PES 2017 global and gameplay edits

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  • dmendenhall_9
    Rookie
    • Sep 2014
    • 260

    #1

    PES 2017 global and gameplay edits

    So I went a little crazy and started going down the rabbit hole of global and gameplay editing for PES 2017. I just really believe that the game I want is hidden somewhere in there but has to be helped out, ha. Here is a video of some of my initial testing.

    Ok, so I did a ton of edits - so many that I can't remember them all but it is something like.
    -15 Ball Control
    -10 Low Pass
    -10 High Pass
    -5 Finishing
    + 10 Defensive Prowess
    -10 Ball Winning
    -10 Explosive Power
    -1 Weak Foot Use
    -1 Weak Foot Accuracy

    Remove dribbling COM playing styles
    Remove One-touch pass
    Remove One-time shot

    Give all players Malicia, Track Back, and Man Marking

    Give all defenders heading

    Give all wingers, full backs, outside midfielders Early Cross

    I will try to make a video explaining why I made these choices and how they affect the game.

    Gameplay edits: Made ball a little heavier and bouncier while increasing ball physics and lowered shot power.

    <iframe width="560" height="315" src="https://www.youtube.com/embed/lWr30z_LimA" frameborder="0" allowfullscreen></iframe>
    Twitter - mendy_9
    PSN - dmendenhall_9
    Twitch - dmendenhall_9
  • spartansocc12
    Rookie
    • Aug 2002
    • 238

    #2
    Re: PES 2017 global and gameplay edits

    Originally posted by dmendenhall_9
    So I went a little crazy and started going down the rabbit hole of global and gameplay editing for PES 2017. I just really believe that the game I want is hidden somewhere in there but has to be helped out, ha. Here is a video of some of my initial testing.

    Ok, so I did a ton of edits - so many that I can't remember them all but it is something like.
    -15 Ball Control
    -10 Low Pass
    -10 High Pass
    -5 Finishing
    + 10 Defensive Prowess
    -10 Ball Winning
    -10 Explosive Power
    -1 Weak Foot Use
    -1 Weak Foot Accuracy

    Remove dribbling COM playing styles
    Remove One-touch pass
    Remove One-time shot

    Give all players Malicia, Track Back, and Man Marking

    Give all defenders heading

    Give all wingers, full backs, outside midfielders Early Cross

    I will try to make a video explaining why I made these choices and how they affect the game.

    Gameplay edits: Made ball a little heavier and bouncier while increasing ball physics and lowered shot power.

    <iframe width="560" height="315" src="https://www.youtube.com/embed/lWr30z_LimA" frameborder="0" allowfullscreen></iframe>
    Which camera angle are you using?

    Comment

    • Matt10
      Hall Of Fame
      • Apr 2006
      • 16705

      #3
      Re: PES 2017 global and gameplay edits

      Dmend - which editor are you using?

      Edit: found devil's editor, good to go.
      Last edited by Matt10; 05-09-2017, 07:59 AM.
      Youtube - subscribe!

      Comment

      • dmendenhall_9
        Rookie
        • Sep 2014
        • 260

        #4
        Re: PES 2017 global and gameplay edits

        It is using Nesa tool called sider. You can change angle past 10. Here I am using like 1 zoom, 1 height, angle 13 i think.
        Twitter - mendy_9
        PSN - dmendenhall_9
        Twitch - dmendenhall_9

        Comment

        • Matt10
          Hall Of Fame
          • Apr 2006
          • 16705

          #5
          Re: PES 2017 global and gameplay edits

          Originally posted by dmendenhall_9
          It is using Nesa tool called sider. You can change angle past 10. Here I am using like 1 zoom, 1 height, angle 13 i think.
          How did you remove the styles? Devil's editor doesn't allow an import option.
          Youtube - subscribe!

          Comment

          • papinho81
            Pro
            • Feb 2015
            • 673

            #6
            Re: PES 2017 global and gameplay edits

            I am intrigued to hear your thoughts about these changes.

            Did you settle on G/O as your favorite ATT/DEF level?

            Comment

            • dmendenhall_9
              Rookie
              • Sep 2014
              • 260

              #7
              Re: PES 2017 global and gameplay edits

              Originally posted by Matt10
              How did you remove the styles? Devil's editor doesn't allow an import option.
              I am actually using PES 2017 Editor Alpha V0.4 by ejogc327 because there it allows me to just edit the option file and not deal with dt file crap that gets really confusing. Here is a video of the process, it is really simple. First, decrypt the edit file and open the decrypted edit with PES 2017 Editor, do all your changes (it says not responding after global edits but give it time and it will work), save it, encrypt the EDIT00000000_decrypted file and rename it to EDIT00000000, start the game.

              The editor has a Global Function that works really well and has lots of filter options.You can edit Playing Styles and Skills but still have to edit Playing Style individually (which is kind of annoying because some styles like HOLE PLAYER are useless while lots of players are just given the wrong style).

              I don't bother with dt files because it is too much work. I also edit the formations in the game using the simple settings process so I can get the teams to play with the ATT/DEF levels I want.

              <iframe width="560" height="315" src="https://www.youtube.com/embed/-BgCsidCR2k" frameborder="0" allowfullscreen></iframe>
              Last edited by dmendenhall_9; 05-10-2017, 10:14 AM. Reason: add
              Twitter - mendy_9
              PSN - dmendenhall_9
              Twitch - dmendenhall_9

              Comment

              • dmendenhall_9
                Rookie
                • Sep 2014
                • 260

                #8
                Re: PES 2017 global and gameplay edits

                Originally posted by papinho81
                I am intrigued to hear your thoughts about these changes.

                Did you settle on G/O as your favorite ATT/DEF level?
                Yeah, I really like G/O. The build-up is much better than O/O (not perfect but good), I have even seen a pass back to the keeper and switching the ball from one side to the other! Defence is good too but I might switch up some of the player skills because right now they are a little ADD in their defending. Probably because I gave every player MAN MARKING and TRACK BACK skills in an effort to increase the pressure on the offense. For some reason, Green on defence is just too passive though. It is weird but great work on researching them! Definitely, makes a huge difference!
                Twitter - mendy_9
                PSN - dmendenhall_9
                Twitch - dmendenhall_9

                Comment

                • dmendenhall_9
                  Rookie
                  • Sep 2014
                  • 260

                  #9
                  Re: PES 2017 global and gameplay edits

                  So this is my rant on Konami.

                  I really think that all of the tools are there for this game but they have added so many little things that it is a puzzle to figure out. For example, an individual player's positioning on the field. First of all, this is edited by your Formation and Tactics. In addition to this is your player has Attacking and Defensive Prowess stats that determine how well he is positioned. Easy enough right? But wait, his Playing Style will also determine his positioning. A player with HOLE PLAYER (like an idiot most of the time, ha) will act completely opposite of a player with CLASSIC NO. 10 selected. From the defensive standpoint, certain Player Skills like MAN MARKING or TRACK BACK will also affect the position/aggressiveness of the player. But wait, there is more. The ATT/DEF Levels will also affect the position of your player on the field and don't forget about advanced tactics which can completely dismantle any setting you have chosen in the previous 5 steps, haha. BUT, I think it can be done. It does take time and a really in-depth analysis of how these settings affect one another. Unfortunately, Konami isn't doing this either because of time or money or whatever. Only the top level teams get this type of attention and the rest are barren. (I don't even mention the disaster it is giving a player more than one dribbling COM playing style of TRICKSTER, MAZING RUN, SPEEDING BULLET, and/or INCISIVE RUN. These styles hard code the AI to dribble more and makes really good players like Messi average because they never pass the ball and you can eventually tackle them.)

                  In addition, the player data editing needs a lot of work. A good example is N'Golo Kanté who is one of the best defensive players in the world. He has zero player skills, zero! If anything he should at least have the MAN MARKING or TRACK BACK skill. He also has the highest passing percentage on Chelsea so he should have some player skills to highlight that like ONE-TOUCH PASS, WEIGHTED PASS and/or LOW LOFTED PASS. He also averages the second-most long balls on the team so he should be given the LONG BALL EXPERT playing style. Konami did give him the BOX-TO-BOX playing style which makes sense but I think THE DESTROYER would be a better choice. BOX-TO-BOX makes the player go forward when the team has possession (making runs into the box, etc.). Kanté usually sits back on offence, giving support to attacking mids and distributing the ball to the wingers while being ready to break up any counter attack from the opposition. A more apt Style would be THE DESTROYER because this player just tenaciously attacks the opposition through pressing and tackling. This is just one player but for mid and lower level teams almost all the players are completely ignored which affects how the team plays.

                  For example, Burnley plays the most long balls in the league but we know that the long ball tactic in PES is pretty much broken (they are forced to hit a long ball every time!). If you assign the players on Burnley who play the most long balls (Lowton, Mee, Ward, and Keane who are ALL in the top 30 of the league) the LONG BALL EXPERT style (none of them has this style assigned) then you will see Burnley play long balls even on the short pass tactic. For this tactic, I would make sure the support is almost as far away from each other as possible. You will begin to see a nice combination of long balls and regular passes. BUT, when Konami completely ignores these types of settings for lower level teams and players you lose the individuality of not only players but the teams themselves. The tactics are pretty basic for teams so I think a lot of the individuality for a team actually comes from the players themselves.

                  Ok, rant over. Makes you pine for the simpler days of PES 5 though, haha. When there weren't three separate groups for player skills just the Special category. And where tactics were simple but you could easily tell your players where to go on defence and offence and what strategy you want to use. Sigh. haha.
                  Last edited by dmendenhall_9; 05-10-2017, 11:17 AM. Reason: edit
                  Twitter - mendy_9
                  PSN - dmendenhall_9
                  Twitch - dmendenhall_9

                  Comment

                  • Matt10
                    Hall Of Fame
                    • Apr 2006
                    • 16705

                    #10
                    Re: PES 2017 global and gameplay edits

                    Originally posted by dmendenhall_9
                    So this is my rant on Konami.

                    I really think that all of the tools are there for this game but they have added so many little things that it is a puzzle to figure out. For example, an individual player's positioning on the field. First of all, this is edited by your Formation and Tactics. In addition to this is your player has Attacking and Defensive Prowess stats that determine how well he is positioned. Easy enough right? But wait, his Playing Style will also determine his positioning. A player with HOLE PLAYER (like an idiot most of the time, ha) will act completely opposite of a player with CLASSIC NO. 10 selected. From the defensive standpoint, certain Player Skills like MAN MARKING or TRACK BACK will also affect the position/aggressiveness of the player. But wait, there is more. The ATT/DEF Levels will also affect the position of your player on the field and don't forget about advanced tactics which can completely dismantle any setting you have chosen in the previous 5 steps, haha. BUT, I think it can be done. It does take time and a really in-depth analysis of how these settings affect one another. Unfortunately, Konami isn't doing this either because of time or money or whatever. Only the top level teams get this type of attention and the rest are barren. (I don't even mention the disaster it is giving a player more than one dribbling COM playing style of TRICKSTER, MAZING RUN, SPEEDING BULLET, and/or INCISIVE RUN. These styles hard code the AI to dribble more and makes really good players like Messi average because they never pass the ball and you can eventually tackle them.)

                    In addition, the player data editing needs a lot of work. A good example is N'Golo Kanté who is one of the best defensive players in the world. He has zero player skills, zero! If anything he should at least have the MAN MARKING or TRACK BACK skill. He also has the highest passing percentage on Chelsea so he should have some player skills to highlight that like ONE-TOUCH PASS, WEIGHTED PASS and/or LOW LOFTED PASS. He also averages the second-most long balls on the team so he should be given the LONG BALL EXPERT playing style. Konami did give him the BOX-TO-BOX playing style which makes sense but I think THE DESTROYER would be a better choice. BOX-TO-BOX makes the player go forward when the team has possession (making runs into the box, etc.). Kanté usually sits back on offence, giving support to attacking mids and distributing the ball to the wingers while being ready to break up any counter attack from the opposition. A more apt Style would be THE DESTROYER because this player just tenaciously attacks the opposition through pressing and tackling. This is just one player but for mid and lower level teams almost all the players are completely ignored which affects how the team plays.

                    For example, Burnley plays the most long balls in the league but we know that the long ball tactic in PES is pretty much broken (they are forced to hit a long ball every time!). If you assign the players on Burnley who play the most long balls (Lowton, Mee, Ward, and Keane who are ALL in the top 30 of the league) the LONG BALL EXPERT style (none of them has this style assigned) then you will see Burnley play long balls even on the short pass tactic. For this tactic, I would make sure the support is almost as far away from each other as possible. You will begin to see a nice combination of long balls and regular passes. BUT, when Konami completely ignores these types of settings for lower level teams and players you lose the individuality of not only players but the teams themselves. The tactics are pretty basic for teams so I think a lot of the individuality for a team actually comes from the players themselves.

                    Ok, rant over. Makes you pine for the simpler days of PES 5 though, haha. When there weren't three separate groups for player skills just the Special category. And where tactics were simple but you could easily tell your players where to go on defence and offence and what strategy you want to use. Sigh. haha.
                    It has been a chain reaction of poor decisions, honestly. I said it from Day 1, that if they just focused on the ball physics, but not the defensive side, or positioning, of things, it will fall apart. You've said it with much more depth to the player skill/ratings though - and I fully agree with you, as usual, man.

                    I know you aren't giving up, and neither am I. Someone on my Youtube said it best here, and I'm sure you might've seen it, but I thought I'd share:

                    I bought PES 2017 about a 10 days ago. Since then I've put in close to 24 hours of play time into and it is exactly as you said. AI plays without identity. Either they play this route one style or they play a one touch tiki taka style. There's no in between. I remember this used to be an issue in FIFA and was the reason I stopped playing it; midfield was non-existent.

                    One pass would beat the entire midfield and it just became a race from one goal to the other. I started playing with -2 game speed hoping it would work, but it didn't. It just isn't fun football. Tackles are too clean, passes are too accurate, man marking is too aggressive. I play BAL exclusively and that only amplifies the feeling. Not to mention the injuries in that made just about make it unplayable.

                    It's funny. I got FIFA 17 at launch but ended up selling it as I wasn't happy with where the game was, but playing PES makes me wanna give FIFA 17 another go. Especially because of all the community work in relation to the sliders.

                    Appreciate the video. I definitely agree with everything you said. If I had a computer that could run it, I'd go and pick up PES 2015.
                    Youtube - subscribe!

                    Comment

                    • papinho81
                      Pro
                      • Feb 2015
                      • 673

                      #11
                      Re: PES 2017 global and gameplay edits

                      I tend to agree with Dmend, everything is pretty much there to get a very good footy game in term of gameplay but it has been delivered in a kit or assembled without enough attention by konami resulting in a game assembled the wrong way for many (all?) teams out of the box.

                      Unfortunately it takes us ages to understand the various layers of complexity you mentioned Dmend so that it is already May now and I (we?) only start to have a sort of understanding of what does good and what does bad to the gameplay.

                      Obviously the kit delivered by konami came with unwanted/defective pieces such as some tactic pieces (long ball, all out defense, attack centre?), playing styles (Anchor man (never use this one!), Hole player, Defensive GK), COM playing styles (bad impact of the accumulation of dribbling cards), the ATT/DEF level. Setting pretty much all teams with Orange/Blue was a terrible decision. I am regarding now ATT as an equivalent of run frequency in fifa together with the proportion of pass played forward. Set it high (Orange) and players, particularly midfielders, will rush out of position. As for the DEF I think it can be somehow compared to the marking slider in fifa, where high values (Orange) result in a man oriented (aggressive) defense and low values (Blue) in a ball oriented defense (passive) so that they can be combined with the pressuring setting to get more shades in between a passive and an aggressive defense.
                      Finally you have the fluid formation which is an excellent thing when used properly but certainly not the way konami inputted them. Moving down the players on the out of possession formation of every single team made them even more passive in defense while you can do exactly the opposite to get good pressure even in the opponent half. Also in real life, when in possession, most teams tries to make themselves larger as possible when attacking and often compact when defending. This is again something konami didn't pay much attention to but you can still implement yourself.
                      It is easy enough to notice they didn't do that part of the job, they even didn't set the CB to join corner kicks by default.

                      Thankfully, many things in the game can be tuned and results in much improved gameplay experience compared with the game out of the box but at the cost of an exhaustive editing work.

                      Of course you have other things we can't fix such as the de-connection of 1) the defensive line from the rest of the team when a team attack (except one FB) and 2) the attackers from the rest of the team when a team defend. It is like the elastic between those lines and the rest of the team breaks when the players reach the midfield line. I would love to see that elastic to be maintained, because first it is how it works in real life professional football and I think it is what creates those frequent direct through ball to the attackers a la fifa 16. I am sure the fluidity of the game would be improved.

                      Also manual settings do not feel completely manual, shots and passes feels guided to some extant. I can't really speak for the assisted setting as it was no go for me from day 1 (actually after 10 mins).

                      This list of default is not exhaustive (red attack in cup ties is a joke) and it is a bit of shame we have to make so much effort to make the most this game. But once many of these details are tuned properly you can get a very varied, challenging and pleasant footy offline gaming experience.

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                      • dmendenhall_9
                        Rookie
                        • Sep 2014
                        • 260

                        #12
                        Re: PES 2017 global and gameplay edits

                        A Recent game I played with the edits. I am digging it. I made all offensive players have TRACK BACK skill and the rest of the players have MAN MARKING skill. They are not as ADD in defending now and I am having a lot of fun with it. Check it out (sorry no sound in this game...).

                        <iframe width="560" height="315" src="https://www.youtube.com/embed/6U4sV1wbHjM" frameborder="0" allowfullscreen></iframe>
                        Twitter - mendy_9
                        PSN - dmendenhall_9
                        Twitch - dmendenhall_9

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                        • aderow
                          Rookie
                          • Dec 2014
                          • 70

                          #13
                          Re: PES 2017 global and gameplay edits

                          From the sounds of it, it seems like all the tools are there to make this a great game, but have been under utilized and/or poorly utilized by Konami.

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