btw this english version new version or same version (v3)?
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btw this english version new version or same version (v3)?
btw this english version new version or same version (v3)?
A nice retro video, posted by a member in the greek PES forum. Don't remember to have watched it in the past.
Of course money was always the No1 priority, but back at those "romantic" days, i assume developers vision was equal to money profit.
Those days are gone forever unfortunatelly. Now the developer's anxiety is not the player-customer what may watch the Intro Cinematic, but the Powerpoint with the fiscal analysis and the income potential, that he will present to the shareholders/investors meeting
Imagine a group of guys, with the passion and vision of those days and the resources and technoogy of today. Would be a crazy combo! But we can only dream for now...
Beware this is a long postā¦
Konami can be confusing sometimes. Especially when it comes to editing PES snd ML etc. or could it be the external editors that we use?
For example on my previous option files, as a rule, I never use players from TEAM A to TEAM R. This is because they create either very low valued players in ML or the dreaded 5000 valued players.
I found out before that they do not appear in ML as long as I do not edit their stats in any way (I donāt want them appearing as PLAYER A1, PLAYER A2, etc). Now this can be difficult as I like to reduce the game speed by doing global stat adjustments which will of course adjust the players in TEAMS A to R.
So what I did with my previous option file, after I did the global adjustments I readjusted those players in TEAMS A to R back to what they were before (all of their stats are 70 apart from the GK stat which is 50). So that they do not appear.
So now I have been working on my new 23/24 option file using my previous one as a base. Because of the extra tools that are now available to me by the excellent guys on here (not mentioning names but @marqisspes6 and @adams06 to name a couple) I am now able to copy and paste the stats from SOFIFA website straight into the editor. I thought it would make sense to global adjust the file back to normal so that the new players I create fit straight in.
But I forgot that doing the global adjustments would adjust the PLAYERS in TEAMS A to R too so that they are not all 70s. So when I was playing ML with my unfinished option file to test it, they started appearing again.
When I realised, I adjusted them so that their stats were back to normalā¦butā¦when I played ML again, they STILL appeared. š¤
I could not work it out!
Until I decided to go to the in game editor and press āback to defaultā on each of those players. Then they stopped appearing again. Success!
But this has got me wondering now, if I create players using those in TEAMS A to R using the in-game editor and not an external editor will they still appear as 5000 valued players?
Hmm I did not have time to test because it is late, 3am! But I may test tomorrow.
Yep Konami can be a bit confusing at times.
Hopefully you stayed awake when reading this post.
IIRC we've made this discussion again in the past, my memory is fading as I'm getting old.Quoting my own message above.
So I just tried what I said, and edited 5 players from TEAM A using the in game editor and moved them to Birmingham and 2 of them showed up as 5000 players and the other 3 are really low value. It's a bit of a joke really.
Do they only stay at their proper value if you leave them in TEAM A? What is the point of having 23 editable players in each 18 editable teams if you cannot use them in Master League. If you choose not to use them in ML they will just show up anyway. It means that if I was to start a ML with Birmingham then their wages would be 10000 more than what they should be which means it is basically impossible to get through season one because I would not be able to afford the teams wages at the end.
I really thought that this would only be a problem with the external editors but nope it is a big fault with Konami.
Sorry for the rant but it is really disappointing, even if it is not really new news. I just thought that I had found a solution to the 5000 point players.
Quoting my own message above.
So I just tried what I said, and edited 5 players from TEAM A using the in game editor and moved them to Birmingham and 2 of them showed up as 5000 players and the other 3 are really low value. It's a bit of a joke really.
Do they only stay at their proper value if you leave them in TEAM A? What is the point of having 23 editable players in each 18 editable teams if you cannot use them in Master League. If you choose not to use them in ML they will just show up anyway. It means that if I was to start a ML with Birmingham then their wages would be 10000 more than what they should be which means it is basically impossible to get through season one because I would not be able to afford the teams wages at the end.
I really thought that this would only be a problem with the external editors but nope it is a big fault with Konami.
Sorry for the rant but it is really disappointing, even if it is not really new news. I just thought that I had found a solution to the 5000 point players.
IIRC we've made this discussion again in the past, my memory is fading as I'm getting old.
I had the same issue with the so called Player1,2,3 etc in PES 6 on PC, the last time i created my friends š¤£.
What i had , was every player had 5000 salary. With some tuning here and there, i managed to drop most of players between 1500~1200.
What did i notice ..(not now, i am talking about November-December of 2006 š ).
It was more difficult to get to the soft spot, of dropping from 5000 directly to 1500, than from 1500 to 1200 included all the range, 1300, 1400 etc.
I even managed to created a LB friend, (my best mate in my marriage š) with a salary of 990+something.
The whole process was a trial and error in the in game editor. What i remember messed a lot, was put for the outfielders the lowest rating for GK ability, i think 01, and i almost cut all the special skills from everyone, each player had 1 max 2 special skills.
If you plan to go by trial and error, i would suggest to test first a player with stats you want and no skills at all. Then mess with the playable positions, and only in the end mess with hell of tuning stats, cause it is a nightmare of cryptographic integers that maybe the developers put there to stop people from creating all-99 rated players, or maybe it can be just a accidental trigger.
From the modern games that the OPR is visible, I've noticed that some specific stats create some crazy ups and downs to the OPR, meaning that the formula is hooked to some stats that only KONAMI knows which and why.
I had created a player from pesmaster in PES 21, and i was alarmed cause in my console his OPR was 77 while on PESmaster 75. A +/-1 is a usual thing, between pesmaster and game editor, but a +/-2 means something is wrong.
After the second check, i noticed that i copied wrong his Speed stas, or Acceleration, i made it +1 higher. This +1 in the speed stat, was a creating a +2 in Overall Player Rating, which is crazy enough by itself.
To connect this , with the PES ps2 issue, if a similar formula applies for ML wages, there may be only one stat, different for each player position, that creates the gap between 1500 and 5000 salary points. And good luck to find it. š
Apparently, this has been fixed in World Soccer Winning Eleven 2008.
Haha creating your mates in ML, something I did too.
I remember posting something about this a while ago.
I was looking at the "posting history of 5000 salary points players" .
Here is one https://evoweb.uk/threads/the-retro-pes-corner.78697/post-3275636
One of the workarounds it seems is giving the player a lot of Special Abilities and then his salary goes down.
Someone also mentioned about changing the transfer frequency to Normal and apparently that prevents it.
Thanks @Juventino32 how does that play? Is it better than the regular PES 2008?
Actually please tell me it's rubbish because I don't want to have to spend years updating that one too.
I even managed to created a LB friend, (my best mate in my marriage š) with a salary of 990+something.
It's in fact different, with a lower speed and a 6th difficulty (but I suspect it's a different scaling with max difficulty being equal in both game).
It's a matter of preference in the end.
But at least the infamous 5000 players are gone ahah. But to be 100% sure, better to run some tests like you did.
In my OF for PES 6 and PES 2008, I created myself (based on the stats of Castolo and co.) to insert me in the ML default team ahah.
Yeah, it was a tradition i strangely started from FIFA 99 and 2000. Then continued on ISS proevo, creating 23 friends for the Greece national team.In my OF for PES 6 and PES 2008, I created myself (based on the stats of Castolo and co.) to insert me in the ML default team ahah.
@geeeeee , classic player setting on/off is broken on PES 2008 PS2. It always acts as yes.
On the PSP version, they fixed it. As well in WSWE2008.
When the pitch was truly ours.I will continue with PES2008 because "what happens on the pitch is what counts"
When the pitch was truly ours.
Yeah i knew that it was broken but just thought I would test it to see if it miraculously stopped a player demanding 5000 salary
This is probably a dumb question, and I am guessing the answer is no, but do you think there would be any way that the ISO that I am editing for PES2008 can be converted or copied to work on WSWE2008?
Does anyone know of a good patch for WE10 (PS2) that basically just 'licenses' the default game? I found a patch called KM Mix patch, but it seems to have disappeared/not much info around about it
Thanks for that, really appreciate it. It looks good, outside of the fact that it seems to be around the 05-06 season. I have this already in WE9: LE (which I noticed you had also on that memory card), so am looking for more the 06-07 season. But thanks anyway. Searching online seems fruitless, as it just comes up with loads of patches that are not what I'm looking for really. Too many patches, it can make the brain explode to count them tbh šhttps://drive.google.com/drive/folders/1dz-hRD0UAlpArlyzrdod5PC8s9VXzb33?usp=drive_link
Here is a link to my drive for that WE10 KM Mix patch. I would have linked the forum page that details the patch but I couldn't find it on here.
There is a widescreen version of the WE10 iso in here which is great. You need the OF with this patch and you'll find that in this folder too.
This probably has more added than just the Licenses but I really rate this patch. Enough for me to have recorded a 4 season ML on it.
BTW, I've been inspired to download a few games to my phone from your YouTube shorts. I don't think I'd have tried out WE6 otherwise š
Ah, i see that now. April 2006. That's weird, especially when you consider the amount of WE9 games there is. J.League WE + Europa League 06-07 makes more sense nowExcellent š glad you found some new inspiration.
regarding WE10, the game is such a strange one in the timeline of releases. It was actually released during the end of the PES5 cycle, hence why it is still based on the 05/06 season. You could say it is like PES5 but with the PES6 game engine.
other have for indonesia patch but idkI just wish WE10 had a pc port, would have loved to see what the community would have made. It really is a gem. For me a perfect blend of PES5 and PES6, but would have loved it to be a little slower and to have less aggressive keepers - super easy to round them 1v1.
Thereās a lot of WE10 patches out there, seems to be the game of choice for a lot of patches still made in Brazil, wish there were some new English ones though!