Still, I think Konami should phase out the D-pad by PES 2012 because I think hardly any players use it anymore due to the advances made in PES 2011? Maybe Konami can finally fully exploit the analogue stick after that.
@Amateur: The control scheme you propose was very complex and still a bit fiddly with a lot of button pressing and precision control required for multiple fingers, most of which I probably can't do. I think something simple would work wonders (Not to say your scheme is bad, but perhaps it's beyond what a player/controller pairing can do effectively?).
The left analogue stick is not really limited by the d-pad, the left analogue stick is limited by the fact that it ALWAYS affects the distance covered with the ball; which is why you need to move from one space to another, because you cannot dribble on-the-spot.
The d-pad issue has always been, that because the d-pad barely has a range of movement or depth, you need to implement the most essential or basic animations: running animations.
Unfortunately, this way of thinking has gone into the left analogue stick as well, because the left analogue stick only produces moving-from-the-spot animations or physics.
Adding more running animations into the left analogue stick will never make a massive or significant difference, this is why FIFA10 and FIFA11, despite the massive number of running animations; has it changed that much since FIFA09?
No, because essentially, the left analogue stick functions in FIFA11, the same way it functioned in FIFA98.
The only thing that will revolutionize the genre, will be if the left analogue stick functions in an entirely new way, creating new space on the left analogue stick: creating the space required to implement the non-running physics that we currently do not have.
Both PES11 and FIFA11 lack non-running animations, both games need a lot more non-running physics to serve as a LINK for the running animations.
That will be impossible to do if the left analogue stick continues functioning the same way; that is, permanently affecting the distance covered with the ball, as well as the direction in which you run with the ball.
Even if the d-pad is ditched, if the left analogue stick affects the distance covered with the ball without the assistance of a sprint button, this means that regardless of how pretty the game feels and looks: the core flaws will be the same.
Which is why, FIFA has not really moved forwards since FIFA09, the left analogue stick cannot handle anymore physics; EA Sports will eventually need to create new space on the left analogue stick, you can only do this by changing how it functions.
Adding more directions to the same concept, adding more running animations to the same concept: will never fix the core flaws of the concept.
If its any use to you I totally understand your point, a simpler example to use (as people seem to misunderstand you) is you cannot currently do a simple thing like backing up with the ball what most people regard as classic centre forward hold up play, thats currently impossible.
Sure theres a brief glimpse of it when receiving lofted passes but its an automatic animation once the ball goes live (on the floor) you must move with it or have it stolen, another good example similar to that is you cannot shield the ball on the spot, basically unless you moving you are considered prone almost, and are easily dispossesed which is utterly unrealistic.
I still think while comprehensive your system is a tad complex though and most people would really struggle to adapt to it.
You are one of the few objective and respectful members of PESGaming.
Having said that, I disagree with your opinion regarding the dribbling system that I have formulated; I think it is quite simple, just not as as simple nor as obvious as the dribbling system that PES11 and FIFA11 use.
It would be, in my opinion, simpler and a lot more precise than the current system.
Picture it like something similar to doing the body feints that you can currently do by holding the L1 + tapping the right analogue stick; but instead of a systematic and automatic procedure which produces the same identical pre-determined animation every single time....
The dribbling system that I propose is one where you can do body feints or on-the-spot dribbling, by releasing the sprint buttons (R1 long distance sprint, L1 short distance sprint) and directing the left analogue stick.
Unlike the repetitive right analogue stick system that PES11 uses, the system that I propose is one that is not repetitive: even the slightest of touches on the left analogue stick would produce subtle differences in terms of on-the-spot physics.
For instance, without the assistance of the sprint buttons, you direct the left analogue stick towards the north: this will not move you towards the north.... instead, this will produce or trigger on-the-spot physics which will make it look as though the player could go in more than one direction, thus confusing the opponent.
In other words, your intention is to run towards the north, once you use one of the sprint buttons; however, without the assistance of the sprint buttons, the left analogue stick will disguise your intention.... by touching one of the sprint buttons, the player will move towards the direction that the left analogue is facing.
How can you manually affect the on-the-spot physics without affecting the direction in which you intend to run?
By moving the left analogue stick forwards and backwards without changing the course of the direction; this forward-backward movement will produce slight or pronounced differences in terms of on-the-spot dribbling animations, but without affecting the direction in which you will run once you utilize the left analogue stick with the assistance of one of the sprint buttons.
Another way of manually affecting the on-the-spot physics without moving from the spot nor affecting the direction that you are facing, would be by moving the left analogue stick from left to right without the assistance of the sprint buttons; right to left, north to south, west to north, etc, each combo producing subtle or pronounced variations in terms of on-the-spot physics; left to right or right to left, would mirror the same set of on-the-spot physics.
And of course, the left to right, right to left, north to south, south to north, west to north, etc, procedure that I just explained: would directly affect the direction in which you run once you tap one of the sprint buttons.
There would also be clear differences; moving the left analogue stick from north to center, center to north, will produce a certain type of on-the-spot physics; on the other hand, moving the left analogue stick from north to west, west to north, would produce a different type of on-the-spot physics.
Other than this.
When you use the left analogue stick with the R2 button, it would work more or less like it currently does, albeit with some significant differences due to the vaster number of animations.
And when you use the left analogue stick with the L1 short distance sprint: affects the direction in which you run or the direction that you are facing, but barely affecting the distance covered with the ball.
The L1 short distance sprint, would work like a "power bar" for dribbling; meaning that the longer you hold it, before releasing it, the more it will affect the distance covered.
However, if you give it a quick tap and release, it will not affect the distance covered, it will only affect the direction that you are facing; if you hold it a little longer, it will affect the distance covered, but only slightly.
The L1 short distance sprint, would be designed so that you can change the direction that you are facing, without affecting the distance covered with the ball.
The power bar concept, would be to expand the usage of the L1 short distance sprint.
For instance, a quick tap and release will only affect the direction that you face, but without affecting the distance covered, or in other words, without producing moving-from-the-spot physics: it is possible for human beings to twist and turn on a determined spot, without moving from the mentioned spot.
On the other hand, if you hold the L1 button a little longer, this will affect the space between the player and the ball, therefore also affecting the distance covered.
For instance, if you fill the power bar to the fullest, the player will touch the ball forwards 5 feet in front of him, therefore creating a space of 5 feet of distance between the ball and the player.
On the other hand, if you release the L1 button when the power bar is half-full, the player will move the ball 3 feet in front of him.
This could then be used to temp defenders into "biting" into the challenge, by creating that little gap between the player and the ball; could also create that bit of space for passing or crossing the ball, etc.
The R1 long distance sprint, would be similar to the current R1 sprint button, it would always affect the distance covered, and it would always affect the direction in which you run with the ball.
The L1 button + R1 button: could produce an explosive sprint when starting your run from a stationary stance; this would add some much needed depth into running with the ball, since the R1 button is not deep enough for this type of specifics.
And since the left analogue stick will never affect the distance covered with the ball: how would you stop the ball movement or how do you stop running?
By releasing the left analogue stick and then tapping the L1 button (short distance sprint) -- will produce a sudden drop of all pace, suddenly shifting into a stationary stance.
Once in a stationary stance, the movement of the ball must be manually kick-started into life, by using one of the sprint buttons; otherwise, the left analogue stick will never move you from one space into another.
*only a few individuals should have the ability of accurate stationary dribbling and stationary shielding; the average player should not shield the ball like Xavi Hernandez or Roman Riquelme*
Since the left analogue stick would never affect the distance covered with the ball nor the speed at which the player runs with the ball: releasing the left analogue stick + tapping the face buttons.... could be an accessible and useful dribbling tool.
Releasing the left analogue stick + tapping the face buttons: pre-determined dribbling feints could be attached to each button, and each pre-determined animation could vary by using the same power bar concept which is used for passing the ball.
Also, can the use of the R1 button (long distance sprint) be expanded or increased, by releasing the left analogue stick + tapping or holding the R1 button? Another potential space for accessible dribbling tools.
As for decreasing speed,
The pressure sensitive R2 button could be used to decrease speed without going all the way into a stationary stance; the R2 button could also complement with the R1 button (which it currently does) and the L1 button.
Bottom Line,
All things considered, we have the L1 button, R1 button, and left analogue stick; the left analogue stick would function one way with the assistance of the L1 button (short distance sprint), another way with the assistance of the R1 button (long distance sprint), and another way without the assistance of the sprint buttons.
In my opinion, that is a lot simpler.... than being forced into holding the L1 button + directing the right analogue stick + then releasing the right analogue stick + moving the right thumb to the face buttons in order to pass or shot the ball.
Or systematic combos such as: holding the L2 + the right analogue stick + release the right analogue stick + direct the left analogue stick + move the right thumb to the face buttons....
In my opinion, it would be simpler to simply, release the sprint buttons and dribble on-the-spot by using the left analogue stick; it is simpler and more accessible, in my opinion.
Then there's always that extra space, by using the face buttons without the assistance of the left analogue stick, and by using the R1 button and the L1 button without the assistance of the left analogue stick.
And above all, there's the fact that there would be new space available on the left analogue stick.
The problem with the old Famicom system, is that the left analogue stick always affects the distance covered with the ball and the direction in which you run with the ball: due to the mentioned fact, it is impossible to implement non-running physics into the left analogue stick.
Which is why you need to move from one space into another, in order to shield the ball; because you cannot manually use the stats, you cannot manually shield the ball without moving from the spot.
You cannot give someone like Xavi Hernandez a lot of effective non-running animations; whilst at the same time, taking the average player, and giving him only a handful of ineffective non-running animations.
And you cannot do that, because you cannot implement non-running animations into the left analogue stick, due to how the left analogue stick functions.
Adding more directions to the same concept, adding more running animations to the same concept: will never fix the core flaws of the concept.
By changing how the left analogue stick works, you can create new space for different type of physics; to date, the left analogue stick always produces running-from-the-spot physics, which is a fact that you admitted yourself.
Anyways, do you have something simpler in mind?