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Right, Time For Some Real Talk on This Fifa/PES Buisness

Amateur

Registered User
Hi Amateur I see you talking a lot about the flaw of being unable to dribble without activating a running animation? I'm just curious as to what pure dribbling is and if you have any real life footage as an example, thank you

Ok, pure dribbling (as you call it) is more than just ONE skill; DRIBBLING is many different type of skills put together.

In PES11 and FIFA11 you only have a very small portion of DRIBBLING, the essential mechanics of dribbling are missing.

Here is where the problem lies,

In real life, if someone draws a 5 foot square on the ground, I can place my body inside that drawn 5 foot square... and I can DRIBBLE with the ball WITHOUT moving from the INSIDE of the 5 foot square to the OUTSIDE of the 5 foot square; I can pass the ball from my left foot to my right foot, WHILST remaining INSIDE the 5 foot square; I can place the ball in the space between both feet, WITHOUT moving from the 5 foot square.

This is what I describe as ON-THE-SPOT DRIBBLING, because you are dribbling with the ball without moving from the spot.

Now, when you can cover spaces of over 100 feet of distance by simply directing the left analogue stick WITHOUT the assistance of a SPRINT button; when such a thing is possible, so possible that people are not aware of how bug a deal it is...

When such a thing is possible, you cannot dribble without moving from one 5 foot square into another 5 foot square; in other words, you cannot do any ON-THE-SPOT DRIBBLING.

Now, in real life football, when the ball carrier gets closed down by an opponent, you do not get the automatic spot-kick that is awarded in PES5 and PES11; in real life, a physical but technical battle takes place...

In real life, it's not only about running into the ball carrier, you must MEASURE your man-marking and your tackling... In the same way you MEASURE your passes and your crosses and your shots on goal...

In one-versus-one situations: the ball carrier must measure how he dribbles with the ball, and the defender must measure his tackling as well as his positioning.

How can you measure your tackles in PES10? How can you measure your tackles in PES11?

In PES11 and FIFA11 you cannot actually measure your man-marking, because if you cannot dribble without running, you are not measuring how you dribble with the ball, you are measuring how you run with the ball: and if you cannot measure how you dribble, if you cannot dribble without running, then how can the defenders man-mark without running?

Both defenders and attackers are restricted by the very same D-PAD RESTRICTION. So you cannot dribble without running and you cannot man-mark without running: and thus, when the ball carrier gets closed down, you do not get a physical and yet technical battle... you either get a spot-kick, you loose the ball, or you run past the defender, but you never actually do any ON-THE-SPOT DRIBBLING nor any ON-THE-SPOT MAN-MARKING.
----------------------------------------------------------------------



You asked for real life footage as an example, I will provide links to YouTube footage, and I will divide the footage into two different dribbling skills: ON-THE-SPOT DRIBBLING and ON-THE-SPOT FEINTS.

I will specify at the beginning of each example, if it is on-the-spot dribbling or on-the-spot feints, you should read the brief explanation for each example before watching the footage; the footage will focus on the dribbling mechanics that we do not have in PES11 and FIFA11.

1st example: http://abyss-watcher.livejournal.com/12407.html

2nd example: http://abyss-watcher.livejournal.com/12712.html

3rd example: http://abyss-watcher.livejournal.com/12893.html

4th example: http://abyss-watcher.livejournal.com/13280.html

5th example: http://abyss-watcher.livejournal.com/13470.html

6th example: http://abyss-watcher.livejournal.com/13726.html

7th example: http://abyss-watcher.livejournal.com/13979.html

8th example: http://abyss-watcher.livejournal.com/14129.html

9th example: http://abyss-watcher.livejournal.com/14392.html

10th example: http://abyss-watcher.livejournal.com/14730.html

11th example: http://abyss-watcher.livejournal.com/14927.html

12th example: http://abyss-watcher.livejournal.com/15307.html
 

zubanz

Registered User
thank you for that very interesting read, you should look your own ways of making your own video game with the breadth of information you contain :)
 

Tech_Skill

Registered User
.

The fact that the 360-axis d-pad concept will never work, makes it impractical; dribbling and man-marking will always have RESPONSE ISSUES if the left analogue stick is restricted by a D-PAD RESTRICTION.

Again, this makes no sense. I was using Analogue stick with ISS Pro Evolution 2 on Ps1, I dont remember any response issues, certainly nothing in the league of PES2011. Infact I dont ever remember seeing response times being a real issue until PES 2010, which coincidentally, is when PES really started to kick off with the Motion capture animations.

This is why FIFA has been having trouble with RESPONSE times since FIFA08, because they copied the 8-axis d-pad concept that Konami used with games like PES5 and PES6, and they simply transferred the concept from the d-pad to the left analogue stick; and they branded it as "360 DRIBBLING".

This is why, since FIFA08 to FIFA11, these response issues have not been fixed and will not be fixed: EA Sports will say to you that this happens because of the Motion Capture...

But that's bullshit, this happens because the 360-axis d-pad system that they use, is flawed and outdated.

But guess what, your saying EA ripped off konami's d pad system and added more directions (FIFA10), but, here's the thing, that system had been around for AGES on older pes games, Response times were much better. So how can the same system, being transferred from one game with hardly any response time issues (PES) to another.... result in games with massive response time issues? (FIFA08 so I hear)

The response times on fifa 08 were terrible apparently (iv'e yet to play it) and were improved quite alot in fifa 09, but to my knowledge, BOTH systems used the same Analogue stick system

So if the analogue stick/dpad issue is the cause of poor player response times, how come EA created a game with the same system and less response time issues, that kind of points towards the fact that issue probably wasn't the Analouge/Dpad system in the first place, but something else causing the issues which they improved.


If EA Sports regressed back into the 8-axis era, and if they attach an 8-axis d-pad concept to the left analogue stick WITH MOTION CAPTURE animations; I bet all the possessions that I own, that FIFA would have zero RESPONSE ISSUES.

Ermm but that's what they were doing weren't they. Fifa 08 and Fifa 09 analogue controls were 8 way directional movement, fair do's you can dribble forwards and backwards at different speeds using the analogue sticks, but again, being able to dribble with the ball slowly, then faster depending on how far you push the analogue stick forward shouldn't = Slower response times for the entire game right.

I dont know what dribbling has to do with Response times here, Surely whats going on involves some-kind of issue where the game isn't fast enough to process the command coming in from the controller and then produce the result of the command (shot, pass, cross) on the screen. It's almost a bit like Lag, without using your internet connection, again, I dont see the links between this and D-pad or Analogue.

It's simple. These are the most talked about issues in football gaming right now.

-Poor CPU AI (makes bad logical choices)
-AI Doesn't respect player stats and makes poor player do great things to try and get even with the users
-Lack of Player Individuality/More player individuality needed
-Passing is too accurate
-Games are full of bugs
-Ball physics
-Poor Animations/Advancing the animations in the game
- Creating a game with Broadcast reality (ie. better camera angles and better dynamic camera angles too)

For me, the issue you present with the Analogue stick/Dpad doesn't solve the majority of the issues in the game at present, where your going wrong here is your picking an issue in the game and implying this issue is the core of multiple issues in the game, personally, restrictive movement only goes so far in addressing issues with AI, bugs and the other core faults in gaming right now.

That's why fight night round 4 Vs Victorious Boxers was a valid point, EA removed the flaws caused by being allowed to press a button to punch, and moved the punches to the analogue stick. Also, Fight night had far better movement, because the movement was no as restrictive as Victorious boxers which had a very rigid movement, Yet fight night still has core issues which make it arguably less realistic in aspects than a 10 year old game that uses a few directional movements and button to punch. This is because movement of players/fighters whatever in game is not the be all and end all, a game with restrictive movement can still produce better gaming than one with less restrictive movement, other core issues come into play.
 

Amateur

Registered User
Again, this makes no sense. I was using Analogue stick with ISS Pro Evolution 2 on Ps1, I dont remember any response issues, certainly nothing in the league of PES2011. Infact I dont ever remember seeing response times being a real issue until PES 2010, which coincidentally, is when PES really started to kick off with the Motion capture animations.



But guess what, your saying EA ripped off konami's d pad system and added more directions (FIFA10), but, here's the thing, that system had been around for AGES on older pes games, Response times were much better. So how can the same system, being transferred from one game with hardly any response time issues (PES) to another.... result in games with massive response time issues? (FIFA08 so I hear)

The response times on fifa 08 were terrible apparently (iv'e yet to play it) and were improved quite alot in fifa 09, but to my knowledge, BOTH systems used the same Analogue stick system

So if the analogue stick/dpad issue is the cause of poor player response times, how come EA created a game with the same system and less response time issues, that kind of points towards the fact that issue probably wasn't the Analouge/Dpad system in the first place, but something else causing the issues which they improved.




Ermm but that's what they were doing weren't they. Fifa 08 and Fifa 09 analogue controls were 8 way directional movement, fair do's you can dribble forwards and backwards at different speeds using the analogue sticks, but again, being able to dribble with the ball slowly, then faster depending on how far you push the analogue stick forward shouldn't = Slower response times for the entire game right.

I dont know what dribbling has to do with Response times here, Surely whats going on involves some-kind of issue where the game isn't fast enough to process the command coming in from the controller and then produce the result of the command (shot, pass, cross) on the screen. It's almost a bit like Lag, without using your internet connection, again, I dont see the links between this and D-pad or Analogue.

It's simple. These are the most talked about issues in football gaming right now.

-Poor CPU AI (makes bad logical choices)
-AI Doesn't respect player stats and makes poor player do great things to try and get even with the users
-Lack of Player Individuality/More player individuality needed
-Passing is too accurate
-Games are full of bugs
-Ball physics
-Poor Animations/Advancing the animations in the game
- Creating a game with Broadcast reality (ie. better camera angles and better dynamic camera angles too)

For me, the issue you present with the Analogue stick/Dpad doesn't solve the majority of the issues in the game at present, where your going wrong here is your picking an issue in the game and implying this issue is the core of multiple issues in the game, personally, restrictive movement only goes so far in addressing issues with AI, bugs and the other core faults in gaming right now.

That's why fight night round 4 Vs Victorious Boxers was a valid point, EA removed the flaws caused by being allowed to press a button to punch, and moved the punches to the analogue stick. Also, Fight night had far better movement, because the movement was no as restrictive as Victorious boxers which had a very rigid movement, Yet fight night still has core issues which make it arguably less realistic in aspects than a 10 year old game that uses a few directional movements and button to punch. This is because movement of players/fighters whatever in game is not the be all and end all, a game with restrictive movement can still produce better gaming than one with less restrictive movement, other core issues come into play.

Yeah but even with PES5 and PES6, you have a difference in RESPONSE times...

And yet PES6 did not had any MOTION CAPTURE, and you can certainly feel, straight away, a difference in terms of RESPONSIVENESS between PES5 and PES6.

So your MOTION CAPTURE theory does not quite fit into this story, PES5 and PES6 have very clear differences in RESPONSIVENESS and FEEL, these games did not have any MOTION CAPTURE and both were 8-axis d-pad.

Between FIFA08 and FIFA10, EA Sports had plenty of time to polish their system... you can make it better, yet it will always have response issues because they use the left analogue like a d-pad.

If you invented a d-pad with over 30 directions, it would never be responsive: it would get lost in translation.... in all the different directions that it can now go.

As for ISS,

I have never in my life played that game, but people whom I respect have told me it was more or less 360 analogue; having never played the game, I am in no position to talk about it...

However, if I said to you that ISS did used the analogue like an analogue, and that the D-PAD revolved around an ANALOGUE CONCEPT; what do you have to say about that?

1st -- Would you say that the D-PAD revolved around an ANALOGUE CONCEPT?

2nd -- Or would you say that the D-PAD revolved around a D-PAD CONCEPT?

It is either one or the other, the d-pad and the left analogue stick are entirely different buttons; the gameplay concept MUST revolve around one or the other, because the left analogue stick will never function like the d-pad, nor will the d-pad ever function like the left analogue stick.

Remember, PES was very different to ISS... And from my perspective, it sounds like ISS was supposed to be played with the LEFT ANALOGUE STICK, and not with the D-PAD.

On the other hand, PES was meant to be played with the D-PAD, it was not based on the LEFT ANALOGUE STICK.

So there's the basic question again.

In PES, the left analogue stick revolves around a D-PAD CONCEPT. This is why the vast majority of "hardcore" fans did not used the left analogue stick when they played PES.

In ISS, what button did the vast majority of "hardcore" fans used? LEFT ANALOGUE STICK or the D-PAD?

Perhaps, maybe, ISS was far ahead of its time and actually used the left analogue stick the way it should be used. I can't judge on that because I have not played ISS, I have played PES and FIFA.

And PES and FIFA started feeling unresponsive since the "360 passing" emerged... when it was 8-axis passing, we never had any RESPONSE ISSUES; which, of course, coincides with the usage of MOTION CAPTURE.

And PES10 does have some MOTION CAPTURE on it, but it also was the first PES game not to revolve around the old 8-axis d-pad concept.

In addition, 2K9 and 2K10 have MOTION CAPTURE, and yet these video games have no RESPONSE ISSUES.

So considering the mentioned fact, I have a hard time believing that MOTION CAPTURE is THE reason for the response issues. It should be a factor, because it takes time to perfect, but I do not think it is THE reason.

2K9 and 2K10, no response issues, motion capture; why is it that PES and FIFA cannot do something that worked in the 2K series?

I just don't see why MOTION CAPTURE is responsible for the unresponsiveness; I think the thing that is responsible for the lag or unresponsiveness, is the lack of space to implement the MOTION CAPTURE to link one animation to another animation and so on and so forth....

The LEFT ANALOGUE STICK is being employed like a D-PAD, and as such, is being restricted by a D-PAD RESTRICTION; it does not have the space required to implement sufficient MOTION CAPTURE to link the animations.

Perhaps, even though without MOTION CAPTURE, ISS had great linking animations, which made the transition from one animation to another animation seamless and responsive.

The old FIFA games were never as responsive nor as precise as PES was; and MOTION CAPTURE had absolutely nothing to do with it.
 

Tech_Skill

Registered User
Yeah but even with PES5 and PES6, you have a difference in RESPONSE times...

And yet PES6 did not had any MOTION CAPTURE, and you can certainly feel, straight away, a difference in terms of RESPONSIVENESS between PES5 and PES6.

So your MOTION CAPTURE theory does not quite fit into this story, PES5 and PES6 have very clear differences in RESPONSIVENESS and FEEL, these games did not have any MOTION CAPTURE and both were 8-axis d-pad.

Between FIFA08 and FIFA10, EA Sports had plenty of time to polish their system... you can make it better, yet it will always have response issues because they use the left analogue like a d-pad.

If you invented a d-pad with over 30 directions, it would never be responsive: it would get lost in translation.... in all the different directions that it can now go.

As for ISS,

I have never in my life played that game, but people whom I respect have told me it was more or less 360 analogue; having never played the game, I am in no position to talk about it...

However, if I said to you that ISS did used the analogue like an analogue, and that the D-PAD revolved around an ANALOGUE CONCEPT; what do you have to say about that?

1st -- Would you say that the D-PAD revolved around an ANALOGUE CONCEPT?

2nd -- Or would you say that the D-PAD revolved around a D-PAD CONCEPT?

It is either one or the other, the d-pad and the left analogue stick are entirely different buttons; the gameplay concept MUST revolve around one or the other, because the left analogue stick will never function like the d-pad, nor will the d-pad ever function like the left analogue stick.

Remember, PES was very different to ISS... And from my perspective, it sounds like ISS was supposed to be played with the LEFT ANALOGUE STICK, and not with the D-PAD.

On the other hand, PES was meant to be played with the D-PAD, it was not based on the LEFT ANALOGUE STICK.

So there's the basic question again.

In PES, the left analogue stick revolves around a D-PAD CONCEPT. This is why the vast majority of "hardcore" fans did not used the left analogue stick when they played PES.

In ISS, what button did the vast majority of "hardcore" fans used? LEFT ANALOGUE STICK or the D-PAD?

Perhaps, maybe, ISS was far ahead of its time and actually used the left analogue stick the way it should be used. I can't judge on that because I have not played ISS, I have played PES and FIFA.

And PES and FIFA started feeling unresponsive since the "360 passing" emerged... when it was 8-axis passing, we never had any RESPONSE ISSUES; which, of course, coincides with the usage of MOTION CAPTURE.

And PES10 does have some MOTION CAPTURE on it, but it also was the first PES game not to revolve around the old 8-axis d-pad concept.

In addition, 2K9 and 2K10 have MOTION CAPTURE, and yet these video games have no RESPONSE ISSUES.

So considering that FACT, I have a hard time believing that MOTION CAPTURE is THE reason for the response issues. It should be a factor, because it takes time to perfect, but I do not think it is THE reason.

2K9 and 2K10, no response issues, motion capture; why is it that PES and FIFA cannot do something that worked in the 2K series?

I just don't see why MOTION CAPTURE is responsible for the unresponsiveness; I think the thing that is responsible for the lag or unresponsiveness, is the lack of space to implement the MOTION CAPTURE to link one animation to another animation and so on and so forth....

The LEFT ANALOGUE STICK is being employed like a D-PAD, and as such, is being restricted by a D-PAD RESTRICTION; it does not have the space required to implement sufficient MOTION CAPTURE to link the animations.

Perhaps, even though without MOTION CAPTURE, ISS had great linking animations, which made the transition from one animation to another animation seamless and responsive.

The old FIFA games were never as responsive nor as precise as PES was; and MOTION CAPTURE had absolutely nothing to do with it.

Just glanced through this one quickly. As im keen to move on from this talk soon.

1) I said i've seen the response times issue linked to use of mo cap animations, I never said it was gospel or the sole reason. We dont know how these companies implement mo-cap animations and how it affects their game, maybe some can do it better than others, not sure, no one has said if you use mo cap, you get bad response times, what being said is, its been linked with poor response times, maybe that down to the way its been implemented, who knows.

2) Just to re-iterate, I dont believe that Dpad/Analouge stick and the restrictions of freedom they give/take away is the deciding factor in response times like you have suggested. The same Analogue control system has been used in previous/other pes's/fifa's and they had better response times.

3) In my opinion allowing players to Dribble/move in a certain way, doesn't go very far to tackle the following core issues in modern day football.

-Poor CPU AI (makes bad logical choices)
-AI Doesn't respect player stats and makes poor player do great things to try and get even with the users
-Passing is too accurate
-Games are full of bugs
-Ball physics
- Creating a game with Broadcast reality (ie. better camera angles and better dynamic camera angles too)

Personally I'd rather see the above issues, particularly the AI issues and the obvious bugs removed, then the other issues dealt with 1st, before I start seeing anymore revolutionary changes in the way players moved. Example: Fifa 10 brought in so called '360 dribbling' which was desgined to give players move movement in order to help attackers beat defenders by using finer turning angles to find space........

Well, it didnt work, because the CPU AI read your everymove and still tackled you nearly everytime, meaning much of the point of the innvoation became pointless as you couldnt really use it to your advantage anyways, that's an AI/Phyiscal issue and an example of why allowing more freedom/movement animations does not necessarily transfer into a better gaming experience.
 

Amateur

Registered User
Just glanced through this one quickly. As im keen to move on from this talk soon.

1) I said i've seen the response times issue linked to use of mo cap animations, I never said it was gospel or the sole reason. We dont know how these companies implement mo-cap animations and how it affects their game, maybe some can do it better than others, not sure, no one has said if you use mo cap, you get bad response times, what being said is, its been linked with poor response times, maybe that down to the way its been implemented, who knows.

2) Just to re-iterate, I dont believe that Dpad/Analouge stick and the restrictions of freedom they give/take away is the deciding factor in response times like you have suggested. The same Analogue control system has been used in previous/other pes's/fifa's and they had better response times.

3) In my opinion allowing players to Dribble/move in a certain way, doesn't go very far to tackle the following core issues in modern day football.

-Poor CPU AI (makes bad logical choices)
-AI Doesn't respect player stats and makes poor player do great things to try and get even with the users
-Passing is too accurate
-Games are full of bugs
-Ball physics
- Creating a game with Broadcast reality (ie. better camera angles and better dynamic camera angles too)

Personally I'd rather see the above issues, particularly the AI issues and the obvious bugs removed, then the other issues dealt with 1st, before I start seeing anymore revolutionary changes in the way players moved. Example: Fifa 10 brought in so called '360 dribbling' which was desgined to give players move movement in order to help attackers beat defenders by using finer turning angles to find space........

Well, it didnt work, because the CPU AI read your everymove and still tackled you nearly everytime, meaning much of the point of the innvoation became pointless as you couldnt really use it to your advantage anyways, that's an AI/Phyiscal issue and an example of why allowing more freedom/movement animations does not necessarily transfer into a better gaming experience.

I think this is likely to be my last post regarding this particular subject, so I want to be clear about what I'm saying and what I'm not saying.

The motion capture + 360 axis analogue stick, formula; works pretty well for the 2K Series, 2K9 and 2K10 are good examples.

Like everything, someone will do it better than the rest, but that's besides the point; the relevant point, as far as far I'm concerned, is that in 2K Sports knows how to do it... and that Konami and EA Sports, for whatever the reason, have not nailed it yet.

Here is my reason for WHY.... Konami and EA Sports have not nailed the motion capture + 360 axis movement, formula, yet...

I think THE thing that is responsible for the lag or unresponsiveness, is the lack of space to implement the motion capture to LINK one animation to another animation and so on and so forth....

That is THE LINK that PES11 and FIFA11 are currently lacking, we need a NON-RUNNING AND RESPONSIVE LINK to link one running animation with another running animation; currently, the LINK is provided by running animations... In other words, running animations are LINKED by yet more running animations.

And like a d-pad with over 30 directions, it would never be responsive: it would get lost in translation.... due to all the running in all the different directions that it can now go.

And next thing you know, you have covered a space of over 15 feet of distance... when all you wanted was a subtle and effective and responsive LINK: a LINK that does not requires you to run 5 yards with the ball, subtle, effective, responsive.

Because the LINK gets lost in translation, we get response issues, because the 360-axis d-pad gets lost in translation... due to all the directions in which it can now run.... and consequently, the LINK between running animations, feels like a heavy car with a really heavy and unresponsive steering wheel.

The LEFT ANALOGUE STICK is being employed like a D-PAD, and as such, is being restricted by a D-PAD RESTRICTION; it does not have the space required to implement sufficient MOTION CAPTURE to link the animations.
-----------------------------------------------------------------------



The other thing I wanted to discuss, is FIFA09.

Passing on FIFA09 was not exactly 8-axis was it? Or do you not remember all the PES fans talking about how much more fluid and freed-up the passing felt in FIFA09?

FIFA09 already had the "passing power bar" thing working for it, plus it did not feel like it was 8-axis passing.

You keep the dribbling restricted to the same old 8-axis concept, and yet you introduce this new and improved passing system; perhaps the passing had a lot to do with the RESPONSE TIMES...

FIFA09 did not functioned under the same 8-axis passing that was used with PES6 and PES5 and PES09..........

And the thing about passing is.... that it is directly linked with OFF-THE-BALL RESPONSE TIMES, as well as ON-THE-BALL RESPONSE TIMES.

If you change the way passing works, this will change how the game plays; FIFA09 had a different passing system to the 8-axis passing system which was used in PES5 and PES6.

For the mentioned reason, I do not think it is wise to compare FIFA09 with PES5 and PES6; the passing system was not 8-axis and it had a "power bar" working for it, and passing is a key area of the game, and it will affect off-the-ball response times as well as on-the-ball response times.

Now that FIFA11 has slightly improved response times.... Have you noticed how SLOW the PASSING is now when compared with FIFA09 or FIFA10?

SLOW PASSING will make the dribbling and man-marking animations look and feel more responsive; yet the underlying flaw remains untouched.
------------------------------------------------------------------------------



I wanted to provide real life footage, so that you or anyone interested can get a better understanding and a better idea of where I'm coming from. I will first explain the basic idea, and will then provide real life footage as examples.

1st Part: http://abyss-watcher.livejournal.com/11390.html

2nd part: http://abyss-watcher.livejournal.com/11724.html

3rd part: http://abyss-watcher.livejournal.com/12004.html

4th part: http://abyss-watcher.livejournal.com/12283.html
------------------------------------------------------------------------------------



5th part: real life examples.

Now, for the actual footage showing how the INSIDE CUT and the PRECISION TOUCH works in real life.

Before watching the footage, you should read the explanation, so that you get a vague idea of where I'm coming from.

1st example: http://abyss-watcher.livejournal.com/12407.html

2nd example: http://abyss-watcher.livejournal.com/12712.html

3rd example: http://abyss-watcher.livejournal.com/12893.html

4th example: http://abyss-watcher.livejournal.com/13280.html

5th example: http://abyss-watcher.livejournal.com/13470.html

6th example: http://abyss-watcher.livejournal.com/13726.html

7th example: http://abyss-watcher.livejournal.com/13979.html

8th example: http://abyss-watcher.livejournal.com/14129.html

9th example: http://abyss-watcher.livejournal.com/14392.html

10th example: http://abyss-watcher.livejournal.com/14730.html

11th example: http://abyss-watcher.livejournal.com/14927.html

12th example: http://abyss-watcher.livejournal.com/15307.html
------------------------------------------------------------------------------



If you watched the footage and also read how it would worked on paper; then you should understand my verdict on this subject.

Now, PES5 and PES6 and PES10 have no power bar for passing the ball, the left analogue stick determined both the DIRECTION and POWER of the passes.

This was a problem for PES5 and PES6, as well as with PES10; so regardless of response times or response issues, regardless of motion capture; the fact that the left analogue stick determined both the DIRECTION and POWER of the passes... This was always a limitation and a problem, and eventually it would show up, and it was felt in PES5 and PES6, despite the lack of motion capture and the lack of 360-axis d-pad.

With passing, the power bar helped matters, because it relieved the left analogue stick from the burden of determining the direction of the pass as well as the power of the pass.

With dribbling, the left analogue stick currently affects the DIRECTION in which you run, as well as the DISTANCE COVERED: the fact that you can cover spaces of over 100 feet of distance by simply directing the leftb analogue stick WITHOUT the assistance of a SPRINT button... is a problem, is a limitation, it was destined to show up due to mathematical reasons, and it is currently restricting every area of the game.

Do you not think that, by applying the "power bar" concept to dribbling... that this would not help matters?

With dribbling, the difference between HOW we dribble and WHEN we choose to employ a certain skill,

Why can't we have the responsiveness of instantly responsive buttons such as the PASSING and CROSSING buttons; to decide WHEN we use certain dribbling skills that do not require left analogue stick directions, such as the INSIDE CUT.

And why can't we mix that D-PAD-LIKE CONCEPT to determine WHEN certain dribbling skills are used, and use the the left analogue stick to determine HOW it is done?

So that INSTANTLY RESPONSIVE buttons determine WHEN certain skills are used, and the range of movement and depth of the LEFT ANALOGUE STICK determines HOW it can be used in all the different dimensions or facets of dribbling.

Determining HOW and WHEN and the DISTANCE COVERED, are three different areas determined by one button, that's very restrictive however you look at it.

Just like when the left analogue stick determined both the POWER and DIRECTION of passes, which was restrictive, and was fixed.

Do you really, honestly, think that better employed buttons would not help matters in terms of RESPONSE ISSUES?

2K9 and 2K10, no response issues, motion capture, 360 movement; why is it that PES and FIFA cannot do something that worked in the 2K series?

It is a fact that the left analogue stick is not being used to its full potential; however, I cannot prove to you, with concrete and undeniable evidence, that this is THE root of the problem.

At the same time, your theory cannot be described as a fact either, because the 2K games discredit the theory about motion capture being THE root of the problem; as well as other things which also discredit the mentioned theory.

In any case, I think the debate was healthy and informative, which is something that you will not see very often in any PES forum. Without completely disagreeing with you, I stand by my initial theory... without deviating into what I consider trivial, this is my verdict,

People can say whatever they want about ISS, PES5, and PES6; yet the fact is that ISS revolved around a shit dribbling system... great for the time, but outdated today: the dribbling in ISS, PES5, and PES6, was responsive and unpredictable, but it is a very restrictive and outdated concept, and it never actually felt like dribbling.

Back then it was responsive and unpredictable and organic and imprecise, today it is unresponsive and predictable and systematic and imprecise; as different as it may look and feel, both the 8-axis d-pad and the 360-axis d-pad are imprecise when it comes to dribbling and man-marking: that lack of precision is a D-PAD RESTRICTION... not an analogue restriction.

I just don't see why motion capture is responsible for the unresponsiveness; I think THE thing that is responsible for the lag or unresponsiveness, is the lack of space to implement the motion capture to LINK one animation to another animation and so on and so forth....

That is THE LINK that PES11 and FIFA11 are currently lacking, we need a NON-RUNNING AND RESPONSIVE LINK to link one running animation with another running animation; currently, the LINK is provided by running animations... In other words, running animations are LINKED by yet more running animations.

And like a d-pad with over 30 directions, it would never be responsive: it would get lost in translation.... due to all the running in all the different directions that it can now go.

And the next thing you know, you have covered a space of over 15 feet of distance... when all you wanted was a subtle and effective and responsive LINK: a LINK that does not requires you to run 5 yards with the ball, subtle, effective, responsive.

Because the LINK gets lost in translation, we get response issues, because the 360-axis d-pad gets lost in translation... due to all the directions in which it can now run.... and consequently, the LINK between running animations, feels like a heavy car with a really heavy and unresponsive steering wheel.

The LEFT ANALOGUE STICK is being employed like a D-PAD, and as such, is being restricted by a D-PAD RESTRICTION; it does not have the space required to implement sufficient MOTION CAPTURE to link the animations efficiently.

Improving other areas of the game, when the heartbeat of the game is the weakest area of the game; is like trying to run without knowing how to walk properly.

The physical and yet technical aspect of football, needs to be better, much better, much more substantial and precise, before they start making the game smarter in other areas.

A smarter and more balanced game, will expose the obscene response issues, lack of physics, lack of substance, that we currently have in the most important area: dribbling and man-marking.

Konami knows this, and EA Sports is also aware.
 

Avelives

Registered User
Guys enough with the enormous posts already...

Its as simple as this, Fifa is great as a mass appeal crowd pleaser, easy to pick up and play, looks great, but dig deeper and its a bit shallow and pointless. Like a really hot girl who isn't that bright.

PES is a little twitchy and odd at times, takes some getting used to but dig deep enough and its brilliant, a bit like a slightly odd looking girl who rocks in bed.

Hear endeth that lame analogy.

As for Defending being broken since PES5? WTF!!
I was perfectly capable in PES2010 of sitting back and counteracting oponents attacks by shepherding them into certain areas of the pitch, dont know what you mean tbh,
 

Tech_Skill

Registered User
I think this is likely to be my last post regarding this particular subject, so I want to be clear about what I'm saying and what I'm not saying.

The motion capture + 360 axis analogue stick, formula; works pretty well for the 2K Series, 2K9 and 2K10 are good examples.

Like everything, someone will do it better than the rest, but that's besides the point; the relevant point, as far as far I'm concerned, is that in 2K Sports knows how to do it... and that Konami and EA Sports, for whatever the reason, have not nailed it yet.

Here is my reason for WHY.... Konami and EA Sports have not nailed the motion capture + 360 axis movement, formula, yet...

I think THE thing that is responsible for the lag or unresponsiveness, is the lack of space to implement the motion capture to LINK one animation to another animation and so on and so forth....

That is THE LINK that PES11 and FIFA11 are currently lacking, we need a NON-RUNNING AND RESPONSIVE LINK to link one running animation with another running animation; currently, the LINK is provided by running animations... In other words, running animations are LINKED by yet more running animations.

And like a d-pad with over 30 directions, it would never be responsive: it would get lost in translation.... due to all the running in all the different directions that it can now go.

And next thing you know, you have covered a space of over 15 feet of distance... when all you wanted was a subtle and effective and responsive LINK: a LINK that does not requires you to run 5 yards with the ball, subtle, effective, responsive.

Because the LINK gets lost in translation, we get response issues, because the 360-axis d-pad gets lost in translation... due to all the directions in which it can now run.... and consequently, the LINK between running animations, feels like a heavy car with a really heavy and unresponsive steering wheel.

The LEFT ANALOGUE STICK is being employed like a D-PAD, and as such, is being restricted by a D-PAD RESTRICTION; it does not have the space required to implement sufficient MOTION CAPTURE to link the animations.
-----------------------------------------------------------------------



The other thing I wanted to discuss, is FIFA09.

Passing on FIFA09 was not exactly 8-axis was it? Or do you not remember all the PES fans talking about how much more fluid and freed-up the passing felt in FIFA09?

FIFA09 already had the "passing power bar" thing working for it, plus it did not feel like it was 8-axis passing.

You keep the dribbling restricted to the same old 8-axis concept, and yet you introduce this new and improved passing system; perhaps the passing had a lot to do with the RESPONSE TIMES...

FIFA09 did not functioned under the same 8-axis passing that was used with PES6 and PES5 and PES09..........

And the thing about passing is.... that it is directly linked with OFF-THE-BALL RESPONSE TIMES, as well as ON-THE-BALL RESPONSE TIMES.

If you change the way passing works, this will change how the game plays; FIFA09 had a different passing system to the 8-axis passing system which was used in PES5 and PES6.

For the mentioned reason, I do not think it is wise to compare FIFA09 with PES5 and PES6; the passing system was not 8-axis and it had a "power bar" working for it, and passing is a key area of the game, and it will affect off-the-ball response times as well as on-the-ball response times.

Stopped reading here, I never seen anything to suggest fifa's passing system has changed in terms of directions you can pass in, in fifa 09 im pretty sure it was 8 directional movement and passing, in fifa 10 i assume it was '360 movement' with the passing system staying the same. Passing for sure felt better in fifa 09 than in previous pes's, maybe it had something to do with passes in PES being very straight with little bend which enhanced that 'passing on a grid' feeling amoungst other issues. pes But previous to this year, I assume the directions of passing in both games are the same, until I see evidence to the contrary.

If if anything its PES's passing system that has changed as PES 2011 is said to offer more directions to pass in.

As for Defending being broken since PES5? WTF!!
I was perfectly capable in PES2010 of sitting back and counteracting oponents attacks by shepherding them into certain areas of the pitch, dont know what you mean tbh,

PES2008 defending was a disgrace, seriously, so very bad, 2009 I dont even remember that game it was so shit, 2010 I remember the AI being passive for the 3 or so games of that shit i played, in pes 2011, the defending is very bad at times, the other day in master league the defender stopped still and watched a though ball bounce off him and it left a one on one for the CPU AI. As far as im concerned, the AI in modern day gaming is a huge issue, more of an issue to me than some of the other stuff I see about Dpad's and Analouge sticks.

On a different note, I was on fifa forum the other day, Man, those fans on there have had enough, saw quite a few posts on there from people that are now playing PES again, I think quite a few of them are gonna go back to fifa because the learning curve on PES is steep, but ive noticed some of the people really willing to stick it out are some of the offliners who play the career mode on fifa. Apparently that mode is fucked, bugged and boring YET AGAIN, so they switched to master league and some of them are shocked by how in depth it is. Iv'e gotta say Master League looks so strong so far this year, there's alot going on there, but Konami have to allow you to move clubs mid season.
 

Amateur

Registered User
Guys enough with the enormous posts already...

Its as simple as this, Fifa is great as a mass appeal crowd pleaser, easy to pick up and play, looks great, but dig deeper and its a bit shallow and pointless. Like a really hot girl who isn't that bright.

PES is a little twitchy and odd at times, takes some getting used to but dig deep enough and its brilliant, a bit like a slightly odd looking girl who rocks in bed.

Hear endeth that lame analogy.

As for Defending being broken since PES5? WTF!!
I was perfectly capable in PES2010 of sitting back and counteracting oponents attacks by shepherding them into certain areas of the pitch, dont know what you mean tbh,

Sure you do not know what I mean, you don't even know why the defensive system in PES5 is broken... It's kinda funny to be honest, the flaw is so invisible, that people do not see it as a flaw, they already see it as part of the game; yet it is the reason for why defending was broken in PES5 and PES6 and PES10 and FIFA10 and PES11 and FIFA11.

PES5 was filled with spot-kicks because it lacked proper dribbling and man-marking physics: it is a FACT which can be proven by statistics and by logic, as well as video footage...

5 to 6 years later, and we still have a video game filled with spot-kicks, because like in PES5, it lacks basic dribbling and man-marking physics; adding more directions to PES5 was never going to fix the problem, and here we are in year 2010.

The game is stupid and dumb where it matters the most, and they minimize the fact by giving you stupid AI all around.

I will not bother explaining why it is broken, simply put, can you kill someone whom is already dead?

Well, can you dribble when the player is permanently and automatically running and dribbling for you? Do we have a power bar for stealing the ball or tackling?

If the COMPUTER passed the ball for you, ALL THE TIME, would you say that the passing system is not broken?
 

Amateur

Registered User
Stopped reading here, I never seen anything to suggest fifa's passing system has changed in terms of directions you can pass in, in fifa 09 im pretty sure it was 8 directional movement and passing, in fifa 10 i assume it was '360 movement' with the passing system staying the same. Passing for sure felt better in fifa 09 than in previous pes's, maybe it had something to do with passes in PES being very straight with little bend which enhanced that 'passing on a grid' feeling amoungst other issues. pes But previous to this year, I assume the directions of passing in both games are the same, until I see evidence to the contrary.

If if anything its PES's passing system that has changed as PES 2011 is said to offer more directions to pass in.

Good for you, you stopped reading there, cool.

Even if it is 8-axis, it has the passing power bar... which WILL and DID changed the game. It took PES how many years to implement such an obvious feature?

You have yet to explain why 2K9 and 2K10 are not unresponsive video games and you are conveniently clinging on to the same information; information that does not proves anything.

So motion capture is largely responsible for the sluggish feel, right?

And why was it so imprecise back in PES5, responsive but IMPRECISE... Why was PES10 also imprecise? Why is FIFA10 also imprecise? Why was ISS imprecise? and why is PES11 also imprecise as well as sluggish?

That's were the whole motion capture bullshit starts looking like a pack of lies; something that is supported by the fact that 2K9 and 2K10 are filled with motion capture and yet do not feel sluggish; and also supported by other facts.

I agree with some parts of your argument and I think your criticism is spot on for the most part, but your suggestions on how it should improve.... in that respect, I think your argument is pretty redundant for obvious reasons which I will not bother explaining again.

I play PES5 today, and after the 100th spot-kick of the game, I turn the game off. Responsiveness and unpredictability is great, but if the game is imprecise, this will become unbearable.

I prefer playing PES11 with stupid AI, than being forced to play PES11 with smart AI.

If the defense was not stupid, FIFA11 would bore the hell out of me, more than it currently does; I prefer creating 10 on-on-one situations per game, rather than being forced to actually dribble past a defender... Na, I prefer the broken defensive system if the physics are non-existent.

Perhaps, this is why you can play FIFA and I cannot, after scoring 15 one-on-one situations in 10 minutes, that's the part were I turn off the game and don't bother with it.

But anyways, thanks for your time, it was nice having a half decent conversation about the product in question.



-Poor CPU AI (makes bad logical choices)
-AI Doesn't respect player stats and makes poor player do great things to try and get even with the users
-Lack of Player Individuality/More player individuality needed
-Passing is too accurate
-Games are full of bugs
-Ball physics
-Poor Animations/Advancing the animations in the game
- Creating a game with Broadcast reality (ie. better camera angles and better dynamic camera angles too)

Poor animations: let's make it pretty... it still is a shit system, it doesn't matters how pretty it looks.

You cannot have PRECISION with the D-PAD CONCEPT, because the left analogue stick determines HOW you dribble or run, WHEN you dribble or run, and also, the DISTANCE COVERED with the ball; three entirely different areas determined by one button, that is a problem, that is very restrictive however you look at it.

We already saw how much passing changed and improved, by simply adding a power bar to determine the power of the pass; in the next couple of years, the same thing will be done with dribbling and man-marking, and this will be a massive change and a very positive step in the right direction, and it will affect all the areas of the game.

Ball physics: will make it look more pretty, feel more pretty.... it still is a shit system at its very core, where it matters the most.

Lack of Player Individuality/More player individuality needed: obvious really... very obvious.

Games are full of bugs: because a bug free game will make me forget about how shit the game actually is? a bug free PES10 will never make the game that much better, nor will it make FIFA10 nor FIFA11 nor PES11 that much better.

Passing is too accurate: this has to do with the lack of physics as well as lack of AI, and lack of AI is a by-product of lack of physics. The easy passing is what will keep the fans hooked, that's the hook of the game, asking them to minimize their hook is simply unwise.

AI Doesn't respect player stats and makes poor player do great things to try and get even with the users: if it respected the stats, the game would be too easy... this is why the AI does not respects the STATS, and when they want to, the AI will run you over.... because the game does not have proper physics where it matters the most.

Most of the AI goals, will be the result of a slow player out-running a fast CB, super-man scoring a header from a corner kick, etc, etc. If we had proper physics, the AI would not have that freedom of simply deciding to bend the laws of physics and magically score a goal.

Poor CPU AI (makes bad logical choices): so you want them to make better choices? Really? The game is already an easy ping pong game... and you want smarter teammates?

Yeah, there's a reason for why they are stupid, because if they were any smarter.... it would expose the complete lack of proper dribbling and man-marking physics, it would make the game more boring to play, and in the case it favors the attackers over the defenders, it will result in countless one-versus-one situations per game; resulting in 10-8 score lines.

It's LOOSE-LOOSE, if it's balanced you loose, if it favors the attackers you loose: this is why the AI is stupid, because despite whatever you think, it makes the game more fun to play. This is why in PES your teammates seem to be stoned all the time, and in FIFA you score one-versus-one goals without even intending to do so.

Yes we have bugs, but most of these "flaws" are there to offer a balance, so that the game is neither too easy nor too boring.

You are asking Konami and EA Sports, to run when they have not even learned how to walk properly.

You are under the impression, that it is me, whom is asking them to run without knowing how to walk; but in truth, I am asking them to learn how to walk, before attempting to run.

Actually, and I don't give a shit about how you take this, hopefully you'll understand that it's just an argument concerning a video game, nothing more and nothing less; and I do, for the most part, respect your criticism regarding PES and FIFA.

But I just find it hilarious that someone with your attitude, cannot see how that list of rubbish is nothing relevant, it's completely redundant, if you cannot see why... that says a lot.
 

Amkolino

Registered User
Nice post Tech!!

I'm agree with you!!

In PES when i play MasterLeague i look for example for forwards..

I at least want a "big" guy like Dzeko/Balotelli/Ibrahimovic or any else..
I want good speed and shooting abilities!
I want a nice jump ability (I'm german i dont know how its called in english)!
A good headder and so on and so on..

When i play Fifa (i bought last year both games) i only watch on this fuckin overall stat...Because the stats are a piece of shit..
You play with etoo or with drogba..both are fast like Lennon or Martins and can do headders like O.Bierhoff...

I whish that PES dont implemented this shit...i hate it!

In real you cant say wohoo Etoo hast overall 95 and ibrahimovic 96!
Ibrahimovic is better then Etoo...

But you can say..

When you want a fast player than buy Etoo otherwise buy Ibrahimovic if you want a big man in the central forward position...
Thats my opinion!

BUT!
The Big Money has EA!
The Licences are very nice and these kids who cant copy a fuckin OF Patch (for PS3 Xbobx or PC) buy it!

And Modes like your own Superstar with you real picture (Easy Upload on ea.com and so on..) That are nice modes and they where good to see in PES.

But the game with more realistic fun is for me PES! Play it since i am a liitle boy (played fifa and pes).

I can remember FIFA tapping how fast you can /\ (playstation) to run faster haha..

The animation of running in PES should be changed..Roboterrunning is not beauty to see..But the graphics this year is amazing!

The new passing in PES is very nice. And how Tech said, good players make good passes!

Sorry for my school english :p
 

Tech_Skill

Registered User
Good for you, you stopped reading there, cool.

Even if it is 8-axis, it has the passing power bar... which WILL and DID changed the game. It took PES how many years to implement such an obvious feature?

You have yet to explain why 2K9 and 2K10 are not unresponsive video games and you are conveniently clinging on to the same information; information that does not proves anything.

and on and on and on.......more bullshit and unfounded statements that make no sense.........

You make no sense AGAIN.

1) I have already explained this, last fucking time now. NO ONE said MO-CAP = poor player response times.

You understand that. NO ONE SAID THAT.

What was said was, It had been LINKED to poor response times. Now.....I dont give a FLYING FUCK about Nba 2K9, because who the fuck knows how they implement mo cap, maybe the do it different to Konami, I dont know, but no ever said mo cap guarantees poor player response times.

2) Stop fucking yapping about the damn sticks, because no one really gives a fuck about it, you will have a hard time making anyone sane believe poor response times are caused by the fucking analogue stick having d-pad restrictions, If you ever prove me wrong on that, fine by me, I just used simple fucking logic, you could use the damn sticks the same way on PES on PS2....guess what? Response times were way better than PES 2011 and previous fifa's too, even the ones with 8 directional movement.

3) What the fuck has the D-pad analogue restriction bullshit got to do with making a credible AI capable of basic fucking defending, in PES 1,2,3,4,5 6, did the defenders stop still and let through passes go by???? No. And that was on old style 8-way movement. Goalkeeping AI was also FAR superior in those games, again, old shitty 8 way d pad games. So excuse me for not buying into the idea that the cause of all this shit, is restrictions on some fucking analogue stick, when a system which gave you even more restrictions had a better defensive system and AI.

I want the basic shit done first before I start seeing the revolutionary shit come in. Precision means FUCK ALL without a proper AI to support it, EA introduced more degrees of movement to allow attackers to make more precise turns..........

IT DID NOT WORK BECAUSE THE AI READ EVERY DAMN COMMAND YOU INPUTTED, THEY WERE TELEPATHIC, YOU COULD HARDLY GET PAST...... CONCEPT WASTED.

Let just fucking agree to disagree and have fucking done, 10-8 scorelines because the AI is improved??? Get the fuck out of here with that shit, the AI was better in the older PES's did you ever get a 10-8 on 6 star difficulty back in the day............

Fuck me...... 10-8 scorelines because the AI is improved to the point where it can actually intercept a throughball?? This guy is winding me up right???

I need a drink.
 

Amateur

Registered User
You make no sense AGAIN.

1) I have already explained this, last fucking time now. NO ONE said MO-CAP = poor player response times.

You understand that. NO ONE SAID THAT.

What was said was, It had been LINKED to poor response times. Now.....I dont give a FLYING FUCK about Nba 2K9, because who the fuck knows how they implement mo cap, maybe the do it different to Konami, I dont know, but no ever said mo cap guarantees poor player response times.

2) Stop fucking yapping about the damn sticks, because no one really gives a fuck about it, you will have a hard time making anyone sane believe poor response times are caused by the fucking analogue stick having d-pad restrictions, If you ever prove me wrong on that, fine by me, I just used simple fucking logic, you could use the damn sticks the same way on PES on PS2....guess what? Response times were way better than PES 2011 and previous fifa's too, even the ones with 8 directional movement.

3) What the fuck has the D-pad analogue restriction bullshit got to do with making a credible AI capable of basic fucking defending, in PES 1,2,3,4,5 6, did the defenders stop still and let through passes go by???? No. And that was on old style 8-way movement. Goalkeeping AI was also FAR superior in those games, again, old shitty 8 way d pad games. So excuse me for not buying into the idea that the cause of all this shit, is restrictions on some fucking analogue stick, when a system which gave you even more restrictions had a better defensive system and AI.

I want the basic shit done first before I start seeing the revolutionary shit come in. Precision means FUCK ALL without a proper AI to support it, EA introduced more degrees of movement to allow attackers to make more precise turns..........

IT DID NOT WORK BECAUSE THE AI READ EVERY DAMN COMMAND YOU INPUTTED, THEY WERE TELEPATHIC, YOU COULD HARDLY GET PAST...... CONCEPT WASTED.

Let just fucking agree to disagree and have fucking done, 10-8 scorelines because the AI is improved??? Get the fuck out of here with that shit, the AI was better in the older PES's did you ever get a 10-8 on 6 star difficulty back in the day............

Fuck me...... 10-8 scorelines because the AI is improved to the point where it can actually intercept a throughball?? This guy is winding me up right???

I need a drink.


I will divide my last say on the matter into two parts which will briefly explain my argument, and after briefy explaining my argument for the last time, I will then give my final verdict on the whole debate; and before I start, the motion capture is not the only thing I have questioned, I have questioned that whole list, which is trivial.




Part I: the reason why power bars exist.

If PES5 had the passing system of PES11, it would be unplayable, it would be a frenetic ping pong game.... where each game would end with 5-7 score lines.

It's easy to say that something does not feels right about PES11 and PES10, but the problem is not as simple as regressing back into the 8-axis era and fitting PES5 animations into the game; nor is it as easy as going back to ISS (which is not even a PES game by the way).

I think that PES10 was the best PES to date, when it came out; and I also think PES11 is the best PES to date.

Fixing the goal keeper, fixing the floaty ball feel, fixing the bugs, smarter AI; are minor tweaks which will only make PES11 slightly more enjoyable than it currently is... but the game would remain dumb at its very core, because the mentioned tweaks would not actually change how the game is played.

So in that sense, I have to say that PES11 is a good video game, and that I do not think it can improve much more if it continues working the same way; so in this respect, PES11 is a good game...

But on the other hand, I have to say that it is a very outdated video game where it matters the most; and that it needs wholesale changes where it matters the most... it's not about adding UPDATES to the same old D-PAD CONCEPT... it's not about making it look pretty and making it feel pretty and minimizing the bugs, it's about actually REPLACING the old concept.

For me, it's all down to the physics of dribbling and man-marking. The left analogue stick currently determines HOW you dribble, WHEN you dribble, and also, the DISTANCE COVERED with the ball; three completely different areas attached to ONE button, this is the great restriction that is limiting all the areas of the game.

In PES10, the left analogue stick determined the DIRECTION of passing and also the POWER behind the pass, we had no power bar for passing the ball, and we all experienced how restrictive it was, because it limited the potential of the left analogue stick; with PES11, we can see how a simple "power bar" has revolutionized the passing game, because it relieved the left analogue stick from the burden of determining both the DIRECTION and the POWER, and by relieving the left analogue stick from such a burden, you now have more control over your passing.... because the left analogue stick determines the direction, and a completely different button determines the power.

The same thing can and should happen with dribbling and man-marking. Currently, the left analogue stick determines HOW, WHEN, and the DISTANCE COVERED.

HOW -- should be determined by the left analogue stick, which has the range of movement, and has all that space to implement different type of dribbling and man-marking animations.

WHEN -- should be determined by a button that is NOT the left analogue stick... In other words, it would be impossible to cover spaces of over 30 feet of distance WITHOUT the assistance of a SPRINT button.

DISTANCE COVERED -- Again, if you direct the left analogue stick WITHOUT the assistance of a SPRINT button, the left analogue stick should not have the power of making your player run through space: it should be impossible to cover spaces of over 30 feet of distance, WITHOUT the assistance of a SPRINT button. Therefore, the DISTANCE COVERED should not and cannot be determined by the left analogue stick.

By relieving the left analogue stick from the burden of determining WHEN the dribble is used, as well as the DISTANCE COVERED; you create new space to implement new animations into the game, animations that would otherwise be left out... due to lack of space on the left analogue stick.

PES11 has improved in some areas, but it remains very outdated where it matters the most: you are always dribbling or man-marking, dribbling and man-marking is the heartbeat of the game, it is the link to all the areas of the game, and it is the weakest area of PES11 and FIFA11.

This is the area of the game that needs the most improvement. You can go to PES5 and then go to PES11, and you will notice that the left analogue stick, essentially, functions in the same identical way... it determines HOW you run with the ball, WHEN you run with the ball, and the DISTANCE COVERED with the ball...

PES5 was imprecise, PES6 was imprecise, PES10 was imprecise, FIFA10 was imprecise, PES11 is imprecise, FIFA11 is imprecise; ignoring the difference in feel and responsiveness, all the mentioned games share one thing in common, they are all imprecise: the lack of precision is a D-PAD RESTRICTION... not an analogue restriction.

Adding directions to an outdated and flawed concept will never fix the problem, it can only hide the flaw, but updating the same old flaw will never actually fix or replace the flaw.

Again, we have seen how a simple power bar has massively changed how the game is played because it changed how passing works; can you imagine the difference that a new left analogue stick system would produce for dribbling and man-marking? and how this would affect the rest of the game?




Part II: maximizing your strengths, minimizing your weaknesses.

A lot of people overlook the fact that the AI felt smarter in PES5, because the passing was 8-axis... therefore, you make the AI smarter to minimize the 8-axis passing restrictions... and Konami successfully did that with PES5 and PES6.

The thing that has gone wrong since making the jump to current consoles, is that Konami and EA Sports have replaced the 8-axis passing with 360-axis passing and yet, they have not changed or replaced the gameplay concept... Adding more directions to the same concept will never actually change or replace the concept, it will update the concept, but it will never actually fix the core flaws................ because it is impossible to fix the core flaws without actually replacing the gameplay concept.

Because these are YEARLY UPDATES.... that's exactly what it is, an update, not a replacement; and, as already mentioned, it is impossible to fix the core flaws without actually replacing the gameplay concept.

The passing system has more directions, yet the gameplay concept remains as dumb as ever: it is a dumb concept, has always been a dumb concept, and it remains unchanged....

Passing the ball from a wide view perspective: an obvious concept, really, do you need skills to pass the ball from a wide view perspective? With the new 360-axis passing, if the players were any smarter... the game would become a goal scoring ping pong fest.

And the wide view perspective concept is dumb and obvious, not because of the wide view perspective, but because the defensive system is dumb and in fact broken.

Defence: you can manually, literally, manually control the direction in which all the players run when defending... and yes, all the ten players on the pitch are attached to the left analogue stick and the pressure button; ten individuals attached to two buttons, and the left analogue wasted on the redundancy of it all. Holding the R1 sprint button when the opponent passes the ball, does not creates any negative nor any positive repercussions, it simply does not affects how the R1 sprint button works in any way... It is a stupid system, a dumb system, with absolutely no substance at its core. Yet it minimizes the lack of proper physics when dribbling and man-marking, it minimizes the weakest area of the game, and this is why defending is the same old stupid procedure.

It was stupid in ISS, it still is equally stupid: today...

Balance: balancing the game will expose the d-pad roots which are currently holding the genre down, we don't have proper dribbling and man-marking physics, a balanced game would expose the weakest area of the game.

You don't expose the weakest area of your game, you maximize your strength, and the strength of PES11 is the new passing system: dumb AI will maximize their strength, and will minimize their weakest link.

The potential is amazing, the potential is there for all to see, but sadly, the fact that business revolves around money; makes PES a yearly update, and yearly updates are likely to never replace what should have been replaced.

I understand why some people prefer the old PS2 games to the new PS3 games, because the old games were full arcade... and a full arcade will be more balanced; on the other hand, PES on the next gen consoles is a mix of arcade with simulation... which makes the game better in terms of passing, but worst in many other areas of the game.

So between PES5 and PES11, I prefer PES11 and PES10 because I get more variety with the things I can do; at the same time, I respect the people who prefer playing PES5, because PES5 was a full arcade, a full arcade will always be more competent (despite the many restrictions) than a mix between arcade and simulation.




I want the basic shit done first before I start seeing the revolutionary shit come in. Precision means FUCK ALL without a proper AI to support it, EA introduced more degrees of movement to allow attackers to make more precise turns..........

That confirms how fucking clueless you really are... oh and, by the way, saying fuck every five seconds does not make your argument more credible.

Before uttering the word "precision" you should make sure you understand the actual meaning of the word, or at least understand why I used the word: precision means FUCK ALL without a proper AI to support it.....

I guess Konami and EA Sports are just lazy bastards for not fixing issues such as "stupid AI" and for not balancing the game, and the "floaty ball" that EA Sports has not entirely fixed after three years; oh, and how could I forget, the goalkeepers who do not react like the super-humans we had back in PES5 and PES6.

Yet for some reason, in PES5 and PES6, I could score a lot of unrealistic long range goals; yet for some reason, despite how balanced and "smart" the AI is, the game is still utter shit.

You talk about response issues, yet for some reason you do not think ISS had response issues; human beings moving like fucking super-humans was not a response issue.... as far as you are concerned.

I guess you are just so full of sense and logic, that you cannot see how utterly redundant your whole argument is, starting with the list of things to "improve" upon.

Your argument is weak, the fact that you cannot see why... pretty much tells me all I need to know. In your last response, you said I made no sense AGAIN; and that's the difference, you are under the delusion that I am not making any sense.... yet I understand your argument perfectly well. You see, unlike you, I am questioning your argument because I actually do understand your argument.

You want a dumb game with "smart" AI, and you think the lack of proper dribbling and man-marking physics, and the bad employment of buttons, has nothing to do with the game being dumb at its very core; and I suppose you think ISS was a "smart" game because the AI did what you expected, and because it was balanced and responsive.

Yet what you don't seem to understand is, that I think ISS is dumb and outdated regardless of how dumb or smart the AI might be, and that I do not want to play that rubbish for the next 3 years of football gaming...

You want them to get the basics right, you want them to start walking before they start running... fair enough, yet, you are talking about ISS in year 2010: something outdated, with response issues, with precision issues, and something that doesn't seem to work with modern graphics and modern animations.

With todays standards of graphics and animations, have we ever seen a Football Sim with good graphics, motion capture, and yet the responsiveness of ISS or PES5?

In year 2010, you are talking about walking, as if walking today was the same thing as walking 10 years ago; if Konami and EA Sports did what you want them to do, it would make the game more boring.

Verdict,

Certainly, I have no interest in telling you or anyone else "I told you so", I just want a better game, and unfortunately, good feedback is important if we want a better game; and unfortunately, 99.9% of our feedback is trivial rubbish.

In time it will be done, and you will see what I meant when I was making "no sense" back in year 2010.

Again, my interest is not telling you or anyone else "I told you so" when it finally happens, when TIME proves that I was right and you were wrong; my interest is that I think good feedback could accelerate the process, and that I think we are capable of better feedback... although I'm clearly under the wrong impression.

With nothing left to say, LET'S AGREE TO DISAGREE....
 

OCKRASS

Registered User

:blush:

Amateur has struck again! This Wacko has destroyed so many threads with his shit its hard to believe ppl still read his posts. He does not have any fucking idea about what he is saying but just keep posting pure shit about left stick right stick 10 min simulation dribbling ....etc.

I hope you all realize that this guy is actually typing from a mental institution.

SPOILER ALERT

Fifa 11 is waaay better than PES 2011 this year.
The masses has spoken again.

Fuck everything and anything that anyone says.....play the fucking game you love, whether PES or Fifa. At the end of the day ..it only matters what you like ...not what these idiots are trying put in your head.

Tech_Skill deserves to be banned if he cannot make a point without cursing like a fucking idiot.

Amateur must be banned for being .....well just mentally retarded and post articles more than five words.

:angry:
 

Tech_Skill

Registered User
:blush:

Amateur has struck again! This Wacko has destroyed so many threads with his shit its hard to believe ppl still read his posts. He does not have any fucking idea about what he is saying but just keep posting pure shit about left stick right stick 10 min simulation dribbling ....etc.

I hope you all realize that this guy is actually typing from a mental institution.

.................................................. Lets put it this way, your BOTH a bunch of deluded dicks.

However, I still think Konami should give him a listen.



SPOILER ALERT

Fifa 11 is waaay better than PES 2011 this year.
The masses has spoken again.

I don't hear the masses speaking.... just a bunch of bitches flapping they pussy lips, this is where you come in.

The REAL story on Fifa 11.....

The game is totally bugged to fuck, from DAY ONE people were saying Online was night unplayable because of bugs, there were so many people cheating, the leader boards had to be reset and even that probably hasn't fixed the issue as their are still people apparently exploiting the flag glitch. Player were losing their Virtual Pro points, all kinds of crazy bugs.

The Career mode is a JOKE apparently,boring, shallow and bugged to fuck for another year, this is why in a poll held on the official fifa forums something like 45% of those who voted said they would be moving to PES2011 to try it because Fifa is a piece of shit yet again.

I even got Pm'd from someone who was backing fifa in this very thread, saying he is moving to PES2011 because the Career mode is a bunch of bullshit.

Other than Movement, Animations, and atmosphere how the hell is fifa better than PES this year? Please let me know.

You think that Shitty ''Personality+'' even comes close to the player individuality in PES.........

You think that shitty Pro passing is better than Pes's passing system.....

You think Career mode is better than Master League........

You think its realistic for Messi to be as good a central defender as Nesta?

:rolleyes:


Fifa 11 = Shiny 24 carat gold on the outside, and a stinking 24 carat turd on the inside.

Im not saying PES2011 isnt retarded in certain ways, but the game gets bashed to fuck when its doing alot of things better than fifa this year.
 

shaun7

Registered User
I agree that fifa is just shiny gold from the outside but nothing special on the inside. When you first see fifa, you say, wow. But when you analyse it, it's nothing special and just buggy. Really buggy.
The majority of the part of why fifa 11 frustrates you is the horrible AI.
Seriously, what is it with the stupid force filed surrounding strong CPU players? I mean, you can't even get near them at times.
I have never had a game that did this to me over only a week. But I can't play it anymore ALREADY. It's making me sick everytime I play it. MOSTLY BECAUSE OF THE AI.
I could've lived with slightly fewer individuality but a better AI like fifa 10 was. But fifa 11's AI is just really horrible. I'm sorry, but it is and no one can argue against this.
Also, I agree that personality plus and pro passing aren't what they were marketed to be. That's just gimmic.
Not saying pes 11 is better either as I haven't played it yet.
But some people praising fifa and bashing pes are MISSING THE BIGGER PICTURE. And they're also not mentioning fifa's horrible AI.
 

Tech_Skill

Registered User
I agree that fifa is just shiny gold from the outside but nothing special on the inside. When you first see fifa, you say, wow. But when you analyse it, it's nothing special and just buggy. Really buggy.
The majority of the part of why fifa 11 frustrates you is the horrible AI.
Seriously, what is it with the stupid force filed surrounding strong CPU players? I mean, you can't even get near them at times.
I have never had a game that did this to me over only a week. But I can't play it anymore ALREADY. It's making me sick everytime I play it. MOSTLY BECAUSE OF THE AI.
I could've lived with slightly fewer individuality but a better AI like fifa 10 was. But fifa 11's AI is just really horrible. I'm sorry, but it is and no one can argue against this.
Also, I agree that personality plus and pro passing aren't what they were marketed to be. That's just gimmic.
Not saying pes 11 is better either as I haven't played it yet.
But some people praising fifa and bashing pes are MISSING THE BIGGER PICTURE. And they're also not mentioning fifa's horrible AI.

I'm actually not anti fifa, I just tell it like it is, on the fifa forums, its pure tyranny down there, people have had enough of the same old shit. Im do fucking glad I didnt buy that shit on release because after the demo it was plain as day they hadnt address many of the core issues that were pissing people off in the 1st place.

And then on top of that you expect the game-breaking bugs that EA always put in for the final version, and then the obligatory garbage career mode which I gave up on in fifa 10, and guess what........on day one the forum goes nuts because the game is bugged and they are all surprised as hell, where the fuck where they in 2010?

Fifa 09 for its time was a game that just had something, dont know what it is, its arguably pound for pound the best next gen game ever made, I thought EA were gonna polish and fix some of the broken gameplay from that version and its just not happening.

Every one is saying how much PES has improved, fair enough, but whats really happened is, EA have stood still since 09 pretty much, because PES should be done and dusted by now. All EA had to do was rip off the master league and make the player stats count, tone down the pressure and PES would have been a dead donkey and EA had 2 years to make this happen.....instead all they have done is make the same fucking game (at the core) every year.
 

S-D-P

Registered User
I switched to fifa in 08, I thought fifa 2011 was arguably the best football sim ever made but my opinion has changed completely. Traded in fifa 11 for pes 11 yesterday haven't regretted my decision one bit. The more I play pes 2011 the better it gets. Ive grown tired of fifa and the generic AI as well as the attitude of EA, some of the flaws in fifa 11 are inexplicable and down to downright laziness. PES 11 is far from perfect, but for me its the best football game ever made. PES 2011 mixes user input with stats perfectly and the variation in games is superb, to put it simply it feels like a football match. Dont want to sound like a dirty fanboy because I am not, but its so good to return to pes as my main game rather than just playing it because I am bored of fifa. I know this is a PES cliche but a great sign for me is the more I play this game the better it gets, so much variation and the ball seems to be more of a separate entity, all I need now is a net editor and were sorted.
 
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