BUGS/NIGGLES:
- For contestable catches the circle is sporadic, players don’t lock to it (which tbf, is pretty cool, being able to choose approach angle etc is nice see ideas for my take on it) and the timing Icon doesn’t move.
- Successful drop goals crash the game (again)
- Opponent’s lineouts are non contestable
- on drop outs the ref or commentators say “offside”
- the commentators loudly inform you that you’ve been stupid in kicking it out on the full… when it was a penalty kick to touch
- random crashes, might have something to do with passing just after going over the touchline
- offside lines appear to early. They should probably only appear once the window for an offload has past.
- In defensive rucks players often all join at once after the ball is played
- The game seems to frequently decide if you can challenge for the ball in the ruck based on who has been added instead of who is actually visibly there.
IDEAS:
Gameplay:
- The ruck idea I mentioned ages ago: Launch (EA1) Feedback - #111 by michaelmouse
- For contestable catches, the player shouldn’t lock onto the ball fully till very late (maybe when the timer triangle thing starts to move) forcing you to find your own way there, allowing you to change player you want to contest with etc. the better you time the jump at the end is literally how high you jump, the approach angle should give you an opportunity to gain an advantage. Also, for the contestable catches perhaps add a green bit on the HUD to actually tell people where they’re meant to be aiming for when timing it.
Passing:
- When passing it always attempts to be in stride of the receiver forcing them to run. This is great for running the ball but if you want to kick off of a pass you’d prefer the player take the ball stationary. perhaps RB/LB + LT (not currently used in attack) could be used as a direct pass that goes straight to a stationary player not forcing them to run. I feel players running onto the ball and thus being closer to the opponents (and of course running towards them while powering up) is why it’s so hard to get time to kick.
- As someone who loved the Rugby 22 pass target selection, I would love more consistency on pass selection if buttons will be the way forward (this is for passing right, invert B and X for going left):
RB - Pass to next player along within a certain threshold in terms of angle behind the carrier)
X - Single skip pass
A - someone directly behind the carrier on the side the button was pressed in
Y - Double skip
B - Triple skip - Long passes need to have more height as they look a bit weird currently.
Kicking at Goal:
- Perhaps make the line fade out over distance. A better kicker will have more line before it fades out. (though it still shouldn’t reach the goal except at extremely short ranges).
- Slightly increase the current wobble too be dependent on kicker ability and wind.
In Play Kicking
- I think up and unders need more range. and using LS up and down should move a kick back or closer at a cost or gain of height.
- IMO punts should be less accurate. only the best kickers should have a small circle (perhaps 2x the current size), a prop should have one maybe 4-5 times the current size. The ball should more noticeably land anywhere randomly within that circle
- Also, sensitivity should perhaps slightly drop in the last couple ticks of the kicks powering/aiming for slight adjustments.
That’s all I got rn ![]()