We agree to disagree Amateur....
...but you make some sense here.
Where the fuck is he going so fast? That will be my question.
What if i lose the ball on the next pass....now i am as open as a whore on the first night of fleet week.
Maybe they should have made it a trigger button run instead.
Defense still looks horrible...and i still see the idiots talking about its just a video or maybe on beginners level ...when will they learn?
When?
Agreed. Actually, it's quite simple to fix some of the obvious problems with the completely automatic approach that Konami wants to continue using.
[youtube]M-B6MbIEk_Q[/youtube]
The gamer should be in control of the Zonal Marking. Manual Zonal Marking. SIMPLE.
Attacker A passes the ball to Attacker B; on the defensive end, the user would have a limited time span to make a decision. The mentioned time span would range from (a) when Attacker A passes the ball, to (b) when Attacker B has his first touch on the ball.
If the user taps the through pass button before Player B has his first touch on the ball: as a result, the defensive midfielder will execute the zonal marking.
If the user does not tap the through pass button before Attacker B has his first touch on the ball: as a result, the defensive midfielder will not execute the zonal marking.
Such a simple mechanic gives the user control over this tactical aspect of the game, because it gives you the option of choosing the 1st option or the 2nd option. And as a result, the video game can revolve around mistakes made by the user, if the gamer used the 2nd option in the wrong scenario, that would trigger a mistake.
Meaning that the user would need to read the game, and try to use the 1st choice in the correct scenario, and the 2nd choice in the correct scenario.
*
*
Example: Lio Messi with the ball. Two defenders on Lio Messi, Defender A and Defender B. But Xavi Hernandez is free from mark.
*
*
In the given scenario. If the computer automatically determines zonal marking. This would mean that one of the two defenders whom is marking Lio Messi, will go after Xavi Hernandez. The obvious problem with this, is really quite simple, you would now have ONLY ONE defender marking Lio Messi.....
We know what can happen if ONLY ONE defender is marking Lio Messi: Messi could dribble past Defender A and then he would be free from mark, because Defender B is now marking Xavi Hernandez. MASSIVE MISTAKE dictated by the computer.
That's a very common situation where the 2nd option (not executing the zonal marking) is the better option, due to the fact that Lio Messi can easily dribble past players, whereas Xavi Hernandez is not as dangerous when running at defenders.
This is why it is so important for the gamer to actually be in control over the zonal marking, because if the gamer can choose between two different type of defensive reactions, the video game can revolve around mistakes made by the gamer, as opposed to mistakes that are randomly dictated by the computer.
Not only would it add substance and structure to the game, but it would also be a diversion to keep us entertained when not in possession of the ball.
*
*
Manual Zonal Marking
*
*
It would no longer be, simply a matter of pressing the sprint button and running around like a headless chicken; instead, the defender would need to make decisions before Attacker B has his first touch on the ball. Therefore, the footballing brain of the user would be key.
The only reason why Konami is still using the same old formula of automatic bullshit, is because if the user actually has control over Zonal Marking: as a result, a casual gamer who does not have a good understanding of Football would be easily defeated by a gamer with a decent footballing brain.
When Zonal Marking is completely automatic, the footballing brain of the gamer is redundant because the computer is making all the decisions for you, regardless of how focused or unfocused you are as a gamer.
Completely dumb system using the right analog stick, huh? Either you played a totally different Wii version of PES or you should get your facts straight before complaining about a version that seems to fix a lot of the problems you bring up.
You complain about scripted gameplay in an earlier post but somehow "ball movement in accordance to a preset script" is a good thing now because it can't be exploited?
Perhaps you should decide whether you want a simulation or a videogame before you rant on about wanting manual control while complaining that the football videogame currently with the best manual control is too easily exploited?
Note: I'm not saying the Wii version is perfect (it has its share of minor quirks) but improving Wii-like gameplay is probably the best way towards making the best football videogame.
Of course a
preset script is a very good thing, because on the defensive end the computer can be competent due to the fact that the computer would now what the team in possession intends to do with the ball.
As a result. Manual cursor change is made redundant, because it would be possible to have specific buttons such as L1 and R1 amongst others, permanently attached to certain players, because the computer would know what the team in possession of the ball intends to do with the ball.
And because the computer would know what the team in possession of the ball intends to do with the ball, the computer can give you the freedom to make decisions; on the other hand, when the computer does not know what the team in possession of the ball intends to do with the ball, the computer MUST make the decisions for you. Which is the main problem with PES and FIFA.
*
*
Buttons for when you are not in possession of the ball, and yet are not close enough to the ball carrier in order to actually man mark the ball carrier.
*
*
L1 button: would be permanently attached to the key defensive midfielder. By pressing the L1 button, the key defensive midfielder would move towards the position of the ball.
Right Analog Stick: would be permanently attached to the key defensive midfielder. By directing the right analog stick, the key defensive midfielder would run towards the given direction. Though unlike the Wii system, the right analog stick would only affect the direction of movement without the ball, only ONCE per pass, ONE direction for ONE pass, it would be impossible to move in MULTIPLE directions when the team in possession of the ball has only made ONE pass.
L2 button: would be permanently attached to the key defensive midfielder. By pressing the L2 button the key defensive midfielder would move towards the direction given with the right analog stick. The off the ball movement in accordance to the right analog stick would only work ONCE per pass. On the other hand, the duration of the movement would be determined by the L2 button: meaning that fully releasing the L2 button would mean that movement in accordance to the right analog stick would no longer work, until the ball carrier passes the ball ONCE again.
R1 button: would be permanently attached to a secondary defensive midfielder. By pressing the L1 button, the secondary defensive midfielder would move towards the position of the ball.
Short Passing button: would determine Manual Zonal Marking, and would be permanently attached to the secondary defensive midfielder. By pressing the short passing button before the opponent has his first touch on the ball after a pass is made: as a result, the secondary defensive midfielder will run after the opponent who just had his first touch on the ball, after the mentioned opponent passes the ball to another player.
Through Pass button: would be permanently attached to the key center back. By pressing the through pass button before the opponent has his first touch on the ball after a pass is made: as a result, the key center back will not move towards the position that the ball occupies, and would instead move towards the position that the opponent's forward target occupies. This can only be done ONCE per play, as opposed to ONCE per pass.
Through Pass button: movement in accordance to the position of the ball would be the correct decision in some occasions (depending on the preset script); on the other hand, movement in accordance to the position of opponent's forward target, would be the correct decision in other situations. Therefore, reading the
preset script would be a crucial element of defensive play.
Shooting button: would be attached to the random players (not the key defensive midfielder, nor the secondary defensive midfielder, nor the key center back) whom are closest to the ball carrier. By pressing the shooting button, the forward or midfielder or center back whom is closest to the ball carrier would run after the ball carrier, in order to apply pressure.
Long Ball button: would determine Manual Zonal Marking, and would be attached to random players. By pressing the long ball button before the opponent has his first touch on the ball after a pass is made: as a result, a random player (not the key defensive midfielder, nor the secondary defensive midfielder, nor the key center back) will run after the opponent whom is running without the ball.
Long Ball button: unlike the Manual Zonal Marking that is attached to the short passing button, this Manual Zonal Marking would be designed in order to contain the attacking players whom are making Overlapping Runs through the flanks. Therefore it would be designed in order to contain the attacking players whom are out of the defensive midfielder's jurisdiction.
Left Analog Stick: it would only affect man marking, but would never affect off the ball movement. Meaning that it would never determine nor affect the direction in which the players run without the ball; instead, it would only determine the direction and distance of the standing tackle or sliding tackle. The left analog stick would automatically cursor change itself to whomever is man marking the ball carrier, but would serve no purpose when not close enough to man mark the ball carrier.
Bottom Line,
As a defender. The game would no longer be about directing the left analog stick and pressing the sprint button. The game would be about TIMING and about CRITICAL THINKING.
Your goal as a defender is to read the
preset script correctly, until all the sequences of the
preset script are used, because once the
preset script expires, it will be easy to close down the opponent and get close enough to man mark the ball carrier.
However. If you make a mistake, such as not triggering Manual Zonal Marking when you should, that would create space for the team in possession of the ball. Mistakes would not be randomly dictated by the computer, and would instead be determined by the ability of the gamers.
*
*
Preset Script
*
*
A
preset script would add substance and structure into the game, it is way beyond the stupid Wii system, but apparently you cannot see why.
You get rid of the stupid Manual Cursor Change, and you replace it with something that actually requires CRITICAL THINKING.
The football video game currently with the best manual control is too easily exploited? Yes it is. It is insubstantial and stupid.
Is it better than PES11 on the PS3? Yes because it offers something new to the gamer. It offers two different types of diversion: the ball carrier, and the player without the ball, more diversion. PES on the PS3 is just about the ball carrier, and it gets boring very quickly, because it's the same old formula.
Is the Wii PES easy to exploit? Yes because the computer CANNOT be competent due to the fact that directing the right analog stick determines the direction in which a player will run without the ball. And since the computer does NOT know the direction that you will give at any given time, the computer CANNOT be competent, because the computer cannot read the future, which makes it impossible for the gamer to be in control of the game because the computer is not in control of the game.
In addition, since you play the game from a WIDE VIEW PERSPECTIVE, this means that the players on the pitch will move as if they had a radar for a brain, which is in fact CHEATING, and also completely ruins the concept of player individuality.
The Wii system is as stupid as this: playing from the wide view perspective, you notice a gaping hole somewhere on the pitch, you direct the right analog stick towards the gaping hole, and the player/target moves towards the gaping hole. Simple and stupid.
The computer cannot be competent, because the computer cannot read your mind: the computer does not know if you want to move towards the gaping hole or if you want to move into some other space on the pitch, and this creates a lack of balance due to the fact that the defender cannot react in time, due to the fact that the computer does not know what you intend to do when in possession of the ball.
PES on the Wii functions around a literal and stupid concept. It is better than PES on the PS3, but that doesn't change the fact that it is stupid and obvious. As a gamer, I am merely talking about how we can have a footy sim that is addictive and yet flawless, and I know that the
preset script is the only way it can be done.
The
preset script would give the game a feeling of uncertainty, an "anything can happen" feeling, due to the fact that the ball carrier would not know how the defender would react to the preset script, because defensive reactions would not be determined by a preset script. Therefore producing an "anything can happen yet I am in control of what I intend to do" feel to the game.
Perhaps you should decide whether you want a video game or a movie before you rant. Because PES is closer to being movie, than it is to being a video game.
NOTE --
preset script is an improvement on the Wii-like gameplay, simpler to execute yet impossible to exploit. It gives you control over the game, which is the main thing that differentiates video games from movies.