ieyan
League 1
- 2 September 2009
Re: PES2010 News & Rumours thread
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What the fuck!
On all the NEW GAMEPLAY VIDEOS GFX LOOKS LIKE PES 2009 from WIDE CAM.
I THINK IT'S TO DO WITH THE NIGHT GAMES LIGHTING! IT LOOKS IF THEY ARE ALWAYS PLAYING IN FOG, OR RAIN.. IT'S LIKE WHEN YOU TUNE DOWN CONTRAST ON MONITORS..
It certainly tastes alot sweeter than EA's weak streak of piss.
its not a valid choice, the manual pass in PES is shit. It's not well implemented and too hard to pull off. It should be no different then normal passing buttons with a power bar and 360 directional passingAhem ......
If this is your only gripe Gomito, then look, I'll show you how its done.
It's called a manual pass. But lets make it a little more tricky. Lets not make there just one team mate to bypass, lets make it two. Just so they can be no comebacks about using the option to hold down the X button to miss out the nearest player.
Are you ready, then we'll begin ........
(Hope you like the musical score bro.
YouTube - Manual Pass
Here is another one, this one misses out 4 players, and its a diagonal manual pass. This was done literally 2 minutes after the last one. Hope this helps. Just learn the manual pass Gomito and your laughing.
YouTube - Manual Pass 2
So now you can use the manual option if you wish, or use the players own unique ability, both options. Take your pick.
What the fuck!
On all the NEW GAMEPLAY VIDEOS GFX LOOKS LIKE PES 2009 from WIDE CAM.
I THINK IT'S TO DO WITH THE NIGHT GAMES LIGHTING! IT LOOKS IF THEY ARE ALWAYS PLAYING IN FOG, OR RAIN.. IT'S LIKE WHEN YOU TUNE DOWN CONTRAST ON MONITORS..
WERY BAD..
THIS PES IS NOTHING MORE THAN A MORE DEFENSIVE MINDED PES 2008/2009 WITH A BIT NICER GRAPHICS..
WHERE IS COLLISION PHYSICS, ADVANTAGE RULE, MANUAL SHOOTING, 360 PASSING, REALISTICALLY SHAPED NETS, MORE LICENSES, ETC. ETC..
I HAVEN'T TRIED FIFA 10 yet BEING A PC GAMER, BUT AT LEAST THEY HAVE THEIR OFFICIAL SITE, WHERE YOU CAN BASH THE GAME AND DEVELOPERS TO DEATH AND BRING ON ALL FAILURES, AND YOU WON'T BE MODERATED LIKE ON WENB..
SEEMS THAT NONE OF THE GAMES ARE REALLY WORTH PLAYING THIS YEAR..
aren't you contradicting yourself by using the manual pass? How can that be an option for a real footballer? So your basically telling me that manual is only good when the assisted passing cannot acomplish want you want... hmm sounds like your in a quandry here mate...
I've tried to use manual pass but I find it so hard and awkward. The ball never goes where I want it to go so I always end up getting frustrated. I would of thought they might of put some work into it this year but I can't really see a difference between this year and last
What the fuck!
On all the NEW GAMEPLAY VIDEOS GFX LOOKS LIKE PES 2009 from WIDE CAM.
I THINK IT'S TO DO WITH THE NIGHT GAMES LIGHTING! IT LOOKS IF THEY ARE ALWAYS PLAYING IN FOG, OR RAIN.. IT'S LIKE WHEN YOU TUNE DOWN CONTRAST ON MONITORS..
WERY BAD..
THIS PES IS NOTHING MORE THAN A MORE DEFENSIVE MINDED PES 2008/2009 WITH A BIT NICER GRAPHICS..
WHERE IS COLLISION PHYSICS, ADVANTAGE RULE, MANUAL SHOOTING, 360 PASSING, REALISTICALLY SHAPED NETS, MORE LICENSES, ETC. ETC..
I HAVEN'T TRIED FIFA 10 yet BEING A PC GAMER, BUT AT LEAST THEY HAVE THEIR OFFICIAL SITE, WHERE YOU CAN BASH THE GAME AND DEVELOPERS TO DEATH AND BRING ON ALL FAILURES, AND YOU WON'T BE MODERATED LIKE ON WENB..
SEEMS THAT NONE OF THE GAMES ARE REALLY WORTH PLAYING THIS YEAR..
Look at 1:54.
EA have hijacked the code and placed FIFA keepers ingoal
The manual pass in PES has always had it's uses, such as the straight ball down the line or the quick ball along the ground cross-field, but the opportunity to use it presents itself very seldomly because the manual pass is only 8-directional... If just this one feature was made 360 degrees and added onto the usual pass button + left stick (like FIFA) PES would be a much better game to me...
P.S. - The manual pass in PES can be done in the air too, hold L1 while doing it
If I were to change the passing system in PES at all I'd have it replicate the semi-passing in FIFA; in terms of an accurate portrayal of the direction in which you are aiming and the general success rate of passes going to the man you aimed at or astray on quick passes etc. This would be a simulation of how passing feels in real life, after all it's only the odd pass that does go astray at the higher levels. Then, I would have 360 manual passing on the stick to complement this system, so for that final ball the direction of the pass will be truly manual and exactly where you meant to place it if you choose to use it.
If PES had a fully manual system it would hamper the way the game is meant to be played IMO. If you are concentrating too much on general passing it distracts your attention away from the field somewhat and doesn't allow you to work your carefully crafted tactics and formations on the field. PES has always been about that 'team' element for me, working formations and finding gaps with clever build-up play, that was why I sometimes got a little bored of fully manual on FIFA as I was all the time concentrating on getting each and every pass perfect rather than enjoying breaking down the other team.
Driving games and vehicle based simulations: 2 Cars Collide - say each has 8 collision zones (i.e. bumper, door etc) that trigger sub-objects to rotate and move independently (so a high resolution bumper can fall off etc). The sub-objects just shoot off in a direction - usually opposite - pretty simple solution. If it collides with something else it bounces away again. It's not animated by an underlying bone structure, so the object moves off via physics on it's own merry way, using gravity and friction to get it to stop "softly". 8 x 8 variations = 64 possible collisions, with a fairly simple solution.
Football games: 2 Players Collide - say each has 24 collision zones (alot of bones on the body, so 24 is a simple example...). Those collision zones are moving in a pre-determined animation (i.e. running). When it collides that animation must be stopped and a solution must be performed. Does it move the arm back a bit? What about the Foot? Hang on - it's still attached to a skeleton - so it can't just be flung back anywhere, plus an arm can only rotate so far before it would look like it would be broken (so there are "hard" limits set to stop it moving, once that limit is reached the bone can no longer move, so the object it is colliding with could pass through). 24 x 24 variations = 576 collisions - that's the two players, lets include the ball now - (24 x 24) + 24 + 24 (the ball hitting each player's zones). 624 possible collisions, with a complex solution.
When you think about it, a ball in close proximity actually makes it harder - you would have 2 players colliding, and then a ball bouncing around with them as well.
A bullet or missile in an combat game for example would leave one object, no longer interacting with it, travel to another, and then absorb into that other object. Once the transaction has taken place it's kinda over. The bullet / missile is essentially "dead" and another fresh bullet / missile is calculated.
In a Football Game the ball is always "alive" (with the exception of free kicks) so in close areas with two players and it's bouncing around off them, things are bound to stuff up...
AMUSING....obviously you don't know what simulations are...
cars don't have only 8 collision zones, racing sim still take into account MUCH MUCH MORE than just visual damages
if say, an F1 car collided with another car and then it destroyed or damaged the front bumper, then the simulation will take into account everything that may affects car performance; in this case the loss (or the damage) of front bumper will affect things like :
- downforce
- drag ratio
- suspension
- tires
etc
the simulation will calculate all of them involving the 2 cars which collided, that's outside all other calculations on remaining cars which racing. We're talking about what, 20 cars here racing on a track not on railways or such; each cars movements (handling, aerodynamics, race lines, etc)should be calculated.
same with jet simulation, say if a missile exploded near a jet (near miss), it can cause some damaged on the jet's avionics, it's a complex calculation....that's still only on 1 jet, we still don't take into account about all other planes, their avionics, their electronic equipments, weapons effects, weapons systems and guidances, etc and all physics calculation involving them (like flight path, flight envelope, weapon ballistics, etc).
in both simulation we still haven't considering environment effects like weathers, track surfaces etc.
compare to them, simulating 22 men on a football match is easier, even if we have complex skeleton physics systems and animations implemented.