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Firstly, I want to make it clear that this is Not strictly about PES09.. Maybe PES09 will feature something Similar, Who Knows?? But this Post just focuses on Future Versions of PES, be it PES09 or PES 2010.
Anyways, Most Experienced PES player know this, Games are many times "Scripted" to go one way, to favor one side more than the other.
And, this isn't bad, Not at all -but- what makes it at times annoying -and- what makes it Unrealistic is that the Com. already decides who will have That Advantage before the start of each Game.
So much, that at Times it becomes Easy to Predict When and How the Com. will score a Goal. It just becomes too Repetitive.
Sometimes it favors you -and- other times it favors your Opponent.. But there's Never a Good Reason behind it -as- it is always a Random Decision.
This could Improve with a New System of Stats.. and my Proposition (Idea) is to have a Reason behind every Reaction that Involves the AI.
The system would consist of 2 Stats and a "Confidence Level" Gauge. This 2 Stats will Dictate the Happenings on the Pitch -via- the Confidence Level Gauge.
First comes the "Confidence Level Gauge", a simple gauge to Represent each player's Confidence or Form throughout a Match. It should go from 1% to 99%.
Each Player's Confidence Level should Vary Depending (or according) on the 2 Stats -and- this Stats are; Mentality and Consistency.
1) Mentality - To determine how well a player copes with the Pressure In the Pitch. The higher this Attribute, the more Consistent the player is throughout a Particular Match.
- The Mentality Stat dictates the "Confidence Level" of each Player (and Consequently each Team) during Gameplay.
- The Mentality of each player will change Dramatically throughout the course of a Match; a Player can go from zero to hero -or- Viceversa.
- It all Depends on the Happenings on the Pitch; giving away possession, scored a great goal, Missed an easy chance, passes completed, mistimed passes, etc, etc.. Everything should Reflect on a player's Confidence Level.
2) Consistency - To determine a player's Consistency throughout the Season. The higher this Attribute, the more likely the player will start the Next Match with a good "Confidence Level".
- For example, if a player with a high "Consistency" Stat ends a game with a Low Confidence Level, say a Confidence Level of 50% -then- because he haves a good Consistency, he should start the Next Game with a Confidence Level of 80%.
- On the other hand, if a player with poor "Consistency" ends a game with a Confidence Level of 50% -then- because of his poor Consistency, he should start the Next Game -just- as he finished his last one; with a Confidence Level of 50%.
So the 2 Stats complement each other -with- the Mentality Stat having more of an Influence During Gameplay -and- the Consistency Stat winning more Importance in Longer Tournaments.
And this 2 Stats would Determine the "Confidence Level" of each player -whilst- the Confidence Level of each player -or- the "Confidence Level Gauge" would Dictate the "Shifts" in Momentum throughout a Match.
For example, if a player haves a Confidence Level of 90% during the game -then- Consequently, some of his Stats should go Up for a given time -making- him a better player for that Given Time.
On the other hand, if a player haves a Confidence Level of 40% in the middle of a Game -then- Consequently, his Stats should go Down Momentarily -making- him harder to find on the Pitch.
But the Confidence Level system should change Constantly. For example, if the player with the 40% Confidence Level scores a Goal -then- Consequently, his Confidence will go Up to at least 70%.
So Everything can change at any Moment.. Maybe it takes 10 Minutes -or- maybe it takes 1 Second.
With this said, you may be asking What are the "Shifts" in Momentum?? It's pretty much summing up each player's Confidence Level -and- Determining wich Team haves the better Confidence Level Overall.
For example, if one Team haves a Confidence Level of 80% -whereas- the Other Team (Opposing Team) has a Confidence Level of 50% -then- Consequently (in that Particular Play), the Momentum should "Shift" 30% in favor of the 1st Team.
The Important thing would be to Capture One of the Main Aspects of Football; The Unpredictability.. and Most Importantly, the FACT that Football Consists of "Plays".
Football can be Exciting, it can be Tactical, it can be Boring, it haves Many Faces.. But it Always haves the same End -and- that is To create Plays in order to reach an End Product. Unlike Tennis or Basketball -Football- is a Sport about Creating Plays.
It is a game of stringing a few passes together, building up play, and "eventually" coming up with the End Product. Sometimes a Play consists of just 3 Passes -or- other times a Play consists of 15 Passes, Variations are endless..
In Football Sims, we produce an Average of 15 Plays per game, while the Opponent (Human or Com) produces another 10 to 15.. And out of those 15 Plays we maybe score some 3 or 5 Goals. Meaning that some 30% of those "Plays" had an End Product.
So where am I going with this?? What I'm trying to say is, that IF a game has an average of 30 Plays per game between Both Teams -then- a Football Sim should have an Average of 30 Shifts in Momentum per Match.
Meaning that each Play had a Distinct Momentum; maybe in one particular Play the Momentum was 70% in your favor -or- maybe in another Play the Momentum was 30% Against you, etc, etc..
In a Collective Game played with 11 players Variations are Endless, each Match should be "scripted" in an Unique way.
A Similar System would make each game feel unique and more Realistic -because- more things would Decide the Outcome of each Game, and each game would have a Different "script".
Nothing would be Decided Before-hands, No Random Decisions before each game.. No Pre-Determined Script.
Meaning that each game would start with the same Uncertainty, developing their Own "Plot" with each passing Minute -and- ultimately reaching a Different "Climax" in each game.
Bottom Line?? What better way of Dictating the Momentum of a Match than -via- Unbiased, Reliable and Precise Stats..
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Any feedback is appreciated.. What do you guys think, is it too Over the Top?? Are Next Gen Consoles Easily Capable of such a System?? What are your thoughts on this Topic..
Anyways, Most Experienced PES player know this, Games are many times "Scripted" to go one way, to favor one side more than the other.
And, this isn't bad, Not at all -but- what makes it at times annoying -and- what makes it Unrealistic is that the Com. already decides who will have That Advantage before the start of each Game.
So much, that at Times it becomes Easy to Predict When and How the Com. will score a Goal. It just becomes too Repetitive.
Sometimes it favors you -and- other times it favors your Opponent.. But there's Never a Good Reason behind it -as- it is always a Random Decision.
This could Improve with a New System of Stats.. and my Proposition (Idea) is to have a Reason behind every Reaction that Involves the AI.
The system would consist of 2 Stats and a "Confidence Level" Gauge. This 2 Stats will Dictate the Happenings on the Pitch -via- the Confidence Level Gauge.
First comes the "Confidence Level Gauge", a simple gauge to Represent each player's Confidence or Form throughout a Match. It should go from 1% to 99%.
Each Player's Confidence Level should Vary Depending (or according) on the 2 Stats -and- this Stats are; Mentality and Consistency.
1) Mentality - To determine how well a player copes with the Pressure In the Pitch. The higher this Attribute, the more Consistent the player is throughout a Particular Match.
- The Mentality Stat dictates the "Confidence Level" of each Player (and Consequently each Team) during Gameplay.
- The Mentality of each player will change Dramatically throughout the course of a Match; a Player can go from zero to hero -or- Viceversa.
- It all Depends on the Happenings on the Pitch; giving away possession, scored a great goal, Missed an easy chance, passes completed, mistimed passes, etc, etc.. Everything should Reflect on a player's Confidence Level.
2) Consistency - To determine a player's Consistency throughout the Season. The higher this Attribute, the more likely the player will start the Next Match with a good "Confidence Level".
- For example, if a player with a high "Consistency" Stat ends a game with a Low Confidence Level, say a Confidence Level of 50% -then- because he haves a good Consistency, he should start the Next Game with a Confidence Level of 80%.
- On the other hand, if a player with poor "Consistency" ends a game with a Confidence Level of 50% -then- because of his poor Consistency, he should start the Next Game -just- as he finished his last one; with a Confidence Level of 50%.
So the 2 Stats complement each other -with- the Mentality Stat having more of an Influence During Gameplay -and- the Consistency Stat winning more Importance in Longer Tournaments.
And this 2 Stats would Determine the "Confidence Level" of each player -whilst- the Confidence Level of each player -or- the "Confidence Level Gauge" would Dictate the "Shifts" in Momentum throughout a Match.
For example, if a player haves a Confidence Level of 90% during the game -then- Consequently, some of his Stats should go Up for a given time -making- him a better player for that Given Time.
On the other hand, if a player haves a Confidence Level of 40% in the middle of a Game -then- Consequently, his Stats should go Down Momentarily -making- him harder to find on the Pitch.
But the Confidence Level system should change Constantly. For example, if the player with the 40% Confidence Level scores a Goal -then- Consequently, his Confidence will go Up to at least 70%.
So Everything can change at any Moment.. Maybe it takes 10 Minutes -or- maybe it takes 1 Second.
With this said, you may be asking What are the "Shifts" in Momentum?? It's pretty much summing up each player's Confidence Level -and- Determining wich Team haves the better Confidence Level Overall.
For example, if one Team haves a Confidence Level of 80% -whereas- the Other Team (Opposing Team) has a Confidence Level of 50% -then- Consequently (in that Particular Play), the Momentum should "Shift" 30% in favor of the 1st Team.
The Important thing would be to Capture One of the Main Aspects of Football; The Unpredictability.. and Most Importantly, the FACT that Football Consists of "Plays".
Football can be Exciting, it can be Tactical, it can be Boring, it haves Many Faces.. But it Always haves the same End -and- that is To create Plays in order to reach an End Product. Unlike Tennis or Basketball -Football- is a Sport about Creating Plays.
It is a game of stringing a few passes together, building up play, and "eventually" coming up with the End Product. Sometimes a Play consists of just 3 Passes -or- other times a Play consists of 15 Passes, Variations are endless..
In Football Sims, we produce an Average of 15 Plays per game, while the Opponent (Human or Com) produces another 10 to 15.. And out of those 15 Plays we maybe score some 3 or 5 Goals. Meaning that some 30% of those "Plays" had an End Product.
So where am I going with this?? What I'm trying to say is, that IF a game has an average of 30 Plays per game between Both Teams -then- a Football Sim should have an Average of 30 Shifts in Momentum per Match.
Meaning that each Play had a Distinct Momentum; maybe in one particular Play the Momentum was 70% in your favor -or- maybe in another Play the Momentum was 30% Against you, etc, etc..
In a Collective Game played with 11 players Variations are Endless, each Match should be "scripted" in an Unique way.
A Similar System would make each game feel unique and more Realistic -because- more things would Decide the Outcome of each Game, and each game would have a Different "script".
Nothing would be Decided Before-hands, No Random Decisions before each game.. No Pre-Determined Script.
Meaning that each game would start with the same Uncertainty, developing their Own "Plot" with each passing Minute -and- ultimately reaching a Different "Climax" in each game.
Bottom Line?? What better way of Dictating the Momentum of a Match than -via- Unbiased, Reliable and Precise Stats..
---------------------------------------------------------------------------
Any feedback is appreciated.. What do you guys think, is it too Over the Top?? Are Next Gen Consoles Easily Capable of such a System?? What are your thoughts on this Topic..