You know the more I played this recently the more Im begining to see what it was you have been moaning about. Theres certain aspects which seem so arbitrary, like Konami have deliberately crippled certain features to balance out an ill considered new passing system which doesn't work with the existing engine.
You see it all the time, like players being magically slowed down upon trying to reach a loose ball, the invisible wall that appears round goalies after they dive and the ball rebounds, the same thinking exists in other areas as well. Tactics are so gimped right now, you cant issue individual commands, you cant dictate any tactic beyond team wide orders, thats cause if you could no one would ever score. Think about how often you get taken apart by a blatantly obvious through ball that you cannot prevent despite seeing coming a mile off? Imagine if you could switch to the correct player properly or actually get your DMFs and SBs to cover back when you have the lead, no one would ever score, most matches would be 1-0 at most.
Its like they re-designed half the game and didnt have time to do the rest so they just disabled and removed a bunch of features to compensate for the lack of balance.
Another spot on comment.
Simply put: you cannot measure the direction and the distance when you tackle for the ball; and you cannot disguise your intentions when you dribble with the ball.
And how can you minimize the mentioned restrictions? All the flaws that are clearly visible, are, basically, by-products of the root of the problem.
The passing feels too advanced for the actual game because it actually is too advanced for the game; if I can measure the direction and the power of the pass.... Then why can I not measure the direction and the distance when tackling to intercept a pass?
The passing system makes good use of the left analogue stick; but unfortunately, the man-marking and dribbling system, do not make proper use of the left analogue stick, and certainly, the game feels incomplete....
You can see how the new passing system is too clever and too advanced for the actual game, and the "flaws" that were required in order to balance a half-finished game.
If you cannot measure the direction in which you tackle nor the distance of the tackle: a substantial and structured defensive system, would expose the flaws of the current dribbling and man-marking system.
The bottom line is, quite simply, that the way the left analogue stick functions and revolves around a restrictive concept.... and how the left analogue stick could function in accordance to the massive space it has to offer.... are two very different things.
Left analogue stick
with the assistance of a sprint button: should produce one type of dribbling animation, one that affects both, the direction in which the ball carrier runs with the ball and the distance covered with the ball.
Left analogue stick
without the assistance of a sprint button: should produce a different type of dribbling animation, one that affects the direction in which the ball carrier dribbles and feints with the ball, but without ever affecting the direction in which the ball carrier runs with the ball nor ever affecting the distance covered with the ball.
To date, the left analogue stick functions and revolves around a concept that does not makes proper use of the massive space and depth that the left analogue stick has to offer....
You could potentially have thousands upon thousands of animations to choose from, but currently, you can only implement a handful of animations into the left analogue stick.
Dribbling: you can cover spaces of over 50 feet of distance by simply directing the left analogue stick without the assistance of a sprint button.
In other words, how can I feint that I am going towards the right, whilst at the same time positioning the body in a way that makes it possible to go either to the right or to the left, without affecting the direction in which I am running with the ball?
With the left analogue stick, you cannot do this, because the left analogue stick automatically affects both: the distance covered with the ball (without the assistance of a sprint button) and the direction in which the player runs.
Therefore, how can you feint that you are going towards the right when your real intention is to go towards the left; how can you disguise your intentions.... when your intentions are always materializing before your very eyes?
With the left analogue stick, it has always been and still is, impossible: you cannot disguise your intentions, because your intentions are always in motion.
Currently, with PES11, we have some dribbling trick gimmicks which are attached to the right analogue stick; the mentioned gimmicks work systematically, with a very repetitive and monotonous feel to it.... because the right analogue stick dribbling tricks function automatically, due to various reasons.
The gimmicks which are attached to the right analogue stick, do not make proper use of the range of movement of the right analogue stick: it produces the same identical animation, every single time; four directions, north, east, south, west, it does not matters how far or how slightly you move or direct the right analogue stick in any of the four directions.... it always produces the same pre-determined and automatic animation/trick.
In other words, you cannot measure dribbling tricks, and as a matter of fact, you cannot even measure dribbling.... in general.
A substantial and structured defensive system, would expose the mentioned left analogue stick restriction, and as a result, in many ways: the video game would be more scripted and repetitive, as well as more consistent, with a proper defensive system.... because the STATS which are attached to the left analogue stick function automatically.
The range of movement of the left analogue stick is not properly used, and it is restricted by an outdated design or concept.... that allows the user to play the game with the d-pad without any major consequences.
As we know, the d-pad has little to no range of movement, and therefore, must function automatically.... and should be determined or driven by STATS; which is why, you can cover spaces of over 50 feet of distance by simply directing the left analogue stick without the assistance of a sprint button.... because the left analogue stick is restricted by a d-pad restriction, it is not an analogue restriction.
On the defensive end, the game is restricted by the very same d-pad restrictions, the key difference is, that the restrictions are even worst on the defensive end.
Not only, can you not measure the direction nor the distance when you tackle for the ball.... but also, the fact that the left analogue stick is used to literally move each individual, in accordance to what the user can see from the wide view perspective.... means that the defensive system is broken, due to various reasons.
You cannot measure the direction nor the distance when you tackle for the ball, in other words, you are not in control of man-marking: man-marking is automatic and STAT driven; you cannot choose to tackle with the right foot or with the left foot, you cannot measure the direction of the tackle, and you cannot measure the distance of the tackle, etc.
Therefore, the ball carrier vs defender experience, is automatic and COM dictated.
A structured and substantial defensive system would expose the discussed defensive restriction.... Which is why, the left analogue stick does not affects man-marking purposes, instead, the left analogue stick is wasted on a headless chicken dance where the individual without the ball can always react and move in accordance to what the user can see from his wide view perspective.
When defending, if the functioning of the buttons is not affected by the movement and position of the ball.... this means that the defensive system is not designed to contain the movement of the ball.... instead, the defensive system is designed for superficial pressure play, where the user does not need to think in order to close down the ball carrier.
How many passes do you intercept? Was it you or was it the computer? Is it easy to close down the ball carrier? Do you need to think in order to get close to the ball carrier? What are the repercussions of holding the sprint button all the time?
There are no repercussions.... because
when and
where the ball carrier passes the ball, does not actually determine the type of defensive reaction: in other words, when defending, the movement and position of the ball does not determine the usage and functioning of the left analogue stick and the sprint button.
Why think about something that does not exist and therefore cannot actually affect the play? This is why defensive play is such a boring procedure when you play PES11 and FIFA11, it has no substance supporting the look and feel of the game.
The d-pad restrictions affect both dribbling and man-marking, but the defensive side of the game feels more COM dictated than the attacking game.
Why would it feel more automatic when defending, when the defensive game and the attacking game are restricted by the very same restriction?
Because when not in possession of the ball, when you play PES, you don't have to think about anything: passing and shooting do not play a part when defending.... you cannot measure the direction nor the distance when you tackle for the ball.... what can you do?
Unfortunately, the defensive game does not replace passing and shooting with something different and addictive; which is why defending feels more automatic and more boring than attacking.
If
when and
where the ball carrier passed the ball, actually affected and thus determined the type of defensive reaction (when) and the direction in which the defensive midfielder runs without the ball (where), therefore determining the position that the defensive midfielder occupies on the pitch (where and when) -- this would mean that passing would play an essential role when defending, because it would directly affect defending....
Consequently, this would add an entirely new dimension into the game, an addictive hook and dimension into the defensive game, as well as the attacking game.
But to date, the defensive game is not affected nor determined by when and where the ball carrier passes the ball.... and as a result, the defensive game feels more COM dictated and more automatic than the attacking game, because you never actually think about anything, you are always reacting, but never thinking.
The game is obvious and dumb, not because it is played from a wide view perspective; but because the concept makes it a predictable and dumb experience, where you can see what will happen before it actually happens.... but you cannot prevent it from happening time and time again, because the controls do not respond to what you can see will happen....
The controls are determined by the movement of the left analogue stick, one button, determining the reactions of ten individuals.
Do I want to control ten individuals at the same time? No.... it is in fact impossible to control ten individuals at the same time, it would also be stupid and insubstantial to control ten individuals at the same time; however, the individuals on the pitch could and should automatically move in accordance to the position of the ball and in accordance to their particular role on the team.
By the tap of one button, determined by
timing, the user could have total control in terms of movement without the ball; each individual button, permanently assigned to each player: center backs, wide backs, defensive midfielders, attacking midfielders, center midfielders, second strikers, strikers -- can all be attached to individual buttons, the usage of some buttons could change or alternate depending on the position of the ball; the football pitch has two halves, this could be used to maximize the usage of simple and accessible buttons.
Due to the limited number of buttons, teams would have different defensive systems. In addition, the left analogue stick would have more space for man-marking purposes.
The logical problem with the established system, is, quite simply: that you cannot contain the movement of the ball because the controls are not determined by the movement of the ball.... the controls are determined by the movement of an analogue stick.
Consequently, not only can you not contain the movement of the ball, but you also cannot use the left analogue for man-marking purposes.... because...
The slightest touch on the left analogue stick will produce lineal or vertical movements without the ball; movements or animations which will affect the direction in which the defender runs without the ball, but without affecting the direction in which the defender man-marks the ball carrier nor the direction in which the defender marks the space in accordance to the movements and position of the ball carrier; marking the ball carrier or marking the space in accordance to the position and movement of the ball carrier, depending on the distance between the ball and the defender.
It would be an entirely different wide view perspective experience, if the user was forced into having to think all the time, constantly; therefore, forcing a user-dictated mistake.... as opposed to an arbitrary com-dictated mistake.
How can you force the user into paying attention?
Simple.... just like the old passing system was replaced with a new passing system: the old defensive system, can and should be replaced with a new defensive system.
As in real life football, when and where the ball carrier passes the ball, should determine the subsequent defensive reaction; in other words, when and where the ball carrier passes the ball, should directly affect the functioning of the left analogue stick and the sprint button....
When and where the ball carrier passes the ball, should determine the direction in which the defensive midfielder runs without the ball and the type of defensive reaction; as a result, passing would play an essential role when defending, because it would directly affect defending.
And of course, the user should never have literal left analogue control in terms of movement without the ball; thus relieving the left analogue stick from the burden of redundancies, and creating new space for man-marking animations.
The new dribbling and man-marking system, should make proper use of the range of movement and depth of the left analogue stick: intuitive, organic, and accessible.... instead of systematic, non-organic, pre-determined, and repetitive.
Above all, it should be intuitive and accessible, and should be difficult or challenging due to the substance underneath the look and feel of the game.
Without going into too much detail or specifics, this is my two cents on Football Gaming in general. I am merely saying where and why it should change, not necessarily how it should change.