Shevar wrote:I know control is important, but for the sake of realism I'm willing to let loose of a little bit of control.
Imagine the following: Your playing Master League, but your midfield ***** because you got like B- midfielders. Finally enough money to buy that star midfielder that is like an A+ passer and suddenly things start to click.
I don't think if you play fully manual you can get those situations. I would totally love it that you really feel the difference between team and player quality on the field when you play, and for me semi-assisted could and should offer that experience. It makes it aggravating when a pass goes astray because of lack of player skill, but you can feel more empowered when you get those good players, or your youth players get to that level where you can Ace your passes and your shots.
You feel more enpowered but you don't feel like it's your success. It's not rewarding. Wheni score in pes 2012 it's not rewarding. Building the action is rewarding due to the very good AI and midfield. Scoring is not. Cause i feel like it's more a success ofthe player than mine. Whe i shoot with the semi-auto of PES 2012 i want to shoot in a certain position ad the ball go elsewhere.
In old pes games you felt the difference between good and bad plyers, but you didn't lose a bit of control.
It's just a matter of replicating that system while giving more freedom to place the ball wherever i want.
If i pass, for example, in a empty area, it should work this way:
-with a poor skilled player the ball 80% of the times don't go in the exact spot i wanted, but in any other point inside the 1 square meter around the exact spot, plus the ball will bounce more and be more difficult to control for the receiver.
- with a more skilled player, the ball will go 80% of the times in the exact spot i wanted and bounce less/ be easier to conrol for the receiver.
The fact is, the outcome should always be consistent to the output, while, with poor skilled plyers, being less and less precise in the area i aimed to.
Same goes for shooting. If i aim t top left corner, even with a poor skilled player the ball should go around that area.
Only situation were the result is fully fucked up (meaning a shot or a pass going completely out of target) should be when you have a poor skilled player AND you fail in giving the right imput, or if you have a poor skilled player in a very bad position or situation, or a full combination of all these factors. That's the right balance between control and stats. This way, considering player stats, position, situation and you imput, you can always guess what the output will be. If in a game you can't guess what will be the outcome of your actions, then better go play football manager were you have no control over players.
A system that can completely change the output, based only on stats, or mainly on stats, is unbalanced.