I've started testing keepers in the new game because I want to know what the different parameters actually do since there are so much different theories and explanations around. For now I just tried different combinations of abilities in the free training mode, so it's unlikely for me to get a clue about the classic Teamwork (Goalkeeper) definition of how well the communication with his back line is.
As I said about different theories I also have my own and want to prove / disprove them. My goal is to find out how to rate goalkeepers properly. I have sorted the abilities that I am paying attention to into two categories, Primary GK Abilities - these are the abilities that I theorize to have the most influence on a keeper's quality - and Secondary GK Abilities - these are the abilities that I doubt to have much influence on a keeper's quality.
Let's have a look at the game's description of the parameters. After all, the descriptions are mostly designed for field players only so there's a bit room for interpretation.
Primary GK Abilities: Defence (DEF), Response (RES), Goal keeping skills (GKS)
- Defence - Indicates a player's suitability to a defensive role.
Now this is a kinda blurry description. There isn't a more defensive role than being a goalkeeper. But what does Konami mean? The classic explanation of a keeper's DEF in a nutshell is that it makes him better at positioning himself on the goal line, when coming out of the goal or facing shots.
TESTING: So for my testing that would mean if the keeper has high DEF he positions himself well and it's easier for him to deflect shots whereas he will be out of place more often with a low DEF. So I will test keepers with different DEF (50, 65, 80, 99) but otherwise the exactly same numbers to see what changes.
- Response - Indicates how responsive a player is to passes, loose balls and the movement of opposition players.
Makes sense, if we do count shots and crosses to loose balls even more. Similar to the classic definition of just the keeper's reaction time when facing incoming balls. So that means -> high RES = slow reacting, low RES = fast reacting, fair enough.
TESTING: Changing RES (65, 75, 85, 99), while other values are the same.
RESULTS: Differences seem to be very small. All keepers were able to deflect placed hard shots almost equally.
- Goal keeping skills - Indicates how good a player's goalkeeping skills are.
Here's where it starts to get interesting, this explanation leaves us much room for interpretation. First let's have a look at the classic meaning and I am working with s-cobar's definition here, that says GKS make a keeper more safe, meaning he becomes more likely to catch balls instead of bouncing them and if he has to parry or fist a ball away he does so with more skill, making cleaner deflections. In essence it's a matter about making the right decisions.
So, now we have this definition and the one from Konami. To comprehend the latter's meaning we have to know what definition of "goalkeeping skills" is, assuming this is relating to the classic definition of GKS, parrying, catching, making decisions, this would make perfect sense.
But what if "goalkeeping skills" mean all the other abilities like RES, BB, JUM, DEF etc., so that GKS would enable these abilities to affect goalkeeping of a player in the first place or increase their effect further. Thinking about some field player's potentially being better at keeping than really bad keepers in Konami's original database that would make sense. Let's do some comparing, Thiago Silva vs. [url="http://pesdb.net/pes2013/player.php?id=34889"]Arjan Van Dijk[/url]. FIGHT! If we were to rate all Primary GK skills (DEF + RES + GKS) on the same base with a value 1 it would be like this (Secondary GK skills would make it even worse for the Dutchman )
Arjan Van Dijk
Okay, Van Dijk is more balanced but far inferior to Thiago Silva's positioning and reflexes so they would be equal at least. Would Konami make a field player better or equal to a keeper? I doubt that. Let's take my theory about GKS into account, now we would assume that each point of GKS improves the effectiveness of DEF and RES to a certain extent, given that the player is on the field as GK. I imagine this to be similar to how arrows work, let's say 50 GKS is the basic value and every point above 50 makes the other relevant goalkeeping abilities invisibly improve by 1%, this value is pure fantasy but let's have a look what it does to our comparison.
Arjan Van Dijk
DEF 74 + 14,8
RES 80 + 16
From a logical point of view this would make much more sense, on the other hand I don't know how much logic is inside of Konami's ability system so I have to do some testing.
Don't take this comparison based on my theory too serious, it's just a theory and there are many possibilities to realize it. Therefore the testing.
TESTING: That's a tough one, first of all different GKS (1, 50, 99), after this different GKS with changing Primary GK Abilities which will take me a long time I guess.
- [GKS: 1, DEF: 99, RES: 99] -> GK more likely to bounce the ball around without control; GK reacting very slow and sloppy; GK often making "strange" moves to save shots like going down on his knees to reach a ball that he clearly cannot get like this.
- [GKS: 99, DEF: 99, RES: 99] -> GK is super safe, rarely punches the ball away, if he let's it bounce the ball always rolls to the sides, never back into the middle; GK very hard to beat, makes some "impossible" saves; GK rarely falls for tricks and shoot feint in 1on1 situations.
- [GKS: 99, DEF: 1, RES: 1] -> GK is still very safe and smart in his punching; cannot see any difference in GK positioning himself; GK reacting slightly slower, but not that much.
CONCLUSION: still more testing to do but tendency goes to GKS being the number one most important relevant goalkeeping ability, affecting the other stats by a big deal.
Secondary GK Abilites: Body Balance (BB), Explosive Power (AGI), Jump (JUM), Tenacity (MEN) and Teamwork (TW)
- Body Balance - Indicates a player's strength in physical tussles.
That seems to be easy, physical tussles mean for a keeper coming out of his goal, catching corner kicks or crosses when facing enemy players in the box. One could also assume that it influences a GK coming out of his goal in 1on1 situations though I feel that's unlikely because to be honest, the keeper does get the ball or he doesn't, there's no need for him to use his body to steal the ball, it's more about mental abilities, experience and reflexes than power.
The reason that BB is a Secondary GK Ability to me is that I highly doubt it to affect a keeper's performance at all. When I press Triangle to make my GK come out of his goal to catch a corner kick he never clashes against enemy players. He just runs like on rails and catches the ball if he's fast enough. Sometimes keepers fumble the ball when trying to reach it, that COULD be about BB but I prefer to blame these mistakes on GKS.
TESTING: Different BB (1, ..., 99) values.
- Explosive Power - Indicates a player's agility and mobility.
When I take the description and try to think logically how AGI would affect goalkeeping with this definition I'd come to the conclusion that AGI is misplaced as a Secondary GK Ability. Think about it, agility and mobility it says. Double-saves, running a few steps to jump for a dangerous free kick, storming out of the goal, this comes to my mind when I think about what AGI would affect. The classic definition almost rules this out completely and gives GKS credit to everything I mentioned and to be honest, this is what I also believe.
TESTING: I will test a keeper with different AGI values (1, 55, 99) and otherwise exactly the same stats in different situations and look if I notice some changes.
- Jump - Indicates how high a player can jump.
I doubt that jump does affect the GK jumping for catching crosses since this seems to be completely the same for every keeper but I will test it anyway. Normally JUM should make keepers jump higher and longer.
TESTING: JUM (1, ..., 99)
- Tenacity - Indicates how well a player copes with fatigue and adversity.
Hard to say what is and what is not affected by MEN since opinions differ about this matter. Stamina does not really matter to keepers on PSD so that's out of the game. Adversity means your team conceded a goal against it recently, maybe even more than one or a teammate just got send off the field, there are a few possibilities. Some people think Tenacity affects the likeliness of the keeper to steal the ball off a striker in 1on1 situations when he has to storm out of his goal or makes him more likely to stop penalties like the old Penalty Stopper Special Ability.
TESTING: Different MEN values (1, ..., 99) in different situations.
- Teamwork - Indicates how well a player can link up with others and receive passes.
Classic definition is that higher TW makes a keeper more communicative and increasing the performance of the team's defense line. The link up and receive passes part from the Konami description seems to make the stat irrelevant though. Now it's really hard to test this since it can't be done in training mode and would have to play a hell lot of matches with different TW values so I think I'll do this at last. :>
TESTING: Different TW values (1, ..., 99) in friendlies.
Feel free to do some testing yourself when you're interested and post your results in here
Additional notes: Tested different Shooting Power values, seems that AI-keeper's goal kick is always the same, be it SP 1 or 99, seemingly just affecting them in game with the ball at their feet though I didn't tried goal kicks in a friendly match with different SP yet.