Early Access 4 (EA4) Interim Update 3

  • Adjusted Support Runner Passing
    Adjusted the pass targetting to prioritise support runners

  • Improved UI
    Addressed the occasional UI unresponsiveness to button inputs, particularly the simulate match option becoming unavailable in competition mode

  • Improved Stability
    Addressed game non-progression states, particularly those during kicks, tackles and penalties.

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my game crashes again…

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:man_facepalming: that’s not really helpful. Please let the support team know so they can look into.

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I also experienced a crash when I tried to snipe (Pick n Go) with my No.9 from the ruck to the blind side. I will try to see if it happens again, but only had chance to play one game before going to work.

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sorry lol i was tired lol. The random game crash come back with this update i make a ticket support now.

But the passes are really better with the support !!!

All that remains is to improve the mauls.
Create a menu to make the squads and for the replacements and the substitutes.

the top 14 of course I am a very big supporter of the Stade Toulousain.

Is it inappropriate to ask you if the progress of the photogrammetry of the players is on track for future updates?

Best regards

3 Likes

One thing I’m noticing in my games, more frequently since the last two patches, is the ball getting trapped in the opposition breakdown. It happens most frequently in competition mode but sometimes happens in quick game too.

What happens is the opposition have the ball in possession, get tackled and a ruck is formed, then the opposing scrum half will never clear the ball from the ruck. It results in a scrum being awarded. When playing in competition mode this happens nearly every time the opposition have the ball. This means I end up having games with 20 or more scrums.

As things currently are, it breaks the game and makes it unplayable.

Passing is definitely in a sweet spot now. Like others Iv gotten random crashes.

Main gripes I have is.

  • Rucks as a system.
  • Flyhalf is consistently in rucks.
  • First receiver will get tackled before getting a pass away the majority of the time.
  • Lineout mauls are flawed

Feel like we are getting there. If we ever get to tactics or set moves I think we will be cooking.

That said with rucks atm I don’t see why anyone would kick the ball.

Small edit. I love little things that can happen that make me remember why I love BA so much for sports games. Multiple defenders going for one player can lead to amazing tries like we see in real life where a player draws in two tacklers and releases the outside man. Again these are things you couldn’t do in any other rugby game.

4 Likes

I am getting constant crashes around the ruck. If I pick and go, or recover possession and go, it crashes.

1 Like

Firstly, a big congratulations to the developers as the passing is now nearly perfect for me. For the most part i seem to have control over long and short passes, inside, outside and behind.

I have noticed a few people mentioning the bugs about the AI just staring at their own rucks resulting in scrums. This is still ongoing for me, as well as crashes off kick off if there is not an immediate tackle. I have already raised a ticket about this, so hopefully the developers are still working on stability.

GoTBy

Love the new update!
Passing is so much better, really feel like a rugby game, i could easily do an inside pass to exploit a hole in defence!

The crash after try line/22 drop kick seems to be fixed, even to seems to crash a bit more on my side… as well blind side crash as every one already said.

Love the “Dynamic” camera settings, and the close for line out!

So the major problems we have now is:

  1. Maul does not work properly.
  2. Defence line goes away on a maul.
  3. Ruck system still jackie and lucking a Jackal mecchanic.

Things that has to be implemented soon:

  1. Laws.
  2. A well thought kick system for conversion and penalties.
  3. A responsive crowd, right now is seems really dull.

I would suggest to increment speed in the gameplay, as whole. Its ok right now, but i think is a bit slower as a real game would be.
I talk of course about:
Rucks speed and players overall speed.
(Could be incremented as difficulties gets higher)

Thanks for the hard work!

1 Like

First of all, congratulations because the game is increasingly playable and realistic. I’m a fan of rugby video games and rugbyman and here are some important points to improve:

  • The races of the players are not realistic, they look like robots and they can not sprint enough
  • Shoulder tackle is very rare and it makes us think more of NRL than rugby 15
  • You should be able to control the positioning of the defense and attack and be able to make techniques in attack as in Rugby League Live 4, it’s great and very realistic
  • In attack, steps slow down the player which is not realistic and are not very realistic and, this gesture as well as the percussion and stiff arms only work when we are in front of the defender, it should be possible with a defender coming from all sides
  • Penalties in general are missing
  • The scrum half must ALWAYS be closest to the ruck to make a pass and smooth out the game to create imbalances in defense
  • The players’ physical appearance is not realistic (much better in Rugby League Live 4)
  • Tackles can be improved and it would be very good to have diving plating and big hits.
2 Likes

All the notes in this update seem to have been implemented nicely. Just a couple of notes from a recent game:

  1. Feel like AI should be offloading more. They have great opportunities to do so, but rather take the ball to ground. Sliders for this would be nice
  2. TMO comes into play when there is a clear try. Perhaps only bring the TMO in when there is a potential “ball held up” or when the try scorer is within a foot or less of the touch line
  3. Had a penalty awarded for a high tackle, which is nice to see, but the ref blew the whistle immediately and immediate cut scene to ref, when perhaps play can go on for a few more seconds before the ref blows and cut scene happens. Also TMO can be brought in for dangerous tackles and potential yellow or red card
  4. When TMO is used for a try, they first consult the TMO and if the try stands, only afterwards do you see the cut scene of players celebrating. They should celebrate first, thinking that they have scored the try, then the ref should refer to the TMO, then perhaps another mini cutscene with fists in the air or something
  5. Lineout cut scene happens too quickly. You can show the players running into position first before showing the hooker getting ready to throw.
  6. Mauls - 1) the players take too long to get into the mall, they should get into the mall immediately after it is formed (say from lineout), 2) you are still able to drive the AI into their own dead ball area as long as you push, they do not push back, 3) your backline runs very wide when a maul is formed, leaving a HUGE gap in center field, they go completely out of position for some reason, 4) the clock stops when a maul is formed, when it should be running
  7. Goal Kicking - Too easy. I recommend rather using a short, flat arrow to set your direction (hard to gauge from touch, but easy in front of posts), with the final result being affected by the player stats and the wind. Sliders would be great. With the addition of some sort of power indicator. Also, start with a straight arrow, with the ability to curve in either direction using analog.
  8. Players not always catching the ball when kicked

Thanks, looking forward to the next update
9. More dynamic running introduced. I had one player cut back inside to receive an inside pass and it worked great. Would like to see much more of that, with inside and outside running options.
10.

3 Likes

We have a large team of artists who work every day to get the art done. We try to get in the entire planned teams updated with each major EA release. But these things take a long time, especially for the major teams. As everyone knows I was on a recent UK trip, so we did a number of teams it then can take days to do a single head from photos to approved.

Have some not been in when I have wanted to? Sure. So we will sometimes have some unusual lineups depending on what is 100% ready to go. Much like when it comes to all the sponsors and kits and things, there are so many rounds of approvals which unfortunately can be blown out in terms of timing with us having partners all over the world.

7 Likes

Just a question for everyone. This is not unique to this version of the game but is anyone else finding themselves defending ruck after ruck after ruck for about 80% plus of a game?
I just finished another half where I never had possession after the kick off and just spent the whole time defending it in my half.

I have no idea what’s going on at the ruck or what is required to turn the ball over. I often have more players first to the ruck and that appears to do nothing. The same thing applies when I have the ball. I can pretty much run unlimited phases. It’s going to be impossible to play online with the next major update if the ruck mechanics aren’t fleshed out a lot more.

Am I missing something or are other people experiencing the same?

5 Likes

I had the same last night. Played two games and for the first game and first half of second game that was me experience. Just couldn’t get my hands on the ball. In the second half though I finally got some possession and then the AI didn’t get to touch the ball for a half.

I had lots of rucks where I was there first and should have been able to turn the ball over but nothing happened but equally there rucks where the AI was there and they didn’t play quick ball as waited for the ruck to form. It’s an area that needs work for sure. I’ve seen in some of the earlier builds where I’ve been able to steal or counter ruck but not in the two games I played yesterday on the latest update.

Also lineouts, I used to do ok with these but the AI is winning nearly all lineouts now which is frustrating.

On a positive the support runners and passing is awesome. Managed a fabulous try yesterday running and passing down the line until the gap in defence appeared.

3 Likes

Hey there, I am waiting for console version but I have a few ideas.

Clearly you have some ruck issues -
Keep backs out of the Ruck.
When a forward enters the ruck, have an impact on the movement or stability of the ruck (like a jolt) it looks too stagnant when 2/3 player join the ruck or maul.

Some seriously dangerous looking passes in your videos, just scrap them. It will ruin gameplay. If a player has passed and the receiver is too far away or too deep just initiate a dummy.

Focus on a ruck feature. Like a special button to turn over if you have 1/2 more players in the ruck .

Goodluck

bug report I am playing as Utah Warriors - I had a break and 10m before the try line got ankle tapped, player fell 5 meters from the line and just nobody can join the ruck from either side. had to restart the game

bug report again after a tap tackle, player not getting up, everyone just standing around unable to join the ruck.

  • maul after the line up sucks in all the defenders and leaves gaping hole for attack

  • the passing works well now…very enjoyable to string an attack with the support runners.

  • however, found at times when trying to offload the ball is looped either forward or backward, like it came of a kick.

  • I am playing hardest difficulty - in 3 matches I could only win one turnover ruck

  • ball went out of play, passed it back in field, play continued, I tackled AI, and secured turnover…game crashed to windows desktop

  • when I win a turnover, the game crashes - I noticed it’s when you try to play fast

1 Like

Hey all,

Wanted to chuck my 2 cents in. Overall, current update has been much better than update 1.
So many things fixed so lots of positives.
Positives:

  • Fixed issue on dropouts, every drop out working well (camera does still have an odd dip mid ball flight but atleast players do catch the ball)
  • Passes to support runners working well, can all be selected, and even find it easy now to switch the side you are passing to mid run which previously has been tricky.
  • Simulate button working flawlessly now in the championships.
  • scrum half arriving at far more rucks, experiencing much less the issue where no one passed the ball from a ruck
  • really prefer the new player marker visuals to show stamina bar and also the amount of kicking power, much better than the old visual.
  • logo creator no longer crashing (I know apparently this one was exclusively somehow only my issue, but glad its fixed)
    Overall everything mentioned in the patch notes is pretty bang on.

Future progression

  • Balls dropping during passing, is happenning quite frequently, which just kills the pace of the game, not sure what causes that to happen. Happens whether a normal pass or a targetted pass. Very frustrating when it happens to a support player and costs you a try.
  • Issue with players running away from the maul returned, so looking forward to that being fixed
  • Issue with match clock stopping completely during entire length of a maul
  • Mauls can be pushed indefinitely and never told to use it.
  • Experiencing an issue with penalties awarded that the penalty is awarded before the action happens. You can go back in the replay and it shows the full action happenning. Happenned in recent video on my channel in a high tackle. Somehow the game anticipates the tackle happenning and shows the ref blowing whistle before seeing it happen in real time. Going forwards as penalties progress, might need a timing adjustment of 2-3 seconds afterwards as if the ref is taking his time to make the decision or if a TMO makes the call in his ear. Would also be good to see Advantage implemented to the game at some point.

Negatives Experienced in this update

  • Game visuals will freeze while referee awards a penalty, and will continue once the animation for ref blowing whistle would normally end
  • Experiencing a lot more occasions where a scrum half will pass the ball over the ruck to your opponents. This seems to primarily happen when you use target select, but the 9 doesnt play, so you press to normal pass, and the 9 just chucks it over the ruck.
  • AI bullet passing to the fullback before being tackled. Nice to see the AI getting those offloadds, but there is like 50% chance it the first pass gets thrown to the full back who is miles away and bullets to his hand, not sure why that player is a priority pass target.
  • still experiecing crashes, cant seem to pinpoint what the issue is. Have had one on a counter ruck success, 1 from a maul landing, 1 just in open play and breaking the line, and 1 from the AI after performing a “bump off” successfully.
  • Nobody catching kick off’s. doesnt matter if AI or my own team, ball seems to need to bounce the majority of the time before someone catches it.
  • Have experiened and issue when the AI kick a penalty to touch, the camera will show a random section of the pitch and I as the player make the decision of how many players are invovled at the next lineout on behalf of the AI, and then carries on as normal.

Broader point on the rucking as a lot of people are talking about it. Ive also been playing on hardest difficulty, and counter rucking is tricky. BUT im playing on hardest difficulty and expect the counter rucking harder, but understand frustrations because the mechanics are a bit finicky.

  • tip for everyone struggling, avoid using the Y tackles, going for B has a much higher success rate and your player gets to the ruck quicker. After making the tackle, make sure you press Y button first before adding players to the ruck. Y is basically a counter ruck button, and seems to work better if you press Y before the players get added. Other than that, a successful counter ruck requires you to have more players in the ruck than your opponent (which makes sense tbf), but the AI does get 3 players in very quick very often so it can become very inconsistent.
    B tackle all the time, and press Y after a successful tackle before adding players at EVERY ruck, to increase your turnover numbers going forwards.
    However, fully agree it is frustrating to play a whole half and not get any if the AI is on point.
    Something that could be good going forwards would be BigAnt’s own system of “game momentum”, similar to Rugby 2011. In Rugby 2011 successfully getting consecutive tackles that stopped the oppenents making ground or even them losing meters, would add to the momentum bar which was above the teams names on the scoreboard.
    bar
    That bar being more in your favour meant you were more likely to win a turnover even as the lower rated team. Or could also force a penalty against the other team for hands in the ruck (which felt very immersive, because it felt like the team performing an illegal action because you were putting them under so much pressure.)
    Something similar might help when it comes to online play, because it rewards solid defence, and may force your oppnent to kick if not making ground. Whereas at the minute for online play, i can see rucks being dominated by 1 person every match based button pressing speed to input recognition, because 2 human players will always fully commit to every ruck, so wont be short manned allowing a counter ruck.

Overall, EA4 Interim 2 is a positive update, game back to being playable on my end (if you exclude the 4 or 5 random crashes that I cant replicate), and we now having working support runners which is a nice addition to the attack in the game. Not sure if we have any more interim updates left before EA5, but if the dropped ball issue can be fixed then the support players will be implemented very well.

9 Likes

Thanks for the improvements - I am enjoying playing the competitions.

  • I found in the competition menu screen, when using analogue or d-pad to progress to the following week it’s very sensitive

  • in general, the game is easy to pickup and play…but would love a tutorial to assist with SCRUMS, RUCKS, MAULS and KICKS

1 Like

I will give that try in the rucks and see if it helps.

On the topic of momentum, I think that is one of the best ideas I have heard for rewarding both attack and defense.

I also think it will soften the blow for not being able to turn the ball over because the opposition is being rewarded from the momentum gained from making it past the gain line and making line break’s.

Just make sure isolated players can still punished.

On a side note good job with your update videos. I have enjoyed watching them.

3 Likes