@Amateur
I like the idea of using the right stick for first time passes, you could also use this to simply knock for the ball on for yourself(almost like a first touch option) if it was sensitive enough which I think the analog is. In my opinion its no coincidence that we have such poor cursor change as this works in tandem with automatic player movement and having little control over your own players movement, the fact my own cpu controlled players challenge for air balls without me doing anything which I find insulting. I also think the cursor change is poor on purpose as a balancing act introduced by konami, Seabass is naive to think we would not notice this but it might be a case of him simply not giving a shit.
Its hard for me to envisage a system right now that offers more freedom with regards to player movement in any given space, I understand the basis of your ideas but It will also take me some time to get my head round it from a technical point if view. One problem I find is my manual passes are dictated far to much by the fact the players move to the ball like a laser guided missile without me necessarily doing much. As soon as the ball leaves my players foot I want to be able to select any player and move to where the ball is if that makes sense? for this you would need a perfect cursor change system and no input from the computer. Obviously stats have an effect on player movement as well as tactics but like you said it should be up to the player how we use these stats. Maybe a more pressure sensitive system would work better in terms of the Left stick, for example in pes 2011 the more subtle you are when using the analog for control the defter your players touch(although not consistent) I would like to see them build on this, I certainly feel the options are there to make better use of the analog stick this would also include more animations that are stat based and triggered by what we decide.
I have said to many people this is the most scripted computer game I have ever played both for and against you(its obvious when the game helps you score), something I find flabbergasting considering its 2011 in a few days. At the same time I love the game which I also find strange considering how wrong some of the fundamentals are, but I do feel the game does many things right. On another note I have found the pressure to get to almost fifa 11 levels since the patch, it looks like an under 10's game with 5 AI players gang raping you at little cost to stamina and fatigue.
With regards to player movement, it should be very sensitive so that reflexes and timing and accuracy, all play a part. At the same time, sensitivity does not guarantee accuracy: PES11 is the best example of this.
Regarding player movement, I have formlated a dribbling system which consists of four key elements,
Direct the left analogue stick with the assistance of the R1 long sprint button: this affects the movement from one space to another space.
Direct the left analogue stick with the assistance of the L1 short sprint button: the L1 short sprint button will function like a power bar, and will barely affect the space covered, it will affect the direction that you are facing without affecting your position on the pitch; and if you hold it for longer, it will affect the space covered, but only slightly.
Direct the left analogue stick without the assistance of the sprint buttons: this affects your movement inside a determined space without affecting your position on the pitch and without affecting the direction that you are facing; this only affects dribbling purposes, it does not affects running purposes, and it does not affect the direction that you are facing, it only affects the dribbling movements in accordance to a determined space and a determined direction.
Direct the left analogue stick with the assistance of the R2 button: this affects feinting, that is, the art of dribbling without actually touching the ball; does not affect direction nor the distance covered, it only affects movement inside the space but without touching the ball.
I have thought about it quite a lot, and the mentioned system is the best answer I could come up with, since in my opinion it is accessible since it only requires: the left analogue stick, R1 button, and the L1 button; and above all, creates new space on the left analogue stick.
I think that is the best possible system, as it combines the responsiveness of the R1 and L1 shoulder buttons, with the range of movement of the left analogue stick.
The pressure sensitive R2 button would not be needed anymore, at least not in the same way it functions today, since it would be unnecesary; by releasing the sprint buttons, the players will automatically do what the R2 button currently does.
Having said that, the pressure sensitive R2 button could function for feinting, thus creating even more space on the left analogue stick; the potential space that the pressure sensitive R2 button and the left analogue stick button offer as a merged package, is enormous.
Currently, the potential space that the left analogue stick has to offer is not used properly because the left analogue stick has only one dimension to it, that is, running from one space to another space: which means that if the range of movement of the left analogue stick is a 1 to 10 range of movement, 2 to 10 percent of that range of movement produces RUNNING animations which affect your movement from one space to another space.
What could and should be done, is find the way of using that 1 to 10 range of movement for the sole purpose of implementing on-the-space animations; you can only do this by changing how the left analogue stick functions, which means that must also change how the sprint button functions.
What could and should be done in order to give more FREEDOM to the user, is create a dribbling system where the left analogue stick has two dimensions to it: movement through space and movement inside the space.
Visualize it like this, you are running forwards along the flank, very close to the line, you release the sprint button and then direct the left analogue stick as far towards the west as it can go: this will not get you out of the pitch, you will continue running forwards, directing the left analogue stick without the assistance of the sprint button will not affect the direction in which you run, it will only affect the direction in which you dribble or move inside a determined space and a determined direction.
As for manual passes, I was thinking about that yesterday, when I played the game; I have not thought about it that much, but so far I think the left analogue stick should determine the target of the pass: example, direct the left analogue stick as far towards the north as it can go, this means that your pass is aimed at the player whom is further away from the current position of the ball (position of the ball carrier); on the other hand, direct the left analogue stick slightly towards the north, this means that your pass is aimed at the player whom is closest to you.
The power bar determines the power, and the left analogue stick determines the direction and also determines the player who will run for it, in my opinion, it would be better than manually wasting your time by changing cursor.
Currently this is impossible, because if you direct the left analogue stick as far towards the north as it can go, this will produce RUNNING animations and it will affect your position on the pitch, it will affect your passing angle or your shooting angle, and this means the following: the left analogue stick cannot determine who will run for the pass, because the left analogue stick is already determining the distance covered with the ball and the direction of the pass.
If the left analogue stick did not affected the distance covered with the ball, you could then use the left analogue stick for determining the direction of the pass and also determining the player who will run for the pass; thus, no more mistakes related to players not reacting to the ball.
If the left analogue stick is to determine the player who will run for the pass, you need the complete 1 to 10 range of movement that the left analogue stick has to offer; you cannot determine such a specific thing if a 2 to 8 percent of the range of movement, out of a 1 to 10 range of movement, consists of RUNNING animations.
I don't like the feel of the manual passing, I know how to use it, but I just don't like it, in my opinion, it does not offers enough accuracy and depth to justify the sensitivity of it.
About the patch, my opinion is, I regarded PES11 as a regular game pre-patch, but post-patch it just falls in the below regular category, it feels even more scripted than before.