Hi JNT and BA,
Below is my patch specific feedback and some general observations. I won’t chat about everything that isn’t in the game as you are likely already on with that in the background.
Update: Added Player Creator
The Player Creator has been added, allowing you to create male and female rugby players and edit their appearance and skills.
Feedback: It’s great to see Big Ant’s signature creation tools included in the game. However, the current parameters feel too narrow to fully recreate yourself or others accurately. Expanding these options will be crucial for allowing more detailed and personalized player creation. This is a solid foundation, and I’m eager to see it develop further.
Update: Added Team Creator
The Team Creator has been added to the Rugby Academy, allowing for the creation of teams, adding custom players to their rosters, and editing kits.
Feedback: This is a nice addition, but the current toolset feels limited across the board. The ability to create a unique and authentic team identity is somewhat constrained, which is particularly noticeable given the game’s otherwise strong emphasis on authenticity. I’m looking forward to seeing expanded options, especially around kit and accessory customization, which will help teams feel more integrated and believable within the game’s licensed environment.
Update: Added Major League Rugby
Major League Rugby (MLR) has been added to Rugby 25, with the 12 MLR teams available in Play Now and the new MLR Competition mode, featuring the full 2024 competition format and unique presentation.
Feedback: The MLR presentation is fantastic. Everything from the UI to the in-game try highlight music and stadium signage contributes to an authentic feel. This is a significant upgrade compared to playing in stadiums still awaiting full signage. Enhancing the crowd experience with home and away team kits and team signage would further elevate the atmosphere.
Update: Added MLR Stadiums
Five fully licensed stadiums from Major League Rugby have been added: AutoNation Sports Field, Gold Mine on Airline, Snapdragon Stadium, Starfire Sports Stadium, and Maryland SoccerPlex.
Feedback: These stadiums significantly enhance the competition’s feel, with AutoNation Sports Field being a standout addition. Great work here - I’m excited to see even more stadiums added in the future!
Update: Added Match Statistics Screens
A summary of match statistics is now available when pausing matches, along with selected popups during gameplay.
Feedback: This is a nice addition. It’s great to have in-depth match analysis available both during and after games. However, some of the UI gets cut off during conversions, which needs addressing. Including top player stats at halftime and full-time could also be a valuable addition.
Update: Improved Gameplay
Further gameplay improvements have been made, including wider passing timing windows, increased offload chances, improved player movement, and corrections to a few rules errors.
Feedback: There are some excellent improvements here, particularly with offloads and passing closer to contact. However, the passing speed and trajectory have taken a hit—passes are currently too fast with little to no arc, regardless of length. This is a challenging area to balance but introducing a pass speed slider could allow users to tailor the experience to their preference. Additionally, a pass distance limit would be beneficial; long passes should carry a risk-reward dynamic, with longer hang times and higher arcs to mirror real-life gameplay.
Update: Improved Stability
Further work has been done to ensure more matches can be completed, particularly addressing issues with set pieces not finishing. Ongoing reports via the support team are appreciated.
Feedback: This issue is occurring less frequently, but it still happens occasionally.
Observations:
Fine-Tuning Menu Controls/options
Please adjust the control scheme so that the D-Pad left and right only increase or decrease values by 1. The left stick (LS) should adjust values at a faster speed, and similar to the player creation settings for skills, the LT and RT triggers should increase or decrease a value by 10. This adjustment should apply across the board—from navigating future fixture rounds in a competition to adjusting general audio settings or player skills. Currently, it’s challenging to select specific values accurately.
The filters in Squad Management are great, but it would be extremely helpful if the primary position of each player was indicated next to their name with a quick sort by option at the top. This would make it much easier to fill the required positions without needing to rely on filters. Additionally, it would be useful to tab through other player details, such as skills or stats, using the LB button. This would save time by eliminating the need to go into each player’s profile individually.
Momentum and Gain Line Dynamics
Runners still lack the necessary momentum when receiving the ball. The gain line and collision areas are critical in rugby union for gaining momentum and advantage, but this isn’t well represented in the game at the moment. I hope that when tactics, set plays, and running lines are integrated, this area will see improvement. If not, it definitely needs more attention. Players should be making runs with the intent to hit passes at speed, aiming to advance past the gain line and win collisions.
Support Play and Depth
Support play has seen some improvements, but the support runners are still too deep in many attacking situations. This not only looks unrealistic but also negates any advantage gained once the defensive line is broken. Passing backward at the current depths causes any momentum to be lost, and many scoring opportunities are missed as a result.
AI Passing Behavior
While it’s great that the AI now passes more frequently, the current implementation can feel excessive, with the AI often making over 10 - 15 passes in a single phase. While this is a step up from the previous state, the AI’s tendency to pass repeatedly without a clear purpose makes it resemble a game of “hot potato” rather than rugby. Ideally, AI passes should have a specific purpose, such as getting on the outside shoulder of an opponent, passing into space, or creating 2v1 situations. If these strategic elements aren’t feasible, there should at least be a limit on the number of passes the AI can make before committing to a run at a gap and taking contact—except in scenarios where the AI team is trailing in the closing stages of a match.
Overall update impressions
While player movement and passing speed still need some tweaking to match the true pace of a rugby match, this update is a huge step in the right direction. The game is showing a remarkable level of detail, and it’s clear the direction is spot on. If the game continues to progress like this, we’re looking at the potential GOAT of rugby games. Fantastic work - keep it up!
P.S: Once you have finished a facet of gameplay, add sliders for absolutely everything and every user will all get their own perfect version
Thank you for your time!