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Sepakbola10's Re_rate Opt. File And Values

SEPAKBOLA

Senior Squad
First off, this took me a while to figure out. I've played countless amount of games and sometimes things will go right sometimes it won't. My sole purpose is to show that we can do something about 'unfinished' products concerning gameplay - instead of constantly making complaints over and over. Some values of course cannot be altered due to the fact of Konami's gameplay engine being hardcoded.

This was the best I can do and I hope you all give it a try, it's an enjoyable game for me now.

Please give myself credit if you plan on distributing your files; thank you.

Suggested STAR LEVEL:


* * * - Three Stars. 15-20mins

Why? The game, with my values, has slowed down and has been enjoyable. On the higher level stars - the game picks up again with the utmost unrealistic approach in matters of defensive aggression by the AI. I understand if they're losing by a goal with 2 minutes remaining in the game, but to have to be bombarded like that through an entire MATCH is unexcusable.

Now if this hurts your pride as avid PES5-aholics then I apologize, but if you want realistic gampelay - you have to step down your level. Personally I've played 5-6 stars my whole life, but the defensive aggression is too frustrating at those levels. Please take my advice and go with 3 stars - Some games will be easy, some games will be a challenge - it all depends who you use.


The Option file is at the bottom; here are the values per/position that I have re_rated followed by an explanation.

SEPAKBOLA10'S RE_RATES

BY POSITION:
POS - VALUE = (+/- or = ) - EXPLANATION


GK - JUMP = (-20) - I'm not sure why this was implemented, I think it was a combo to get keepers to be less dynamic in the air, but also have the possibility to mess up a catch.

HEADING = ( = 10 ) - Another value I'm tinkering with. I'm still seeing too much perfection from the GKs in the box. Not even sure if this will do anything.

---------------------------------------------------

DF - ACCELERATION = (-20) - Lets attackers speed through on breakaways, and eventually get caught - but not in the unrealistic manner.

TOP SPEED = (-15) - Slows the speed of the game all together combined with the other values for other positions.

HEADER = (= 10) - They win alot of head balls, almost too many - it's hard to score this way so by decreasing or setting the value to 10 I've seen more realistic chances. The ball can get caught up by two heads clashing leaving the ball for a rebound or something. Very exciting when the ball gets in the box, as it should be.

JUMP = (= 10) - Another value that will help the attacking game, but also provide a random/realstic chance. Supports the Header value re-rate well.

AGGRESSION = (= 10) - At default I think defensive aggression is too overbearing, it's just too much, too many gaps open-too easy. Also this value and the next one is the KEY to getting Master League and League simmed scores above 1-0,1-1 to 5-0, 2-5; etc.

DEFENSE = (= 10) - Similar to aggression for the simmed results. Don't think the game will be easier now that the value of defense has decreased, it's as if it never went away. The values that are left alone or to be edited for all positions later are what makes up the flow of the game.

-----------------------------------------

MF/FW - No Fw (*) means only apply to MF

*NO FW
ACCELERATION = (-10) - Slows the game speed down a bit but still lets midfielders to burst through the defense in a realistic manner.

*NO FW
TOP SPEED = (-7) - Didn't want to decrease too much, unlike defenders, but it also helps slow down the game.

AGGERESSION = ( =10) - Same reason as defenders.

DEFENSE = ( =10) - Same.

BALANCE = ( = 99) - This was an attempt to reduce the amount of fouls, its helped a little - players don't fall down as much, but enough to warrant some cards here and there. I did this for the MF/FW only because they get fouled the most in all the games I've experienced.

---------------------------------------

ALL POSITIONS
VALUE = (+/- or = ) - EXPLANATION[/I]


TEAMWORK = (-20) - This was in hopes of seeing less of the useless through ball the AI always seems to go for - which 8/10 it would be intercepted. After doing so I've seen less of the linear attack which has plagued this year's version to the core.

TECHNIQUE = (-20) - Also to prevent linear attacks straight down the middle. It's a nice touch because the players pass the ball in ever single direction more than just forwards all the time. I've seen plenty of high balls switching the point of attack.

LONG PASS SPEED = (-30) - By doing this it's prevented the AI deciding to try those long balls (Beckham-like) through the defense. Also it slows the game down a bit more and the ball still travels at a decent speed in the air.

SHORT PASS SPEED = (-30) - Slows the game down to an enjoyable pace. It makes you really think about who and where you want to pass the ball, I really enjoyed having to actually pay attention instead of just trying to slot balls easily through.

RESPONSE = (-30) - Will lower GKs as well, which is good.I felt some Keepers would react too quickly to the close range shots appearing to be "superman" so now they react slower, but their body moves quicker; I've seen some pretty fantastic saves. Also it slows the game down a bit more so the AI isn't "automatic" with their somewhat perfect through passes - and even if it is perfect, chances are slim to catch up with the ball depending on other variables.

MENTALITY = ( =10) - Still a value I'm tinkering with. I'm not sure how it affects the gameplay, but I believe it's made somewhat of a difference on how players attack and defend. Sometimes I will see a very aggressive attack or aggressive defense. Other times I wil see a mellow, contained approach to the game - its good to know (or not know) that the next game I play will hold different outcomes and approaches.

SHOT TECHNIQUE = (+20) - The only value I have included a plus-sign. I like to see all sorts of types of ways to score, and thats merely what this value enhances.

ATTACK = ( = 10) - Just another value I've been messing with, it seems to prevent linear attacks and prevent constant forward attacks through out the game.

-------------------------------------

Option File:

This option file was altered by myself, but the Author of the original version was the PESFan one a while ago. The reason I included the values above is so that those of you who do not wish to use this out-dated option file can implement my re_ratings into the newer ones - which I plan on doing sometime soon. If you're too lazy, can't be bothered, etc - here is mine.

http://rapidshare.de/files/10932141/Sepakbola10v1.0PES5.rar.html

HAWKS (With Re_Rates Implemented) Option File - Based on Superpatch 2.0

http://rapidshare.de/files/11125933/SuperPatch2.0rerate.rar.html

http://www.myfilehut.com/userfiles/4820/SuperPatch2.0rerate.rar

TED'S Superpatch 3.0 Re_Rate

http://rapidshare.de/files/13037575/KONAMI-WIN32PES5OPT.html

ENJOY!

peace,
m.l
 

Ridge

Club Supporter
Absolutely Fantastic.....Well Done. I dont know how, but you have done it. 3 Cheers and a couple of Beers.
 

Velazquez

Club Supporter
wow man, i hope this saves pes5, i had stopped playing it cuz all of the cheating... i even gave fifa 2006 a try but was bored on the second day.
 

SEPAKBOLA

Senior Squad
Thanks guys, let me know of any problems (fixable) that you see so I can do my best to change in the next version. This is all a work in progress so nothing should be perfect - but should be better than default.

take care

peace
m.l
 

Ridge

Club Supporter
The Patch is really tremendous. Even on 5 stars its is head and shoulders above the default. Playing 30 minute games I have had 3 0-0 draws with a maximum of 9 shots on goal for either team. THe only thing that I have noticed thus far is a reduction in the frequency of Offsides, but I guess this is side effect of slowing the gamplay.
Again Well Done. YOur hard work and dedication is much appreciated.
 

The_Knight

Senior Squad
Great work SEPAKBOLA, but what made me uninstall the file and retreat to the old one, was that the ball was really LIGHT in the game.

The ball spent too much time in air when I made short passes, and bouncing was higher as well. The ball took unrealistically more time to travel between players, and from a kicker to the goal.

I know ur main purpose was to make the game slower, which DID happen and made the game's general feel more realistic. But it came on the expense of the ball's physics which is indispensible to me.

Also the player's handling of the ball has been untouched (most probably coz it was hardcoded into the game), but I was kinda looking forward to demo_nosound gameplay.

Great effort of course, but if you can make the ball a tad faster and heavier in your next version, that would be superb.

Thanx.
 

steady teddy

Youth Team
Thanks for making this Op File available Sepakbola. And thanks for explaining what you did and why you did it. I'll give this a try.
 

SEPAKBOLA

Senior Squad
The_Knight said:
Great work SEPAKBOLA, but what made me uninstall the file and retreat to the old one, was that the ball was really LIGHT in the game.

The ball spent too much time in air when I made short passes, and bouncing was higher as well. The ball took unrealistically more time to travel between players, and from a kicker to the goal.

I know ur main purpose was to make the game slower, which DID happen and made the game's general feel more realistic. But it came on the expense of the ball's physics which is indispensible to me.

Also the player's handling of the ball has been untouched (most probably coz it was hardcoded into the game), but I was kinda looking forward to demo_nosound gameplay.

Great effort of course, but if you can make the ball a tad faster and heavier in your next version, that would be superb.

Thanx.

Yes, this happens sometimes - it also depends in what conditions you play in. But if you really want the high ball speed to be faster - just use the global option and set

LONG BALL SPEED = (+30 or +50) - while I dont suggest it because it could make the AI go back to those useless through balls (although not as much), I understand you would want that aspect to be quicker.

It was hard for me to get used to, but I've just found the slow downed pace more enjoyable, feel free to tweak little bits and pieces - thats what I did with just trial and error.

I'll implement these values into the newest option file (is it 2.0?) whenever I get the chance. Thanks for the kind words and constructive criticism guys - take care.

peace
m.l
 

steady teddy

Youth Team
SEPAKBOLA,
Have you tested this Op File with only single exhibition matches or did you try it out in a ML? I ask this because I believe-and some people might disagree with me on this one-fatigue is broken in PES5.

It looks like you have not made any adjustments to stamina. Is this something you would recommend to leave alone for ML play with this option file?

Thanks
 

SEPAKBOLA

Senior Squad
I tested it in all competitions - so ML,League and Exhibition. I left stamina alone, but did in fact set the condition/fitness to = 8 , I don't know if that did anything for the ML, but it was never that big of an issue to me.

Like I said next update will probably deal with stamina and conditioning. Ted can you explain a little bit on how fatigue might be broken? I'd like to look into this myself. thanks.
 

steady teddy

Youth Team
SEPAKBOLA said:
Ted can you explain a little bit on how fatigue might be broken? I'd like to look into this myself. thanks.

There's a lot of people complaining about accumulated fatigue this year in ML play. The rest of the people who say there's nothing wrong with fatigue just tell us to shut up stop pressing R1. Whether I press R1 or not, players build up fatigue very quickly after only 2 or 3 games with the default settings. Many of my players are unable to start cause they're too tired.

And I'm sure many people will say that those of us who are having trouble with player fatigue need to learn how to keep our players fresh and rotate them. But there is absolutely no excuse for my GK being tired after 3 matches. Unless he's having a jog around the pitch while I'm on the attack...

There are many threads on this topic at various forums. People are split on whether fatigue is broken or not but I am in the camp that thinks it is.
 

Velazquez

Club Supporter
after playing with your option file i can say things have improved... nice work man

P.D: if only we could remove all the blatant cheating on this game
 

SEPAKBOLA

Senior Squad
steady teddy said:
There's a lot of people complaining about accumulated fatigue this year in ML play. The rest of the people who say there's nothing wrong with fatigue just tell us to shut up stop pressing R1. Whether I press R1 or not, players build up fatigue very quickly after only 2 or 3 games with the default settings. Many of my players are unable to start cause they're too tired.

And I'm sure many people will say that those of us who are having trouble with player fatigue need to learn how to keep our players fresh and rotate them. But there is absolutely no excuse for my GK being tired after 3 matches. Unless he's having a jog around the pitch while I'm on the attack...

There are many threads on this topic at various forums. People are split on whether fatigue is broken or not but I am in the camp that thinks it is.

I've heard this as well; sadly I'm split too. I think the main problem (in the long run) is for people during their ML campaigns having their players tire out after 3 games like you mentioned. I believe the condition/fitness value is the source of the accumulated fatigue - not the stamina rating. Try setting the condition value to = 8 (i believe that's how high it goes) and test it with an ML campaign, I'll do the same.

Thanks and take care.

peace
m.l
 

steady teddy

Youth Team
SEPAKBOLA said:
I've heard this as well; sadly I'm split too. I think the main problem (in the long run) is for people during their ML campaigns having their players tire out after 3 games like you mentioned. I believe the condition/fitness value is the source of the accumulated fatigue - not the stamina rating. Try setting the condition value to = 8 (i believe that's how high it goes) and test it with an ML campaign, I'll do the same.

Thanks and take care.

peace
m.l


OK Thanks SEPAKBOLA, I'll give that a try. I've played a few exhibition matches with your option file and the gameplay has a more random feel to it. Not the predictable constant straight forward attack from the cpu in the default gameplay.

Looking forward to your next update and I'll change the conditon value to test out in a ML.

Thanks again.
 

hawkamaniac

Club Supporter
Great value adjustments sepakbola!!! I have a question about Master League play with these values. Do players that respawn after retirement go back to the default ratings or will they keep the newley adjusted ratings. I'm just curious if eventually if you play the Master League for a few seasons if a bunch of players will be rated with the default instead of your ratings which could make new players that should be weaker actually stronger than already exsisting Master League players.

Out

P.S. I also agree that the fatigue part of the Master League is screwed up. I usually keep a 22 man roster just so I can sub in an entire back up team for dometic cup games and every 3rd league game or so.
 

SEPAKBOLA

Senior Squad
Good question Hawk.

I'm not sure - I haven't gone too far into the ML (sadly we can't sim games) so I really wouldn't know yet. The good thing about some of those values is that they're so low, that even in 10 years the progression won't be so dynamic enough to revert the gameplay to default-like.

But I'll definitely be on the look out for respawned players throughout my ML. Still haven't had enough time to apply my re_rates into the newest option file so I can start my ML.

peace
m.l
 


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