't matter - for NT they had to invent 'Mognac', his fake duplicate with +0x40000 ID. Licensed Croatia in PES 2017 -> only one Modrić in database.
Legal considerations, more legal considerations, laziness and passivity, and then some more legal considerations ... in a nutshell.
PS. Oh, and praise the Lord that there is only one separate database in PES 2017 - just for ACL. Should Copa Libertadores and two Sudamericanas reappear as licensed product in 2017 or later in PES 2018, there will be three more separate database and even more weird ID prefixes. Just like they were until 2017 (Konami lost Libertadores/sudamericana license this year).
Sorry but I disagree. Having "fake" players in a different ID range (completely separated from the one used by the 'real' ones) helps editing in two ways:And i repeat again that count from 1 onwards without assign fake billion ID could be more simple for all.
Would you really do that for us?A thing guys, i'll be attending to PES WT here in southamerica, my intention is to have a list of things to try in-game to check how has it got better, I would appreciate you to help me with what to test.
Sorry but I disagree. Having "fake" players in a different ID range (completely separated from the one used by the 'real' ones) helps editing in two ways:
A random guy with the Cunturipa crest as avatar talking about nuking fake players is kinda hilarious though, I know.
- By looking at the ID, you know straight away if a player is real or fake
- By subtracting from the fake player ID a set amount (which is the same for all the fake players) you can see if a "licensed" version of that player exists or not (so it's way easier to track and nuke duplicates).
Oh, definitely. I fully agree that the DB structure could be way better.for me all this structure could be more better than the actual one.
Oh, definitely. I fully agree that the DB structure could be way better.
The way it's done now is confusional and definitely not optimal: think about the fact that a player's appearance is stored in a different file than his age/stats or about the list of deleted players who don't get removed from the DB, but get hidden from the game if their ID is in the list...
In comparison, FIFA's database is soooo neat (and it's far from perfect, either).
The practice of not using consecutive IDs for players is also sensible in my opinion (and it's used also by FIFA): a player gets assigned an ID and he will most likely keep it throughout all of his career (in the worst case, his ID would be "shifted" to the corresponding unlicensed one, which will be the "real" one + 262'144 or 040000 in HEX).
My only gripe with this system is that, well, in the future the licensed players who appeared at least once in PES since the inception of this system (PES 2008 maybe?) will be more than 262'144...
Also, I believe there's no need to feel sorry: it's true that this is not 100% PES 2018 related, but it's still a technical discussion about a feature that, most likely, will be in the upcoming PES too.![]()
Foul cpu at sidelines of your half to let them have indirect free kick into your penalty box.. in my experiences in pes 2017, their indirect free kick always go out if play from that locations.. same with 2016.A thing guys, i'll be attending to PES WT here in southamerica, my intention is to have a list of things to try in-game to check how has it got better, I would appreciate you to help me with what to test.
A thing guys, i'll be attending to PES WT here in southamerica, my intention is to have a list of things to try in-game to check how has it got better, I would appreciate you to help me with what to test.