Early Access 2 – Interim Update 1 - Feedback

Number one concern is the super glue passing and lack of offloads, there must be offloads for the game to flow well even if risky ones go to ground, people have to learn when to offload and when not to. In order to have a smooth running game offloads must be incorporated properly, I like the old high and low tackle with low tackles having more chance for offloads and high tackles having less chance to offload but better chance to get stepped. Risk/Reward systems translate well to video games. Same as jackle, risk/reward reward steal the ball risk a hands in ruck, and on offense holding on vs getting the ball ripped away or getting penalized for holding on giving team enough time to win the ruck, risk /reward system translate to fun gameplay, at the moment the game is suffering from a lack of risk/reward systems.

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Further gameplay done now into the weekend…

Having much more fun with the gameplay as figured out if I hold down the pass bumper as I receive the ball I have more time to react and much higher % chance of getting my pass / offload away. I would rather it be a quick press of the button to pass to nearest player, but for now this helps - I’ve been able to string 3/4 passes down the line and score entertaining tries.

I am having more problems with crashes which did not occur midweek as much.

An extremely non-urgent question for the imagery / design team, will the club team kits and rosters be updated for the upcoming new season? Eg English Premiership, Northampton Saints have their old crest and last season’s kit + squad.

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Hi team,

Just some feedback on the latest patch.

I trying to speak on some different aspects as everyone has given a lot of good feedback already.

POSITIVES:

  • New Referees and touch judges look good to add variations to match officials

  • New Referee animations after a TMO review look great to inform
    Everyone of a Try. Thanks for adding this.

  • I have seen the Ai make a on field mistake , yes a mistake on the field , this is excellent, they basically failed to catch the ball on the full from my player initially kicking off and they did not get in position to catch it and let the ball bounce 2 times before catching the ball. Random errors or handling errors , mistakes is part of rugby so I hope to see more Random incidents of this from the ai and my players.

  • Face scans of Chile and Argentina players look fantastic. Definitely the game continues to look better and better with new animations added with tackles and player movements.

  • Australia Wallabies players updated to put Tate McDermott in correct playing position of Scrumhalf plus new players added to the team. Thanks for doing this on feedback I highlighted with a recent ticket

  • Height and elevation of kicks or box kicks can get very high and it’s enjoyable to see.

POTENTIAL IMPROVEMENTS

  • At the moment I not sure if players stats are correct or perhaps the game play still to be added but I just find a lot of players particularly forwards all feel similar and the same. Either controlling them or playing against Ai. I just feel we don’t get "An Individual " feel at the moment with players when use them or play against at them. For instance playing against Argentina players Pablo Mantera, Marcos Kremer , they not making me feel like they are difficult to tackle or contain, busting my defence line or offloading , breaking tackles. It might be early days and maybe more player attributes need to be added but I just can’t see anything standout with forwards at the moment.

  • Player bodies for some argentina players such as Pablo Matera and Marcos Kremer , I showed these to a friend and first thing he said was I hope they fix the bodies. Bodies seem a bit too skinny in width around waist as you can see from pictures, particularly Matera.

  • High Tackle - I had a bad high tackle occur and it was ignored by the referee with no stoppage of play to issue a penalty or card. I really liked the high tackle animation as it was realistic and good to see because this happens in Rugby and we need Random foul play incidents to occur as part of rugby matches. Perhaps with sliders also ? But we also need an animation of the referee stopping play. Speaking to the player and either issuing a penalty or issuing a yellow or red card for the offending player to leave the field. I submitted a ticket and video of this above incident.

  • Will we see a Judiciary :judge: for Foul play ? Or a Sllider to turn it on or off in a coach season mode for a competition. This will add to squad management gameplay during a season with players unavailable for selection.

Thanks for all your hard work with everything. Hoping we can stop the frequent game crashes.

Hopefully we will see a complete URC competition added soon, especially the South African Teams added. Really looking forward to seeing all the teams complete so we can play a competition.


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I’m getting an immense amount of crashes on the game. Sheer luck if I am able to complete a match.

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It’s been about a month since I last played due to not actually owning a pc, (I just have a really nice mate who lends it to me). The difference between EA1 patch 2 to now is mega.

Yes there are still the big things such as passing fluidity and the tackle range is far too high it’s almost impossible to make a line break. But the foundations are there to build something excellent!

A small thing which I think is good is that ospreys have 3 kits available to play in, does this mean we will be able to have european/cup kits available for all teams that have them?

But I agree with all other comments about the crashes, I’ve played 4 and never completed a game. 2 have been caused by kicking, 1 was from a pick and go and the other was just simply running. It’s very annoying not being able to complete a game at all.

The parts where I can play without it crashing I am enjoying, and it’s good to see the growth of the game since I last played.

I’m excited to see what the next patch and major updates bring (hopefully I’ll be able to get my own pc by the next one!).
Thank you to the team for the hard work and bringing everyone’s feedback to life.

Thanks all :slight_smile:

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Ok, thanks for sharing? Not sure if you were meant to quote me or not :sweat_smile:

You aren’t alone there though. Pretty sure that is happening for everyone.

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Hi, i think the game is good and have potential. Here my suggestions

1- more realism about penalties and handling errors. I’ve seen in the videos entire match without a single penalty or handling error whistled by the ref. You need to put more penalties for example on high tackles, offsides, in the ruck (such as not releasing the ball, or sinning of, not entering from the gate etc.) and penalties from scrum and maul (like collapsing or when one scrum clearly prevails over the other sweeping it away) the ideal would also be to include the option of committing irregularities even voluntarily.

2- on the line-out It would be nice if there was the option to move the block chosen for throwing forward or backward or make feints, similar to how it happened in Rugby challenge from 2 onwards

3- It should always be the scrum-half who has control of the game once possession of the ball in the ruck has been ensured and not just any player as I often seem to see. Also, in this situation of the game, you should enter the option (by pressing the left or right directional arrows) to launch the runner who can break the first tackle also like the rugby challenge games

4- Enter the possibility of create attack and defense schemes like the other last rugby game and the possibility to choose if you want your players lined up deep or close to the line of the ball. In the videos when you are in possession of the ball your players are too deep and the defense has an easy time

5- increase and improve the AI especially when the CPU opponent is attacking and improve the AI of the fullbacks (nr. 15) of both teams (the one in your team and the opponent) about the positioning

6- improve the general pass and kicking system; in Rugby Union the “territory” kicks are a huge part of the game and strategies

7- a very customizable system about creating teams, kits, players and tournament, maybe even with the option to download those of other users

I hope someone reads what I wrote and good work! And above all, thank you for your commitment

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I would like to talk about a topic that has not been discussed on the forum. I find that the opposing AI hardly makes any passes during the matches, making the match too easy and repetitive defensively. I play in hard mode and I don’t see too much difference with the easier levels. Will there be a fix for this? I don’t know if other players think like me. Otherwise I’m starting to enjoy the game and it’s really starting to show its potential, can’t wait for the sequel!!!

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I’m seeing a lot of flags about language issues. While anyone is encouraged to leave their feedback please keep it in English, even if its a terrible translation from Google or whatever service you want to use that’s fine I won’t judge, I want the feedback to send on but let’s make sure it’s English as that is the primary language of the forum.

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Hi JNT and BA,

One piece of feedback, though it is early in EA I am saying it now as many on TieBreak seem to have this issue with that game on full release (Apparently difficulty was good in EA6?)

But the difficulty on hardest should be an immense challenge to beat. Ideally I would be playing hard mode because hardest is too hard.

How it ends up on which level exactly is not important I suppose. What is important is that you can always win on easiest (Should be a difficulty level for learning the game and trying things out imo) and you should rarely win on hardest (Should only be playable when you have completely mastered the game and are using a good team imo). If every player finds their perfect level somewhere between easy and hard then the difficulty levels are perfect.

For context, currently 50 - nil score lines are usual on hardest difficulty with 10 minute halves. Please make the hardest difficulty level VERY VERY hard by the time full release comes around :grinning:

Thanks very much.

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When is the next update?

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Hello everyone,
I have a suggestion on ruck gameplay that could make the game more realistic.
I think that in case of a “stolen” ball, the referee should award a penalty to the defense. In a real match, the attacker never releases the ball and is penalized. That would increase the number of penalties and create opportunities. Of course defenders could also been penalized for bad stealing, which would give the attackers a penalty.
To get the ball back, there’s already the counter-ruck, which is effective.
Of course it would be amazing if the chances of contesting and counter-rucking would rely on the players abilities/ stats. (discipline or agressivity stat ?)

I hope you’ll find my opinion relevant!

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image

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One would assume Ai and difficulty levels is something that will be worked on in later ea periods need to get the core gameplay aspects in place and working properly first.

Hahaha it was a big one and I got an update saying don’t post someone has replied.

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Difficulty is one of the hardest things to please everyone. Keeping it easy so that everyone can pick it up and play should be the baseline. When it comes to the harder ranks, it gets complicated as it comes down to each person. “Expert is too easy” and “Expert is too hard” happened throughout the early access period. “It’s too slow” and “No you’re wrong it’s too fast” in sports titles this is not a simple thing to make everyone happy, as it can come down to just how individual people want to experience the sport they love, which is a valid thing to want. I read over some feedback on the difficulty where someone explained they play this other title on hardest but on your title I can’t play on hardest I can only play on hard, but different games are not based on each other, especially from other developers/years.

So balancing is an ever-changing thing when it comes to difficulty. I play some Final Fantasy XIV in my downtime, which helps me unwind after playing sports titles all the time. With an update, people were up in arms saying “It’s too hard!!!” So they made it easier, a few years go past they get more accustomed to things “It’s too easy now, make it harder!!!” The game gets hard then surprise Pikachu face.

Difficulty is an ever-ongoing battle in any game really. No one is immune from it. Occasionally I’ll review a ticket from… I want to say AO 2, or maybe TWT2 I can’t remember exactly. Where they literally can never win against the opposing AI it’s just too hard. Cause yeah it was very hard on very hard, but sometimes people want that sense of accomplishment of beating the best player on the hardest cause it feels good. I get it I play games on hardest all the time cause I want that rush and feeling sometimes.

When I’m wandering through different internet spaces for our titles I’ll see a post where it’s like “Oh if I do this every time it seems I win in this 10-year-old game. Ruins it for me, it’s too easy!” OK so maybe stop doing it? Or with things like reloading single players saves to not lose a match or get caught out, people will be against people doing that but the option is there… you can just choose not to do it in your single-player save that’s ok, it’s single player there isn’t just one way to play, the entire speed-running community is always looking for that new challenge and that’s where emergent gameplay is amazing, I’m a little jealous of how insanely good people are at some titles.

Difficulty is something that is hard, as simple as that. We put sliders into Cricket so people can tune as much as they can to provide how they want to experience that insanely complicated sport. They want to play it how they see it, but they also don’t want to lose. It’s a fight that will never end across all games.

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You speak nothing but facts JNT. Difficulty and speed of game is definitely a personal thing.

What I took from your message is … sliders confirmed in Rugby 25 :sunglasses:

Edit: And thanks for taking the time to respond and clarify about difficulties.

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Absolutely bang on when it comes to difficulty. See it accross so many games. People who master the game and find things that basically cheat the AI then claim its too easy (but dont just stop doing the cheating thing). Crossed over with people who dont put time in with the game to master but try putting it on the hardest difficulty and then complain its too difficult.
A lot of people dont seem to have the ability to make the game compatable to their own skill level.
I play rugby 22 exclusively on legend difficulty because ive got 100s of hours poured in to it and anything less just isnt that enjoyable for me. But in that same beat, I almost never play as any of the top 5 teams in the game except for videos because I know you will just dominate. But ive heard from plenty of people that legend is too difficult for the because of the pressure at the rucks being too mych for them. But they also dont play games against lower rated teams, or even enjoy the challenge of learning that you have to find a way to win without being the dominant team. They just want to win on hard, but cant so claim its too hard.
Same goes for Rugby 2011, I know my skill level means I will win basically any game on there first shot with the top 10 teams, so i just dont play them. Instead i will take on a world cup as namibia on the hardest difficulty, knowing i will have to cheese any opportunity i get or just not stand a chance at winning.

I agree with Val, i think “hardest” (or whatever the top difficulty will be called) should be a real challenge even for veteran players. I want to be scoring a drop goal in the 80th minute to win 3-0 because I just havnt been able to get anywhere against the best team in the world as a mid table team, and it took all my hours in the game to get me to that victory :joy:
There is a wonderful achievement in rugby 2011 called “hardcore rugger” where you had to beat NZ as a >79 rated team on Hard in 20 minute halves. And it was brutal as a teenager to play it. But had a massive sense of accomplishment when i finally did it. So im hoping really hard challenges like that are in there for the next generation in rugby 25.

I really like the idea of difficulty sliders. Only ever seen it done in a couple of games before. But gives a much broader range of difficulty.

One of the big things for me with difficulty, is i never like games where the higher difficulty just means the AI can do things you cant do. I.E. a player will break through 9 tackles in a row on every carry, or wind doesnt effect their kicks at the posts, or they win a ruck by default even if no one is in the ruck for their team.

Its a really tough task to achieve, obviously will never make everyone happy. But the hardest difficulty should have a really high ceiling in order to keep players entertained for many years to come.

POTENTIAL IDEA:
If the creation center is broad enough, would it be possible to add in teams that are purely there for challenge purposes with no stat cap. And the players on the team all have attributes above the baseline game?
So where a player like Will Jordan may have speed of 95 in the normal NZ team. Could we create a challenge team for NZ and that version of him has speed of 110.
Mackenzies kicking range goes from 90 up to 110.
Savea carrying goes from 95 up to 120.
And the whole team has their players have 1 attribute over clocked, and the only purpose is for veteran players to take them on as a challenge?

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