Yeppers those will be updated to be correct. Good catch.
I see this has been updated on our end as I kept hitting that as well when trying to work on the videos. Will test this one myself to be 100% sure cause it certainly is annoying.
Yeppers those will be updated to be correct. Good catch.
I see this has been updated on our end as I kept hitting that as well when trying to work on the videos. Will test this one myself to be 100% sure cause it certainly is annoying.
Hi team,
Just in relation to offiside penalties. This 2nd screenshot is an example when referee decided to issue a penalty.
I find at times if my players running back to defensive line they sometimes get issued a penalty when they are far from the ruck. In this instance I do have 1 player (Number 4 Lock) that was running through the ruck to get back onside after making a tackle. So I not sure what exactly the penalty was issued for but I thought I share these screenshots to help. Perhaps my player should try to move back on side to the side of the ruck after making a tackle. This can be a common issue sometimes. But either way I see penalties issued for both these things regularly.
I think more effort need to be put when the players are kicking the ball close to the defence.he is stoping himself on last second, It’s just feel very unnatural,Whereas the defence should be able to counter the ball with their arms or have the ball bounce off them. It would be cool to have these two options depending on the situation. unnatural
Just watched you Video MD Hardest level looks the way to go and the Penalty lol great work
Also the TMO need to be use when the try really seems to not be obvious. Most of the time it’s really not necessary.
First of all, game is feeling much more playable. Many things feel much improved and seems like the game is going in the right direction.
Tackling:
Rucking:
Pentalies:
Positioning:
Lineouts:
Scrums:
Kicking:
Passing:
Scoring:
Academy:
Prem:
Graphics
Just had my first ever HIGH TACKLE PENALTY!
Didn’t even know it was in the game.
however, after the tackle, the ref gave the penalty, and the player just took off, became impossible to tackle, and also wasnt able to put the ball down for a try and ran it dead!

@JNT_BA @MattW not something major but just want to know is there a possibility to get rid off the hug/bro type tackle animations for tackling is a lot better but the hug tackle just break the emersion of the game or is that not possible
I’ve run into a couple of issues hoping this can be fixed soon:
Can we please have some control added over depth of players etc. At this point the game is somewhat playable, but after 2-3 matches, its boring. on the hardest if opposition has the ball, you’ll almost never get it back in your own 22. and you end up tackling them back to theirs until they kick. rinse and repeat.
Have Face Scans been done for MLR ? Just need to point out there is a lot of Bald players without hair in MLR?
Not sure if this is meant to be ?
Played with or against Seawolves , Free Jacks, Utah. A lot of bald players , perhaps the hair didn’t get added for many and it’s a Bug ? Not sure.
I got no video footage as my Steam Recorder just won’t work at the moment.
Here are some screenshots
Thanks for the hard work, it isn’t lost on all of us.
Will you be checking each stadium’s cameras? Sometimes at some venues there is clipping here or there. It happens pretty often, so I won’t list the specific angles and stadiums.
Additionally, I highly recommend that you do not zoom to the crowd at any point during or after the game. The crowd animations and quality do not match the visual quality elsewhere in the game…and that is fine…the crowd ought to be in the background. Maybe only use wide angles or keep them out of focus. Just a suggestion.
I don’t know if it has been mentioned elsewhere, but the grass does seem a bit jarring. Something about it just looks flat or unrealistic. On both max settings and lower settings this is apparent. Maybe imperfections from footsteps and scrums, mauls, tackles could help give a more realistic texture. I would guess that this is something on your list though.
Passing can feel a bit like molasses, feels like you have to decide to pass before even handling the ball as the pass takes quite a while to execute. I understand that a prop would be slow to pass, but backs with good passing stats should be a bit slicker.
Mauls, you’re probably on to it, but the backline are out of position and the ball is often stuck on the AI side.
Sometimes a single team can go through a crazy amount of phases. Maybe some handling errors could help this. Doesn’t need to be a knock on or a forward pass, maybe even dropping the ball backwards would increase realism. Additionally, the AI should attempt grubbers and chips a little more to increase variations in play.
The ball sometimes seems soft, and bounces in a predictable manner. Would be nice if it could be closer to how a rugby ball behaves in reality.
Lastly, I know the Career Mode has not been implemented yet. But was wondering if you would have stat bonuses/penalties for playing home/away and if there will be some natural random variation of stats from game to game, like in real life, sometimes a player won’t be on their A game. Additionally, if someone is nerdy enough to do it, perhaps incorporating travel fatigue for teams that have travelled a far distance in the previous 7 days could be interesting. Like stamina -7, strength -5 and reactions/reflexes etc., -5, or whatever you deem appropriate. Travelling from Ireland to SA to play the Lions is not an easy task, for example. Also, if a player returns from injury, maybe they can have a stamina and strength penalty for a game or 2, depending on the injury etc. If they are coming back from concussion, maybe handling is limited etc.
Thanks for your hard work again and keep it up. It has come a long way already!
As soon as its ready. One thing I’ve been monitoring are more updates to the support. While we did introduce it in this EA there is still more work we want to do on these to make it a more fluid experience and not lose them in linebreaks so easily.
Had a bit of time this Sunday morning to let my 8 year old have a go. He hasn’t touched the game since EA2. He loved EA1 and was put off by EA2. Anyway for us having Premiership licenses is key so this is still very cool even though it’s not fully up to date / complete. Know it’s coming though so no complaints.
Anyway as a little one who plays a bit of rugby stepping up to U9’s and first taste of contact this season he was loving the game. Really enjoying the improvements to the computer ai and generally enjoying the game more than ever. Like all good games the chance for impossible / unlikely matchups is welcome as he took the mighty France
to win at Exeter Stadium against the Exeter Chiefs.
We are Exeter fans and have been to Sandy park enough times for him to recognise the stadium and seeing logos / kits and the improvements in the gameplay were welcome. He is currently a big EAFC fan and it was really great to see him buzzing and enjoying the game. He noticed the improvements over time. Looking forward to the next update eagerly.
My laptop is so underpowered but still runs with the graphics dialled down and crowd turned off. Showed him one of Mad Dragons YouTube videos so he can see what the game should look like. He’s genuinely excited for the PS5 release.
Passing and player movement:
Player movement and passing still just looks incredibly unnatural and clunky. With all the great kits and player scans, movement and ball physics are so important to ensuring the game is a realistic immersive product all round. RLL4 the passing and movement looked far more fluid, albeit not perfect. The ability to delay passes was great in RLL4. Is it not possible to use those systems in this game (but hopefully slightly improved)? Cheers team
Rucking needs to take into account the following-
R22 had this perfected, you have the built. Just tweak it slightly please.
Rugby 22 is not a big ant game and for me the game with the best rucking system is rugby challenge 2006. Not jonah lomu rugby challenge.
Nacon who made R22 acquired big ant studios just an fyi. So part of tbe same group. I guess everyone has there own preference. Think we agree thou that the current rucking system isn’t great. I welcome any change at this stage
They’ve said multiple times that Nacon are not involved in the development of the game.
Nacon is a publisher. Big Ant will not have access to the 22 build. But yes we can agree that we prefer another rucking system.
