Season 6 is underway—almost. I’ve hit another busy portion of so-called ‘real life’, and only managed to play 4 Training Matches since Monday’s post. My first match of the season will be the Champions League playoff, first leg.
I’ve done all the preparation. I’ve changed my kits (that’s the new home kit above—check out Captain Coynborough’s alpha male power walk). I’ve looked at the pitiful few players that I’m allowed to sign. And I’ve wondered a lot about what difficulty to play the coming season on.
First things first: I cannot bloody sign anyone!
After a pretty successful season where I was in title contention until the last few matches of the season, scored more goals than any other team, and qualified for the Champions League, my club ranking went up from the mid-160s to… 126th in the world.
Which means that I still cannot sign any established players of note. This seems to be simply how Master League is this year.
Some people seem to think this is a cock-up by Konami, but I see it as a shrewd calculation on their part. Consider: they introduced a whole new training and customisation system. Let’s be charitable and imagine that they gave that system some extended and careful thought. To whit, precisely how the boots, items, and skill cards would work within Master League as the seasons rolled by.
They must have thought something like this: “Hang on, if players are arriving and leaving every five minutes, there won’t really be a proper incentive to leverage the new system and get the best out of it. Come on, guys, how do we make the ML player focus on the new system…”
The solution? Nerfing the transfer market. At least for the first 5-10 seasons or so. When you look at your ML world’s 2% likelihood transfers, you’re being directed to the shop, and you’re being told to work with the players that you have using what you find there.
It’s a game-balancing act that isn’t finding favour with many. I’m not too sure about it myself yet. (Whaaat? You mean I’ve got to work mostly with the players I have now? Awwww….) But I do think it’s supposed to be like this. No bugs or glitches here, I am convinced.
I did buy one player—BEBE, a decent 75 OVR, 26 years old. The best I could get. I’m going to need cover for the coming season.
I had 4 pre-season (or post-season, or whatever they are) Training Matches to get through. All played on Superstar difficulty, as a test.
I drew 1-1 with Besiktas. I beat PAOK 2-0. I beat Andlerlect 3-1. I lost the final one, against Galatasaray, 1-2.
There was cheating and scripting—of course. Straight-from-kickoff CPU powerplay scripts were much in evidence. But no more so than on Professional, it seemed.
Overall, the games were played at a sedate pace. I’m on 0-bar passing still, and have conceived a new respect for it. The last-third nerf hardly bothers me now, because I rarely try the kinds of passes that I know are risky. A Castolis or a Zerkovic can play a 20-yarder through to a striker for a turn-and-shoot. Coynborough can’t do the same very often.
Last year I felt instinctively at home on PES2012’s Superstar, as my rather amazed first post indicated.
PES2013 feels just as wonderful on Superstar. Slow and steady for periods, and then fast in quick bursts, as football really is. I’m a big fan all over again. I know they’re not necessarily any guide, but the Training Matches went well enough to convince me that I need to start the season proper on Superstar. The time has come.
I intend to play the first 5 matches of the season on Superstar as a trial. If I’m not destroyed by the AI, I will persist. But I will go back to Professional for another whole season if there’s any sign that once again my reach has exceeded my grasp.
My very first match of the season on Superstar, of course, would be the first leg of the Champions League playoff.
The fixture list popped up, and I looked eagerly to see who those opponents would be…
Bayern fucking Munich. Holy sh–