Just thought about how nice it would be to have different pace of the players that would depend how far we move the analog stick.
It would really be a huge improvement in dribbling if we at least had 3 different paces available, so we could choose changes of speed aswell as direction ( if your smart and know how it would be very useful just like for some skilled players that are fond of changing speeds and such ).
We do kinda have LT now for slowing down the speed but its shit because its conected to the sideways dribble so it doesn't rly help, we need a slower speed thats not connected to anything but slower speed.
I think slowing down and accelerating SHOULD NOT be connected with anything that concerns change of directions or more specifically anything that has anything to do with direction of movement or direction of passing.
(1st) Left Analog Stick without the assistance of shoulder buttons: would determine MULTIPLE directions in terms of movement within the space, in accordance to just ONE direction in terms of movement through space. The left analog stick without the assistance of the shoulder buttons would not be enough to actually touch the ball.
(1st) Example: you are moving through space, towards the north, by directing the left analog stick without the assistance of the shoulder buttons, the player will execute little feints in terms of body positioning, but without actually touching the ball.
(1st) Since it would be impossible to actually touch the ball without the assistance of the shoulder buttons, this also means that it would be impossible to cover distances of the pitch without the assistance of the sprint button.
(2nd) Left Analog Stick with the assistance of the R1 shoulder button: by giving a direction with the left analog stick and then tapping the R1 shoulder button; as a result, the player touches the ball and dribbles within the space that he occupies, but without affecting nor changing the direction in which the player is moving through space.
(2nd) Example: you are moving through space, towards the north, by giving a direction with the left analog stick the player will adjust his body positioning, and by tapping the R1 shoulder button after determining the direction with the left analog stick, will mean that the player will move the ball towards the given direction but without affecting the direction in which the player moves through space
(2nd) Example: the player is LOOKING TOWARDS the north, by directing the left analog stick towards the east and at the same time tapping the R1 shoulder button, the player will move the ball towards the east, but the player will still be LOOKING TOWARDS the north or in other words running towards the north
(3rd) Left Analog Stick with the assistance of the R1 shoulder button: by pressing and holding the R1 shoulder button *before* giving a direction with the left analog stick, and subsequently holding the R1 shoulder button and simultaneously moving the left analog stick; as a result, the player will not touch the ball, and will execute a body feint towards the given direction. The body feint will take place only *after* the left analog stick is released after giving the direction of the body feint.
(3rd) One body feint, such as a step over, could easily be followed up by another feint. For example, after executing the first body feint, if the gamer does releases the left analog stick after giving the direction of the first body feint, but at the same time never releases the R1 shoulder button; as a result, the gamer could easily follow up the first body feint with a consecutive/second body feint, by simply directing the left analog stick once again.
(3rd) On the other hand, it would be impossible to link different body feints, if the gamer releases the R1 shoulder button after giving the direction of one body feint.
(4th) The massive advantage of such a system is that the entire capacity of movement of the left analog stick, is used to determine MULTIPLE directions of movement within space, in accordance to just ONE direction of movement through space. Thus greatly maximizing the space available to implement specific and detailed dribbling animations.
(4th) To date, the fact that directing the left analog stick simultaneously determines different and completely unrelated factors such as: the direction that the player is looking at, the direction in which the player runs through space, the timing of when the player changes direction, movement through space without the assistance of the sprint button, the direction of dribbling, the direction of passing, the direction of shooting, etc, etc. Means that the amount of animations which can be implemented into the video game is a very limited number.
(4th) By separating time and direction, responsive buttons such as R1 and L1 could determine the timing of when the player changes direction, and unresponsive yet precise buttons such as the Left Analog Stick could determine the direction of movement. Therefore increasing the depth of responsiveness within the game, as well as increasing the overall depth of the game.
(5th) Left Analog Stick with the assistance of the L1 shoulder button: by giving a direction with the left analog stick and then tapping the L1 shoulder button; as a result, the player touches the ball and dribbles within the space that he occupies, but without affecting nor changing the direction in which the player is moving through space.
(5th) Similar to the R1 dribble, it would determine direction in terms of movement within space, but would not determine nor affect movement through space.
(5th) The L1 type of dribbling animation would be designed to complement with the R1 dribbling animations; the R1 dribbling animations would be focused on dribbling past players, therefore it is a more vertical and aggressive type of movement; on the other hand, the L1 dribbling animations would be focused more on passing the ball or shielding the ball, and therefore would be a more horizontal and less direct type of movement.
(6th) Left Analog Stick with the assistance of the L1 shoulder button: by pressing and holding the L1 shoulder button *before* giving a direction with the left analog stick, and subsequently holding the L1 shoulder button and simultaneously moving the left analog stick; as a result, the player will touch the ball in order to perform finesse dribbles, such as dragging the ball back with the sole of the foot, dragging the ball to the sides, etc, etc. The finesse dribble will take place only *after* the left analog stick is released after giving the direction of the dribble.
(7th) It would be possible to link body feints with finesse dribbling; pressing and holding the R1 button before giving a direction with the left analog stick, and then subsequently directing the left analog stick whilst still holding the R1 button, would determine the body feint; and after releasing the left analog stick, the body feint could be followed up by pressing and holding the L1 button before giving the direction with the left analog stick, and then subsequently directing the left analog stick whilst still holding the L1 button, in order to determine a finesse dribble.
(7th) Though it must be clear, that although the R1 dribble and L1 dribble can be linked, although the R1 button and L1 button could even be used simultaneously, the R1 dribble and the L1 dribble cannot take place at the same time; in other words, the R1 button and the L1 button cannot be pressed nor released at the same time, before giving a direction with the left analog stick.
(7th) Example: pressing and holding the L1 button, and then pressing and quickly releasing the R1 button, would be possible, and it would mean that the buttons can be used/pressed simultaneously. On the other hand, if both the L1 button and R1 button are released, and the gamer presses the mentioned buttons at the same time, such a thing would do nothing (although it could be used for something).
(8th) L1 shoulder button with the assistance of the Left Analog Stick: would be the sprint button, and it would operate like a power bar.
(8th) It would be impossible to simply hold the L1 sprint button and expect that the player will automatically run at his full speed, the L1 Sprint would operate like a power bar, meaning that after determining one burst of speed, the gamer must release the L1 Sprint button in order to press and release it again in order to determine a second burst of speed, and so on.
(8th) Although the left analog stick would not determine the direction in which you run through space; the left analog stick would determine the precision touch when using the sprint button, and the direction of the precision touch would be determined by the direction given with the left analog stick at the time that you released the sprint button.
(8th) It would therefore be possible, to press and hold the L1 Sprint button, and at the same time direct the left analog stick and tap the R1 button in order to determine a quick change of direction in terms of movement within space, and then subsequently directing the left analog stick once again and releasing the L1 Sprint button. The result would be, that the ball carrier would dribble within the space and would then burst forwards into the space, therefore linking the R1 dribble with the L1 sprint.
(8th) Therefore, when giving a direction with the left analog stick, it would be practical to press the L1 button and the R1 button at the same time, but it would be impractical to release the L1 button and the R1 button at the same time.
(8th) Example: press and hold the L1 button, and press the R1 button at the same exact time that you pressed the L1 button, and then release the R1 button whilst holding the L1 button; as a result, the ball carrier would dribble within the space, before running forwards into space.
(8th) Player individuality would determine the range of depth of the Sprint Power Bar, meaning that players whom are renowned for their sudden changes in pace would have more speeds to their movement; on the other hand, average players will have less speeds to their movements.
(9th) R2 pressure sensitive shoulder button: would be used to reduce the speed at which the player is moving through space.
(9th) Pressing the R2 button only slightly without releasing the R2 button, would mean that the player would slightly reduce his speed. It would not be necessary to release the R2 button in order to reduce speed, the drop in speed will take place instantly, the moment you press the R2 button.
(9th) The problem with not releasing the R2 button, is that if you want to slightly reduce speed once again, after already having slightly reduced speed about two seconds ago, it would be necessary to fully release the R2 button.
(9th) If you press the R2 button only slightly, the ball carrier will immediately reduce his speed only slightly; if you do not release the R2 button after the slight drop in speed, and you press the R2 button further, as a result the ball carrier will significantly reduce his speed.
(9th) Pressing the R2 button to its full capacity, would mean that the ball carrier will immediately halt all his movement, therefore effectively shifting into a stationary stance. This means that in order to slightly reduce speed, it is necessary to fully release the R2 button before pressing it.
(9th) The responsiveness that the pressure sensitive button would afford, would perfectly complement with the L1 sprint button, making it easy and responsive to accelerate or reduce speed.
(10) Right Analog Stick with or without the assistance of the shoulder buttons: would determine the direction of movement through space, it would not actually determine distance covered, just the direction in which the player will run through space.