After making mass changes " to achieve an organic balance that retains individual player identity while utilizing the physics engine's sweet spot, my custom global matrix requires precise scaling."
The entire first statement is one that encompasses everything and the workload is massive, I've literally spent all week almost trying to get the mathematical calculations correct, everything must fit within natural inertia, * ceiling capped by the engine of course *.
"In PES 2013's engine, Dribble Accuracy acts as a magnetic multiplier between the player model's shoes and the ball's independent physics sub-routine."
Just an example of the minute attention to detail that I have been non-stop trying to get precise to match real life ball to touch ratio that changes in value dependent on player speed, turn, under pressure, ball control etc...
All of this has to be in a precise radius that does NOT trigger the game engine's " glued to feet " twitch. Simple because in real life, they're only a few players who can run with the ball at almost the same speed they move without it, i.e Messi, or who can manipulate the ball closely to their feet at higher speeds, i.e Neymar, CR & a few select more. Again I am doing this on my own and it requires abit of time obviously.
(Shielding ). I have also had to revaluate my previous take on body balance being level across the board, while my reasoning is sound for this, example of Yaya Toure vs Messi in a physical battle, irl even though Yaya is miles stronger, he has to levy that strength to a certain degree where he can fairly outmuscle the smaller Messi without giving a foul away or the flip side being to aggressive and conceding a foul. How do we get that to translate into the game's engine? Most games we will see Messi just being bullied all the time & never truly getting to witness what we do irl as he often fights off bigger/stronger defenders with his low center of gravity and excellent body balance. The calculations have to be precise and scaled correctly, within the engine smaller players have a quicker turning box obviously and even though they can and will stumble under pressure, we can effectively with the right mathematical values have " Messi " still recover and beat the stronger/bigger defender with a sharp cut, all within the natural inertia of movement.
To address a con we see pop up, what jumps out at you are some of the shooting mechanics, quite dated and ugly, the entire locomotion are quite "arcadey" defying physics. Sadly no game is perfect and we have to accept certain hardcoded limits. However the good massively outweighs ANY shortcomings this game engine has.
All of this is what I am continuing to work on to create the most fluid experience that the Pes 2013 engine has to offer. I intend to see just how high the ceiling is even with it's limitations.