What part of the shooting requires "skill to master" if I may ask?
The push of a single button or the doze of luck that decides if it's a hit or a miss?
I know there are some factors of speed, pressure and positioning involved, but for the most part, the game is going so fast that you can't really do anything but shoot and pray in most cases.
In other words, it's easy and it requires no leet skillz or e-penis factor to accomplish, and what you do with the stick to place the shot only affects it a tiny tiny bit.
Anyway, since I stopped shooting and started to round the keeper, I rarely score less than 5 goals per match, but if you try to shoot past the keeper on 1 on 1's you'll easily see 3-6 misses on clear cut chances, not saves but clean MISSES. THAT'S how flawed shooting really are. And I have not even started on those generic long shots.
Fully agree with that. The game is going so fast that you barely do anything, it is mostly determined by the computer. The fact that you cannot determine movement without also affecting your position on the pitch and without also affecting your visual perspective, tells you just how fast this game plays; it's impossible to do anything without moving through space.
And the thing that makes Lio Messi the player that he is, is not how fast he moves through space, but how skillful he is within the space. PES and FIFA still function around the same old d-pad system, which revolves around movement through space, which is why the defensive system revolves around chasing the ball like a pack of headless chickens.
The game is always running, and this directly determines the number of animations/precision which can be implemented into the game.
I miss the old responsiveness of the d-pad versions of PES, and in my opinion the only way that you can have a responsive analog based video game with *real* manual passing, is if the left analog stick determines responsive and precise things that have nothing to do with the direction that the ball carrier is looking at nor with movement that affects your position on the pitch.
So anyways, like you, I really cannot see how perfecting a shit execution should be described as something that requires skill to master. I mean, it requires some skill, but I would never describe PES11 as a hardcore video game, in my opinion it is very simplistic and dumbed down.
@shaun7
I agree about more directions, at times the shooting can feel stiff and no matter where you aim it can go in a specific direction. I think the analog could be utilised much more for shooting, ie using the analog to add more backspin and top spin which would result in shots of more varying trajectory.
I would love a system with a full 360 ratio for shooting, but the key thing here is how would that take stats into account? I agree more user input is needed despite my love for the current system.
REAL MANUAL...... Would only improve the player individuality. But you cannot have real manual if the entire capacity of movement of the left analog stick cannot be used to affect little differences in accordance to just one direction: north, south, east, west, north-east, north-west, south-east, south-west.
If directing the left analog stick towards the west, without the assistance of any shoulder button, is enough to determine that the ball carrier will literally look towards the west.... as a result it is impossible to have manual passing or manual shooting.
In my opinion, real manual passing should be about,
(1st) having a total of eight generic directions, not directions of movement, but directions of visual perspective: north, south, east, west, north-east, north-west, south-east, south-west.
(2nd) directing the left analog stick, without the assistance of one of the shoulder buttons, diagonally towards the south-east: would not determine that the ball carrier will literally look towards the south-east.
(2nd) directing the left analog stick without the assistance of one of the shoulder buttons, not determining the direction that the ball carrier is looking at.
(3rd) directing the left analog stick towards the south-east without the assistance of the shoulder button, and then tapping the passing button when the ball carrier looks towards the north: the ball carrier is looking towards the north and suddenly passes the ball, not literally towards the south-east, not literally towards the north, just right between the two.
(3rd) therefore looking towards the north and passing the ball towards the east: the player would pass the ball, not literally towards the north, not literally towards the east, just right in between.
(3rd) therefore looking towards the north and passing the ball towards the south-east: the player would pass the ball closer to the east. The range of movement between east and south determining subtle differences in terms of passing directions.
(4th) as a result the range of passing directions in accordance to just one generic direction (north, south, east, west, north-east, north-west, south-east, south-west) would be much more precise. And also, as a result, heel-passes would need to be performed differently, and with players who have the ability.
(5th) the bottom line with such a system, is that a player like Xavi Hernandez would have much more passing animations than the average player, because the entire capacity of movement of the left analog stick would function in accordance to just one direction.
The bottom line is that with the current game, you can only use a fraction of the capacity of movement of the left analog stick in order to determine the direction of the pass, and as a result, the player individuality in terms of passing the ball, is only determined by a fraction of the capacity of movement of the left analog stick; how much skill and player individuality can you implement into such a limited space?
As a result, the player individuality is not really manual and it's not really substantial, it works automatically; passes are laser guided by something that has little or nothing to do with your ability as a gamer.