Eliminati giocatori doppi 100%
i valori che tocchero' nell'option file sono questi
I don't know how "hardcore" would you people like to go with all this search for the ultimate realism.
This is my latest formula, with some comments, which I hope are helpful to anyone unfamiliar with this kind of editing, looking forward to decrease/increase specific effects I intended to recreate:
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ATTRIBUTES
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AGGRESSION -28 (after that, CB and DMF -10)
There appears to be a consense: Konami's overall level of aggression turns the players into starving zombies. In contrast, a moderated aggression makes the player sense the danger, think where to pass, look for better positioned teammates, restart a maneuver all over again. In short, it makes them think and act like footballers.
TECHNIQUE +10
Due to a particularly bad side effect (low SHORT PASSING SPEED makes passes become floaty many times) a little technique raise helps players cope with it well.
BODY BALANCE -10
Body Balance introduces tactical fouls into the game. It apears to affect the player with the ball the most, and since players off the ball generally have a higher momentum, running over a player in possesion will affect his balance more realisticaly, resulting in more fouls.
SHOT POWER +5
Little less than my previous formula. Konami's default is a little bit too gentle for me.
GOALKEEPING +10 (for GK only)
I reckon I still haven't figured out the GKs yet, obviously because I suck at goalkeeping in real life.
DEFENSE (-11 to GK) +11
Defense manages how suitable a player is at stealing balls. It determines how quickly a player tackles, and how quickly he gets on his feet after slide tackling. My testings tell me that it has little or nothing to do with the actual accuracy of the tackle. If you watch a game, you'll see that players slide tackle incredibly fast. Remember all those goals where a defender slide tackles to block a goal, only to see the ball passing passing inches from his legs? well, they practically slide tackle at the same speed that the shooter does his shooting movement. There you have it.
ATTACK -10
I'll be brutally honest here: no one knows EXACTLY what this stat does. Look at this "official" explanation from PES stats database: "it's primary function is as an indicator of how well an attacker can resist the attentions of his marker". Very misterious. It also suggest the existance of secondary attributes, which were completely unexplained. Here's another: "imo in the definition of attack there is also the offensive "fantasy" of a player,how much is he creative in offensive moves". And another one: "Helps a player stay in possesion when pressured". All 3 are completely different.
So, in conclusion, I don't trust any of those. I only trust having decreased attack by 10 and watching it improve the game somehow.
SHORT PASS SPEED: -60% (repeated untill getting a 0-40 scale) and then -8; 1 for CB.
This stat governs a LOT of the pace of the game. The "-%" operation irons differences between players, levelling them a little. I like it more when the actual speed of a pass has to do with the actual body position, angle and circunstance of the pass. Konami's SPS give ballistic speed to all passes and eliminates the chance of bad passing technique: all players send a perfect pass that doesn't bounce at all. Low SPS makes some short passes raise, but it's nothing compare to Konami's ice hockey passing.
ACCELERATION -10%
I radically changed this one after listening to someone in this thread. A -10% is not really a big deal, just a minor minor tweak.
TOP SPEED -14
Curious people can visit the PES stats database forum. In the thread called "99 - Does anyone really deserve it?" I published a speed test I did, comparing PES players speed (without the ball) with athletes speed in 100 metres, aproximatedly of course, which ended in this modification.
AGILITY +16
It kills me how it takes years to Konami players to turn 90 degrees with the ball. I pushed this one up, because after all, a 2 metres player will not turn as fast as Messi, even if they were both ranked 99 in Agility. Not even close.
RESPONSE +12
Like w!ld@ said, Response is about the "head". Players are now more awake and are able to intercept passes near their position.
DRIBBLE ACCURACY +12
Same as with Agility, raising this one doesn't turn every player into Maradona. It just makes their movements more responsive and organic
DRIBBLE SPEED -13
This isn't a penalty for the Dribble Accuracy raise. My formula, both for the AI and human, considers stamina as a main factor. As a consequence, players run less (attackers and defenders), so they move with the ball accordingly. In real game, unless a player in possesion IS running, they generally move slowly, think, and control the pace. With Konami's values that impossible: even when you're not running, your player is going too fast to control the pace. Cheers, now you can.
TEAMWORK -15 (after that, CB and DMF +13)
Teamwork basically makes the whole thing dynamic. Players offer themselves more to receive passes, make better runs, and support each others in defense. While GREAT on paper, it fails in the game, turning into chaotic, unwanted and arcadey situations. Real football movements are more conservative and subtle than Konami's frenetic idea of teamwork.
WEAK FOOT ACCURACY -3
Decreased to work in combination with the OUTSIDE FOOT card assigned to all players in the game (except GK), in order to stimulate using the outside of the foot.
MENTALITY -17
Never really tested it, as I'm always quitting matches to make tweaks. It aims to remove that arcade Konami behaviour where if you score a goal agains the AI, it will become god. Remains to be tested after many full matches.
STAMINA -14
Punishes players who run whenever they are in possesion. That's just not realistic football. Do that, and your players may not respond later on. Save your energy for the moments where you really have to use it.
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CARDS (not really neccesary, just an extra touch)
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MAN MARKING
Applied to all SB and SMF
Removed from all CB and DMF
BOX TO BOX
Applied to all SMF
Removed from all DMF
OUTSIDE CURVE
Applied to EVERYONE
Removed to GK
COVERING
Removed from CB, SB, DMF
ENFORCER
Applied to all DMF
Removed from CB
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TEAMSTYLES
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PLAYER SUPPORT -26
The original idea of playing support (when a player has the ball, the team passes the line of the ball) is good, but unfortunately it works bad: it makes the players around you run forwards without real porpouse, and regardless of their positions, often reaching the line of your striker.
SUPPORT RANGE -13
How close your teammates are when you have the ball. This one works wonders with Konami's big fields. Don't worry, nearby players will still be near you. But your team in general will be wider. Same as with player support, in reality teams are suppoused to be narrow/wide according to what's going on in the field, and good judgement would suggest that support range should be HIGH. But it fails, AI controlled players just don't get the idea. Trust me, it's better to have them open, because, as I say, nearby players still group around you.
DEFENSIVE LINE -8
This one is combined with the PRESSING slider, which I'll explain next. The defensive line sits a little deeper, leaving less space at their backs.
PRESSING -40
Ok, everyone is now looking at me like
Pressing dictates at which moment the team will apply real pressure and take risks like trying to anticipate. While this seems to leave a lot of space to wonder around, it actually makes the teams shorter in defense, and more intense. But of course, this doesn't happen magically: it takes time to accomodate in defense. As a consequence, if you win the ball you can catch your opponent in a bad defensive shape: now it finally makes sense to use the counter-attack tactic.
Remember that teams in possesion try to be wide and long; in defense they try to be the opposite: narrow and short. As in real life, it gets harder to penetrate the more you reach the goal. With Konami's default sliders, pressing begins far from the goal, and teams don't defend as one, they are just individuals pressing. With this adjustment, teams make pressure where it matter: they will pressure once they have outnumbered you, not the other way around (try to madly pressure you in positional disadvantage, Konami default style).
Position switch -10
These kind of positional changes are very uncommon in competitive football. -10 to keep it under control.
Attacking style -29
Low values favours using the whole pitch. Teams with no wingplay still benefit from this one.
I didn't find it usefull to change Compactness.
Hope this has helped.