Do you personally want stats to affect manual passing? In what way?
I'm not sure, this is hard to think about. I guess if it's the left foot pass Saurez made in that video, then I'd say I'd want less accuracy.
The opposite end of the argument, usually, is that every player should be able to make passes as a professional should.
I think that's a good point too, so maybe they should all be able to make attempt a crossfield long pass, but with much less consistency. What I mean, is it should perhaps be an occasional pass that goes right, + a few that go horribly wrong, + a few that looks like they will make it to the target initially, but then the tail end of the pass floats and deviates away organically (representing poor weight, poor spin, catching the wind etc.). Coz that's how it feels hitting long balls without consistency. So I'm more into words like consistency, than accuracy.
You want it to feel organic, so you don't want to see inaccurate passes in the same way, by the same amount, off by the same degree of angle (exaggerating here), every time. Because that will also break immersion. Also it's another form of "consistency". If it's wrong the same way every time, you can learn it's behavior and it becomes a new consistency you can expect, all the time.
But organic events are probably very hard to program, we're probably just dreaming out loud.
I used to wonder about stats in manual, should it boost the assistance for higher stat players? Or should it impair the accuracy (of your measurement) for lower stat players? Would be nice if it meets in the middle. Another really difficult thing to program.
Coz which end do you start?
- Should 99 stat give you a completely unfiltered outcomes (aka, your own input, nothing else). And then lower stats start impairing your inputs little by little?
- Or should 67 stat give you completely unfiltered outcomes, and then higher stats start giving your assistance?
And I don't think there's such a thing currently in the game as unfiltered manual (maybe with L2).
Pass support 0 to me is just a lower form of assistance. There's no way I'm that amazingly accurate measuring a long ball to be 38 yards, 37 yards, 36 yards, 35 yards....etc. There's no way I have that kind of control through a controller, that's ridiculous. And the fact that snap zones still exist in PA0 (you can tell if you angle it too far off from one player to another, it starts correcting your pass for the next player), then to me it's fundamentally the same concepts (when compared to higher assistance). It's just how tight or loose these snap zones are.
I think maybe if you go into free training, you can start spraying some pretty free manual passes around. But as soon as you put 10 players on each side, those zones start to occupy the field, and maybe you can call it "context".
I've said this before I think, PA0 is not really that free. And then going up to PA1, PA2, PA3...is not really a matter of +1. The gap between PA1 to PA2, is not the same rate of increase between PA2 to PA3. PA0 to PA1 there's a big gap too. It's not a flat rate of increase of assistance. And that gap feels like it is different every year.
I think all PA's have fundamentally the same problem. We don't know for sure if passing stats matter, or how they matter. Sometimes it feels like it does, sometimes doesn't. It's probably just not a very robust game in that area.