Maybe i dont describe it with proper english.I'll try. When the ball deflects to a players body,bounces on the field, and it is under challenge. I.E. the ball is in a spot and you and your opponenet run towards the ball to earn the possession , the ball was free.If after the bounce the game registered last ball possesion as yours it will keep thinking that possesion is yours although you are running to the balls spot to take it. It is pretty easy to visualise it through this: imagine a field ,a ball and 10 meters beside a player you control and a cpu player.You both start running toward the bal.If the AI thinks you are attacking when you press (X) your passing gauge will keep filling.If AI registered you as defender when you press (x) you player will just automoving towards the ball as when you are marking in normal defence situation.
Generally the gameplay is mostly programmed to be on possesion (attack mode) or out of possession (defence mode) but has poor variety in situations that the ball is free and under challenge between you and cpu.Hope it was more clear now.
P.S.: I will post a video in about an hour casue i have only my mobile phone now.
Ok gotcha.
Yeah I agree. I had the same understanding of it, wrote a bit about it previously, when I was trying to expand super cancel usuages:
https://www.evo-web.co.uk/threads/p...discussion-thread.77510/page-280#post-3243351
https://www.evo-web.co.uk/threads/p...discussion-thread.77510/page-317#post-3251993
https://www.evo-web.co.uk/threads/p...discussion-thread.77510/page-289#post-3245932
https://www.evo-web.co.uk/threads/p...discussion-thread.77510/page-289#post-3245838
PES16-17 was a lot worse in this aspect. Game was purely built on 3 rails
- pass path
- automatic player "walk to the pass" path (<-- this is the guy in possession)
- automatic defender "walk to meet the pass receiver" path (<-- this is the guy out of possession)
Had to use super cancel like a madman to get freedom from these restrictions from the way the game was designed.
For me, 18 has a lot more "grey areas", where the rails don't get triggered...well, at least in manual. It has that feeling of the ball neither for my player or the opponent player. And it's even better in 11v11, you can completely miss the guy you are aiming for. Since in 11v11 you aren't really passing to a COM player, there's no programming there to protect you.
I think I was calling this, the "snap" to player behavior, last year. It's still there this year, a little less. It was horrible on 17.
By the way...
If you check the video in the first link, look at the arrows I put into the video, pointing out the power bar. This is prove that the ball is never a free entity, always on someone's rails.
If the pass is to me, and I hold down super cancel, my player ignores the incoming ball...basically, I've cancelled my rail (the second type, listed above).
And then the system understands that, the ball now belongs to the next closest player (my opponent, in this case). That's why you see the power bar loaded up under him, even if I'm closest to the ball (because he's spamming pressure with X an [], and unknowingly, that X pressure has became his pass power now).
Basically, with super cancel, I've cloaked myself from the system.
And the system is built entirely on 3 rails. It needs to know these 3 things
- pass path
- path of ball receiver, walking to ball
- opponent defender walk to the location of where receiver will meet the ball
It needs to know 1, so that it can program 2, and then it can program 3.
That's how I understood it, and it killed my mood to see how restricted it all was. So I went crazy with super cancel.
But 18 I really don't feel it sucks as much in this regard.