Early Access 5 (EA5)

The grass is looking WAY better, well done!

Just a note for the graphics team: Some variety in pitch appearance would be great, both in terms of grass patterns and pitch degradation. Additionally, adding a decent amount of water effects in the rain would be cool, as would kits getting dirty throughout the game.





5 Likes

Yep grass looks so good now ! Gg from the devs !

Hey guys, EA5 been a very positive major update on my end. Most of the major updates came with huge setbacks, but this one has been an enjoyable step up.

Havnt kept up with the FAQ but have seen a lot of similar thoughts to my own in comments and in discord.

Positives:

  • Grass looks so much better, worth the effort 100%, received a lot of positive responses in comment section with people unable to access EA saying “the game looks so much better” purely by the grass upgrade so great stuff.
    Been mentioned above about ground degredation, and I think that would be great, patches of ground getting churned up due to a scrum or whathaveyou make it very real. (this was in Rugby 22 on launch, but I think one of the patches removed it, because I never saw it happen the same on PC version)
  • Lighting looks great, playing in the stade de france with the lighting in the roof looks gorgeous. Makes the game feel much more life like, have also experienced a lot less bloom on the screen which can be distracting.
  • URC competition and teams are great. Simulate button working fine. Kits look solid and I like a lot of the players that I dont think have had the face scans done yet actually have similar features to the real players as place holders for now.
  • noticing far more offloads and quick passes working exactly how i want and animations all looking nice for them with is great.
  • New replay cameras are great! Love that they now play from further back in the play and maintain a single camera sollowing the action, rather than feeling jumpy.

Things im in the middle on:

  • Offside lines: The new offside lines are something I can see being a very useful onscreen graphic for new players. I think its good to show people unfamiliar with the rules where players can go. And I think some people may geunily enjoy playing games with the graphics visible.
    However, it is another graphic that clutters the screen and breaks the immersion for more veteran players of the game. I think a great idea for this feature would simply have it as a “toggle on/off” function in the settings to allow expirenced players to just not have it as a visual on the screen. Asset could be extremely useful in a “training” mode when the game first comes out, or maybe even in career mode if upgrading a players stats, the line could be used in a way for you to get players back on side manually and increase stats of players if you keep them all onside.
    I would however remove the offside line entirely when a ball has been kicked and is in the air and the line just follows the ball as it is very distracting.
    A more broader point on excess graphics on screen, a lot of people including myself really disliked how similar lines appeared when using a set play in Rugby 22, showing player running lines, just because they were a distraction on screen.


    These graphics can be useful for new players in the game but as you become more experienced most people will want less and less of them on screen.
    Something that could be looked at with this is to not just have them toggle “on/off” in settings, but to also tie them to difficulty level. Playing on easiest (where most new players will start) could have all the lines and button prompts fully visible. Medium, could have the lines on the ground removed. And Hardest, has the button prompts removed so you are just playing at the top end as an experienced player, with no visual prompts on screen, and its up to you as the player to abide by offside, remember how the setplays run, and the button prompts of which player to select are down to you to remember.

  • Ruck Bar: So I genuinly didn’t notice it when first playing but this ruck bar is on the screen. However, im really not sure what the purpose is. The rucks feel like they play the same way, and all the bar is doing is showing us what we really know. It doesnt seem effected by players getting added to the ruck, the bar fluctuates like crazy, sometimes the bar is fully blue, but the AI still win the ruck. My players still stand at the ruck and wait for the AI before engaging most of the time. So the bar itself feels like its basically just trying to keep up with whats already going on in the ruck and display it to you, it doesnt impact the ruk, and you as the player cant influence it. Its jut another thing on screen. I like the idea of there being some kind of ruck mommentum indicator, but if it has to be on screen, you as the player should have an impact on it.
    Solution could be to take a look at Rugby 2011, using the button mashing ruck system. And the bar you guys have is displaying who is winning the button mashing, adding more players to a ruck (and eventually the players stats) impact how much your button mashing pushes the bar in your favour, and can win a turn over (maybe without it always needing to be a full counter ruck)
    Another issue is the bar placement, when playing on sideline camera and getting tackled on the wing at the bottom of the screen, the bar appears offscreen, so might as well not be there.

I would also like to ask what is the prupose of the white arrows above players heads at a ruck. They seem to symbolise which players will enter the ruck, and turn white once they are in. But you cant choose the player, or what order they go in, and with the rucks being a numbers game, its doesnt matter who is in as long as you have the most. Is it just ground work for future ruck support (maybe adding and removing players from rucks). If not Im not sure they even need to be on screen.

Negatives:
Genuinly not too many to cover for me from this specific update

  • lineouts are broken (im sure other people have mentioned) l no longer have the option to choose who to pass to. Full functionality lost on B button, cant pass to middle or maul. Pressing A or (sometimes) Y does pass to correct person, but they just land in the lineout and get tackled rather than pass to the 9, meaning ive got no way to use the set piece, and also cant talk about the Mauls from the patch notes because I havnt had one of my own in 15 games.
  • Crashes: Have had 2 or 3 crashes, all of mine seem to come from using target passing and selecting a player who is about to hit a hole in the defence. Crash happens mid pass. Feels like the game knows im about to break the line so throws a hissy fit :joy:

Y Tackle - Y button for tackle just doesnt work, my guys always go for a tap tackle and it just doesnt pay off. They either miss, phase through the opponent, or tacklle air and might slow the player down. At this point I just never EVER use it. B work 100% of the time, and there seems to be absolutely no benifit to using Y. It needs to be buffed to do something, either like Rugby 2011 diving tackle that would drive the player backwards in the tackle, needs to promote you ability to get a turnover at the next breakdown, or just drop the button all together, and go back to the stick tackle in Rugby 22 and use it purely as a tap tackle mechanic where you point th estick in the direction of the player, every other direction misses, but pointing it correctly gets a tap tackle on a player running away, to make it feel like a last ditch effort (as a tap tackle is in real life)

Minor Bugs:

  • Menu buttons prompts keep saying to use keyboard controls, rather than controller. Both plugged in but keyboard Icons seem to gain priority. Even though controller is the main thing needed to play a match.

  • Swansea stadium has a floating poster/barrier over 1 try zone

  • Issue with collecting the ball on the touch line and being able to play on still in game, cant do anything with ball except for kick, but as GIfs below show, game can carry on and chaos insue, invisible walls keep ball in play, AI throwing quick throws dead, and resulting lineout in comepletel wrong place
    dead try 1
    dead ball 2

  • Weather effects on screen - Playing on northhampton stadium, this is what the screen looks like with the lights and rain on screen.


    In concept I do like the idea of effects on screen, maybe reflecting the players on the pitch experience. But its a little too harsh, its very distracting, and actually begins to feel like youre watch the game through some frosted glass, so needs to be dialed back a bit.

  • Some stadiums have no pictures (im sure you already know about it, but just in case. Dexcom, Newport, Llanelli, are effected.)

  • Players catching kicks: Experienced a lot more where the opponents just outright catch the ball 0.5 seconds after it leaves my players boot. Stops drop goals from working and long kicks away. Nothing wrong with a proper charge down and the ball going loose, but the AI is so fast off the line they catch the ball straight off your kickers toes and then run through you.

  • Ball always bouncing straight: something ive not mentioned previously but from kicks the ball always seems to bounce in a perfectly straight line, with how hard judging kick angles can be due to stick sensitivity, a lot of kick results can feel annoying. Such has kicking down the touch line, hoping a lucky bounce can give you a 50:22 only for the ball to land 10cm from the line, and then roll end over end for 20m remaining that same 10cm away from the linee and not finding touch.

  • Cant select players outside of ruck: something that happened in EA4 I dont know if i have ementioned, Ive lost the ability at a ruck to select a player outside of the ruck. I know there was a button change at some point to LB/RB to select the fullback when Y became tackle. But I cant select any players any more. You lose 90% of the rucks the AI had control of the ball anyway, it would be better to have the functionality to select a player outsdie of the ruck and line up in defence for a big tackle on the next phase, rather than just circular swapping between the 3 guys in the ruck.

Oh also, teams now being in the URC fully, means the section of teams under “early access clubs” can now be removed from the team selection menu, as all it does is double the teams already in.

Overall, EA5 launch really positive for me, not too many big set backs, matches fully playable and the graphical and lighting improvements really good. Keep up the good work.

9 Likes

Yeah, I understand, that is why I didn’t mention the title sponsor (I liked the workaround they went for). It was the shoulder of the kit and the URC logo that were incorrect. However, I think the URC logo on all the team’s kits had that blue background too.

Yeah this is something the development director and I talked about recently. Even with how the colours are currently segmented is a little off to what you worked expect. Its something we want to look at seeing what we can do. In our cricket titles we have different patterns of cut like they would on different fields. Hopefully we can get some more variety in for Rugby as well. Grass is one of those one step at a time things. I personally think it’s much better now, not sure if the art department has more plans there. But once it’s done that’s when we can spice it up a little without having to go oh we changed it now all those little things we did have to be done all over again.

For myself I’m a very surface gamer in most cases, especially as I get older. Except for mmos then I’m still a min/maxer. As MadDragon pointed out something as simple as the grass has actually made me really enjoy the game much more now. It feel and looks good and doesn’t remove me from the game any more.

5 Likes

Here is my updated full and comprehensive feedback, which I will continue to update with each major EA release. If you get these things right, the game will be awesome, and address most, if not all of the important aspects.

First, addressing EA 5:

Not enough new content or improvements added to EA 5, at this point the game is progressing too slowly. You could be adding way more content more regularly and introducing many more minor tweaks, outside of mechanics (which is an ongoing project), to make the game better in the interim.

When are we getting stadium creator, it is now 2 EA’s late?

The game has become incredibly laggy, both in all game menus, as well as in gameplay, despite being on lowest graphic settings. This makes it unplayable.

For some reason, my number 8 kicks the ball from a goal line dropout, when the nominated kicker should be doing so.

Also, @JNT_BA , please confirm the 13 or so licensed leagues so we can start creating teams, players and logos for the unlicensed teams in the interim.

Getting crashes in the following instances now:

  • When creating a player, in the “identity” menu. Happens every time without exception, where previously there was no issue and I had already made hundreds of players. This needs to be fixed for the next interim update as I have hundreds more players to make and it takes time
  • Most stadiums still crash. Gloucester stadium seems to have the least amount of crashes, but even that one has crashes
  • When scrolling down numerous pages of the downloadable logos page on the online community, eventually the game crashes after scrolling to a certain point

Please add the following aspects, for improved gameplay, to the next interim update (immediately), or failing so, as soon as possible, as these would make a massive difference:

  • Introduce knock-ons and preferably also a slider for frequency
  • Introduce penalties for offsides and high tackles, at least, as well as a slider for frequency. Currently not present enough
  • Add line-up selection and in-game replacements
  • Introduce D-pad tactics on offence and defence. Should not be to tricky to implement.
  • Option to selectively remove the offside lines, player circles and ruck strength/momentum bar, as I believe it creates more lag and I as one would prefer playing without all those graphics on pitch.
  • Fix crashes mentioned above
  • Fix the lag issues mentioned above
  • Number 8 kicking from goal line drop out
  • Introduce transparent mini map with player dots represented in their team colours, and controlling player with a unique colour and ball landing area in a unique colour. Option in global settings to turn the mini map on/off

Now, updated general feedback:

Passing

Passing is much improved since EA4, but I still get the occasional warp speed pass. Support runner positioning has likely had a big influence on the progression of passing overall, as we had suggested it might.

Quick pass reaction times need to be low, with some variations on passing models based on the nature of the pass, such as pop pass for close, bullet pass for first receiver, higher floaty/curve pass when skipping a player. Likelihood of intercept and successful offload set with sliders.

Offloads should only be possible in certain tackle animations. When the defender wraps the attacker, then offload should not be possible, but if tackled at the waist and his arms are free, offload should be possible in tackle.

Sliders could be introduced to affect various aspects of passing, such as speed, arc, accuracy, player skill influence, etc, with player traits also affecting such.

Single tap for normal pass, double tap for close pass and hold button for longer/skip pass, with D-pad setting the line (flat, deep, wide, narrow, etc), rather than have A or B to select player to pass to. This creates a better flowing game with more dynamism.

Player positioning

This has improved significantly since EA4, but could still use some work, such as support players not only running flat with the ball carrier, but dynamically cutting to the inside line to receive a short inside pop pass, or pods of 3 running close for the short pop pass, or dummy runners running at quick pace in between the ball carrier and receiving player (they could even be the receiver themselves, and then hit a potential gap at high pace), as well as the scrum half looping around after passing the ball, to be another pass option.

In essence, lots of options to pass to in any faze. This is dynamic support play, which is a much better solution than set plays that never work. Please do NOT introduce set plays in this game, or if you do, only as an additional option over and above dynamic running/positioning. Using the D-pad to set the general offensive line tactics, such as close running with the forwards (left), wide with the backs (right), deep for the kicker with teammates chasing the kick (down), etc.

Players need to get into position quicker, but not too quick where it is unrealistic. Scrum half needs to always follow the action/ball to be at the ruck as soon as possible, with options to pass to (still a bit slow to the ruck?).

If you can get quick ball from the ruck and your offence can set for the next fase before the defence, it can create opportunities, although you will have less efficient positioning on offence as you would if you delayed the ball coming out of the ruck, so you can decide how to approach each fase (risk/reward), but the ball must be available to a ready half back as quick as possible. So ruck ball available immediately and scrum half in position immediately. Also add small things like the scrum half turning his head in either direction as he assesses his passing options before the you as user pass the ball.

Instead of having to write and introduce set plays, which slow down the overall gameplay, just code running players to fix to the position of the ball carrier and run different lines (crash ball, switch, dummy and normal). This should be dynamic and fast, depending on how your line is set before releasing the ball for the next fase and how quickly you decide to get the ball out of the ruck.

If you commit a lot of players to the ruck, to protect the ball, there will be less players in the close quarters to receive a crash ball and you might be forced to go to backline. Dynamism creates realism.

Again, using sliders and player traits can affect how effective a player is in positioning and running lines. Very important aspect IRL

Kicking

This has improved in that kicking is quicker or more reactive, but still needs slight improvement.

Box kicks and general kicks need to have a much higher arch/apex. Quality and strength of the player determines how far he can kick it.

Place kicking needs to be harder, with the quality of the player influencing difficulty. Not all players curve the ball, so default to straight kicks with a button to select the curve yourself, in either direction. Alternatively, some players do kick with more curve than others, so then set this on a player creation level, still with the ability to change this with a button when kicking, but small curves relative to the player specific curve. Different kicking animations you can set when creating a player, or pre-set for licensed players.

Punts need to have the right amount of power (not too little and not too OP), with player traits like strength and accuracy affecting the outcome of a kick, and sliders affecting the amount of influence of traits.

When a ball is kicked in open play, the support players need to be chasing the kick immediately, fixing to the position where the ball is expected to land, without the user being able to change their direction until the ball is caught.

Defence

This has improved a lot, as defences aren’t as rushed anymore and the tackle radius is better, allowing for gaps or half-gaps to be hit more regularly.

Again, using the D-pad to determine defensive line tactics, such as close to ruck (left), wide (right), kick receive (down), rushed (up), passive, etc.

Attack

  1. D-pad left - Set line close, with pods close to the rucks to receive short crash ball, with support runners for the offload. Mostly forwards on close support lines
  2. D-pad right - Set line wide, with support runners in the backline for the quick offload in contact to hit the gap. So forwards and backs run support lines for the backs
  3. D-pad down - Set line deep for the kick.
  4. D-pad up - Set line flat to chase on the box kick from the ruck.

Defense

  1. D-pad left - Set defense close to ruck
  2. D-pad right - Set defense wide
  3. D-pad down - Set defense for kick with wingers slightly back near touch and also full back and possibly 10 well back
  4. D-pad up – Normal or rushed defence with weakness on the wide pass

Once you select one of the options, it remains on that option until you select another one, so it sets to that option.

Attacking player needs more forward momentum when tackled (this has already improved), unless the defender makes a dominant tackle. Introduce and differentiate between normal tackles and dominant tackles with a slider to determine the probability thereof.

Set piece

I like a simplified set piece, with minimal mini-games, as again they reduce the pace of the game, similar to set plays. Therefore, keep it simple, but with the ability to affect the outcome of the set piece, whilst introducing sliders and player traits to customise the probabilities of outcomes. Player traits should have a major impact on the set piece, as dominant forward packs tend to dominate the scrums, although for online mode, perhaps equalise player traits? I don’t know, I won’t be playing much online.

Player traits like strength need to determine a player’s effectiveness at counter rucking and holding, scrumming and line outs, and jackal ability determining the effectiveness of stealing the ball before the ruck is formed.

Lineout animations are improved, but can still be tweaked, including more time before switching to the cut scene. Ruck animations can still improve a lot, but there is regular feedback on that.

Previous feedback on rucks -

  1. Once the ball carrier goes to ground, if the defending team gets to the ruck first, you have an opportunity to jackal the ball. You usually see only 1 or 2 players at the same time jackaling. If not done quick enough, the attacking team support players can drive them off the ruck by joining the ruck. Can introduce sliders to determine jackal speed and efficacy, as well as individual player traits impacting speed and efficacy. Have actual animations of these moves. Two players to clear out the jackal and 1 or 2 more to secure the ruck. This is why people are saying 4 to 5 players.
  2. Once the ball carrier goes to ground, if the attacking team gets to the ruck first, the support players secure the ruck for the next faze and the defending team cannot steal the ball unless they counter ruck first. The user determines how many defenders to commit to the ruck, depending on how many attacking players have been used to secure. Again, sliders can be introduced to improve efficacy of securing the ruck, as well as counter rucking. Individual players traits, such as physicality or power can also determine efficacy for individual players, so that backline players are predominantly worse at rucking than forwards, and some forwards are more skilled in either ruck clearing or jackaling.

Each user determines how many players to commit, in attack or defence. The more players used, the more successful the ruck. If the defending team tries to jackal and the attacking player holds on - penalty for holding on (tap button to either jackal in defence or hold on in attack). If the ruck is secured by the attacking team and the defending team tries to steal the ball without a counter ruck - penalty for hands in the ruck. Proper animations are crucial where you have individual players targeting other individual players in the ruck.

So you have a button for players entering the ruck and counter rucking, as well as a button to tap for stealing the ball or holding on. Good luck trying to steal the ball at the wrong time, i.e. when ruck has been formed and no counter ruck has been made. Also introduce referee sliders like in your cricket games, so the referee might miss some actions or calls. Timing should be such that jackaling happens rather quickly if successful, but counter rucking takes longer, as there are real animations. If there is no counter ruck, then the ball is available rather quickly for the next faze.

Skill plays

I like the analog for side-steps, but don’t want to use it for fend-offs every time. Although this is great for online, which I will not be playing much, I would like sliders as well, to determine the probability thereof when NOT using analog, with player traits like strength/power also having an impact and occasionally handing-off automatically. This, coupled with a global setting to decide whether I want to play with analog or automated, with the influence of sliders.

Infringements

Sliders and player traits like discipline should also affect the probability and severity of infringements like high tackles and offsides. If your defence is set to “rushed” and a non-player gets too eager, he can be caught offside, otherwise there will never be offsides. Possibly do the same for stealing the ball in the ruck, with NPC’s, even though you control the stealing with your own player, otherwise there will rarely be ruck penalties.

Have penalties for “hands in the ruck” when trying to steal the ball, but also for “holding on” when opposition are trying to steal legitimately.

Referee

Sliders to affect how strict referees are (unless this is set per referee – referee skills) and how often a referee can get a call wrong.

Fix the TMO to come in play when the ref missed something, or it is a close call, like a try in the corner and not a clear cut try, as is currently the case. Also, currently when the ball carrier is held in the tackle over the try line, it is always judged to be held up, 100% of the time, which should be much less.

The referee hardly ever says anything. Would like to hear the ref making calls and officiating the game, talking to and instructing the players. Also would like to hear the ref blow his whistle at each stoppage or score, with long blows for penalties and tries and shorter blows in other instances. Currently a team would score a try and the ref doesn’t even blow his whistle.

Cameras

Dynamic camera zooms, with a zoomed-in view at the set piece and ruck, and zoomed-out when passing down the line and kicking. Such as IRL broadcasts that immediately jump from zoomed-in to zoomed-out view

Also, would like a broadcast camera that is fixed to the 50m line, with another option for side-on view which follows the advantage line and another option from behind.

Different camera heights depending on the stadium, set at stadium creation stage, so smaller/lower stadiums have lower camera heights, whereas bigger/higher stadiums have higher camera heights.

Creation

I have already mentioned the camera heights for each stadium, set at creation stage. So depending on the stadium you create, you can set the camera for that stadium at low, medium or high.

Also add the option for an athletics track around the field, as that is a thing.

Many stadiums also have grass embankments, so either add that asset (various sized embankments) with crowds as a preset, or add a crowd brush, with various sizes and densities so that you could brush a grass embankment to have crowds. Need a wide variety of assets, not like the cricket games where it was limited. I forget the name, but you get pavilions without seats where the spectators stand and have a metal bar in front of them to hold onto.

Give the option to add multiple home stadiums to a team, OR just be able to change stadium in match settings, irrespective the home stadium.

Increase the team effectiveness or rating when playing at their home stadium, as they get that home advantage.

AI

AI has improved significantly.

The AI need to make the same backline moves that a player will make, including tactical kicks or grubbers etc. The attack should be able to easily beat the defence with a good move (whether AI or player), so a good attack should have a higher ceiling than a good defence.

The quality of the AI opposition should be in line with the team’s overall rating, so when two AI’s play against each other, generally the better team will get the win, but always a chance for an upset. The difference in quality or rating should be clear in the final score.

Introduce sliders on the impact of such ratings or gap in ratings, and the differential between attacking and defensive effectiveness, so whether you play 10 min, 20 min, or 40 min halves, you could have the same scoreline by adjusting sliders on effectiveness.

Weather

The rain on the camera lens does not work, as cameras are usually tucked in below a roof. Instead, have more visible rain on pitch (not too much), and introduce a drainage setting at stadium creation level, so you can set top class stadiums with great drainage and lower class stadiums with worse drainage, which then results in muddy patches appearing on pitch throughout the game, based on where the players spend the most amount of time.

Other

Using sliders and player traits like “skills” or “handling” for the probability/frequency of knock-ons, otherwise there will never be any.

The ball should be tucked under the arm when scoring a try, more often than not, unless unchallenged by a tackle, where you might just dot the ball down casually. Sprinting when scoring could result in tucked ball and dive, while no sprinting results in a dot down. The try animations have improved.

Immediate button input, i.e. no delays in action after pressing a button (immediate feedback). The game should register the exact moment you press the button, so that when doing different moves, with kicks or offloads, it can be executed and the gameplay runs smoothly. This has already improved a lot. With this in place, you should be able to quite quickly change direction with your offensive player, by doing a dynamic step on the fly with your left analog, as opposed to right analog, hitting a half gap on attack and immediately change direction when needed. The same on defence, although much harder for a defender to make an effective tackle, if at all, whilst changing direction. Grubbers, kicks, passes and moves will also be executable for a realistic game, when you have dynamic positioning and running, with immediate button input.

Starting at ruck time, as soon as the player goes to ground, the closest one or two support players should go in to defend the ball, steal or counter ruck, then scrum half goes in immediately and waits until you have set your fase and are ready to pass. Once ball is passed, whilst ball is in the air, you should already be able to press the button for the next move, whether pass, offload or kick (like a grubber through the line), and as soon as the ball is caught, the action is executed. This allows for faster/smoother gameplay, WITHOUT speeding up the mechanics. This has already improved, but still does not feel 100% responsive, including changing player direction (feels loopy)

Immediate input and direction changes eliminates the need for set plays, as with direction changes, close/dummy runners, better passing, defence and tackle radiuses, you can do your own unique set play, every time, whilst enjoying a great flowing game.

Include a transparent mini map so you are able to see where the payers of both teams are positioned prior to making a kick or setting your line. Can toggle on/off in game settings.

Under the match settings, add different crowd size options to more accurately reflect the significance of a match, such as no crowd, small crowd, medium crowd, large crowd and full capacity, OR have a slider with percentages from 0 to 100.

Also give different options for scoreboard formats, either at match settings, or at league/tournament level or at stadium creation level, as different leagues and regions use different scoreboards on tele, such as abbreviated upper left, abbreviated lower middle and wide/full lower middle. This is already built into the different licensed leagues, but provide the options when creating a custom league.

Have at least one Southern Hemisphere commentary team as well, which you could either select in match settings, when creating a league or competition, or preset when creating a created stadium.

Increase the crowd noise with particular bursts for certain actions, such as scoring a try, or boos for a high tackle or refereeing decision going against the home team, etc. Crowd should get louder when play is in the 22 area or someone breaks the defensive line, and crowd loudness should, in general, be in line with the crowd size.

We also need more player audio, like guys shouting various things at set piece and in the ruck. I heard a new audio in the lineout, with guys shouting “what are you doing” and in the scrums where they awkwardly count to 6 like a group of pre-schoolers. Although it was funny, doesn’t sound polished. Already discussed refereeing communication and audio, as well as commentary.

We need a lot more cut scenes, from the pre-match, to them running out the tunnel to sing the national anthems, to the parts in between play stopping and starting, to before the set piece, to tries being scored and kicks being converted, to half time shows and post-match, and some pyrotechnics for international matches. When they run out the tunnel, they run to about mid pitch before running out to the side. We should see them running from within the tunnel and then off to the side as soon as they are over the touch line. The new highlights cameras in EA5 are great.

Example - When the ball is kicked out of play, the scene cuts to the next lineout way too quickly. Take a few seconds to show the players jogging up to position. Camera also jumps to the cut scene too quickly, i.e. immediately after the ball has gone out – allow for a few more seconds in general play before switching. Also, after scoring a try, too many players are just randomly hanging around the try line. Have 3 or 4 closest players celebrate with the try scorer, with the rest jogging back to the half way line, perhaps throwing a quick fist in the air on the way back. The defenders can mope in the background, with hands on head and hands on hips. Naturally have a much more significant build up to the game, with anthems, player lineups and commentary hype.

Currently there are no defenders trying to charge down the kicker when a conversion attempt is being made after scoring a try. They are not allowed to charge down a penalty kick, but they may charge a conversion kick.

Give the option as to how many cutscenes you want to see with a game setting – none, some, all.

Have different cut scenes and/or build ups and music or atmosphere for international matches versus club matches, like the inclusion of pyrotechnics and different music, similar to the cricket games where test matches have a different start than ODI’s and T20’s. The current vibe is fine for club games, but severely lacking for internationals. Also have the team sheets and more commentary build up before the match. Something like this has been added for finals matches, but that level of build up would be great for regular league matches as well, as every match counts. Finals matches should be even bigger.

Some rugby rules still need refining in game.

Need the introduction of penalties (infringements like offsides, high tackle, holding on, not leaving the ball, not protecting the catching player in a contestable kick, etc) and knock-ons and injuries

Need sliders and player traits for everything to promote realism along with dynamic player positioning and dynamic cameras.

Include full 23-man squads with the ability to select your starting lineup and make replacements.

Include more assets, such as more default logos, more default kit designs, stadiums and player design.

The introduction of the offside lines and ruck meters is nice for beginner players, but there are way too many graphics on screen. Please add a global setting to be able to turn those graphics off. I want a real life feel.

Many of the stadiums added are far from their true likeness, so either they are not licensed, which I thought would be a package deal with the licensed team, or the licensed version will be added later.

10 Likes

GoTBy

Not gonna do an extensive review, but i just wanna report some bugs.

The game still randomly crash, at random time and moment, ans of course this bring me with a frustranting stop of the session of play.

Game Crash every time i change Commentators Name for players and also on teams section.

Sometimes a kick off is kicked by the oppisite fly half for no reason, letting the team that got scored the ball.

The Line out is now a bit confusing, maybe is a bug but no jumpers selection buttons are displayed; A Jumper called for passing that get the ball does not pass to 9.

The Maul seems better, but the same problem accure with the defence line running away from maul; i don’t like that with the left stick you can run with the 9, is cool you can whenever you want but i would like to control direction of the Maul (as Rugby22, Rugby Challenge 4 let you)

Sometimes seems that Teammates AI players decideds themself what to do with out player decision.

Ruck is still “Meh”

Other than that and some random glitches, i found the new Update is big step forward:
Graphics is great, offence is fun, kicking is good.

Good Work is done, hope the future will be even greater!

1 Like

Scrum-half pick-and-goes almost always lead to a try, espcially when rucks have formed on the outer-parts of the field.

Rucks, especially defensive rucks are still too boring. No competition and no idea what to do.

Passing is generally very good, though sometimes bullet passes still happen.

The random crashes are incredibly frustrating, I’ve about a 33% success rate with completing games at the moment. I’ve played about 15 since EA5 dropped, and have only completed 5.

Am loving the graphical improvements. Especially the light-flaring at night. And the Stade de France at night is just… chef’s kiss
:kissing::ok_hand:

Hi Team,

Just some quick feedback on serious bugs for player creator.

Currently the player creator will always crash when trying to select audio for any surname for male or female players. It will immediately crash once you start trying to scroll names to choose.

Also , with a less serious bug. Socks now have no option to make them long or short on edit or new player creator options.

Headgear graphics issue for female players.

Thanks team.

Feel like the difficulty IS not hard enough, Saw something people playing in the hardest difficulty and destroying thÊ other team without any problèmes (even with a weaker team)

4 Likes

Could we perhaps have different times for halves other than 5, 10, 15 and 20? In FIFA you can increase by single digits, and have 7 minutes a half, for example.

4 Likes

Not really gameplay feedback as such, but with the Autumn Internationals starting in earnest today, it’d be nice if the remaining big international teams could be added as playable (even if the photogrammetry isn’t 100% complete). Would also be nice if a Tour mode was added in

3 Likes

Does anyone know if the sa urc sides the face scans are final it looks a bit bad at the moment

Hey dude, I don’t believe that they have made the journey to SA yet to scan the players. The Sharks have Andre Esterhuizen scanned, but probably only because he was at Harlequins when they scanned that team.

1 Like

I love the new grass textures, but I think the markings should be slightly wider. In this match I could barely see them.

I feel your comment about online being bolted on will be correct. I don’t think there will be other changes till the next patch after wednesday

The markings are always the same width as the corner posts. But here they are only half as wide

1 Like

Hello everyone !!!

I have a little question.

Your game crash again ? For me when i made a drop goal or when its half time my game crash everytime and i dont understand why.

Thank you.

See ya

Yeah don’t think they have fully worked on the difficulty as it can be random some games are close but that than I have games where u will smash teams 60 plus with the 5min halves, but have to say hardest is probably best way to play as ai moves ball but more and it doesn’t always end up in a ruck simulator

2 Likes

Hi Team,

Feedback on latest update.

Positives:

  • Rain :cloud_with_rain: conditions have improved. I can see more rain falling onto the field , wind blowing and an atmosphere of wet and cold conditions. Looks good. :+1:

  • Passing and offloads , support runners. Yes all these things are happening and it has made the game more fun to play. It creates attacking opportunities.

  • URC. Looks great and fun. I really like this competition. Definitely is an important competition to have in the game. Look forward to full squads in the future with team management gameplay. Would be great to get team line ups in the game introduction to know who is in each 23. Who is in the starting 15.
    Hoping for licensed South Africa stadiums in the future for SA URC teams.

  • High Tackles. Seen a couple on some YouTube videos by other players. Thanks for adding this in the game. It’s a part of Rugby. Good to see the animation of the referee talking to the offending player or captain ? Would be good to see Cards issued in some instances. I hope to see a Judiciary or Suspensions with citings perhaps for players who receive a Red Card during a match ? Even the ability to have a slider to turn suspensions or cards on or off if possible ? For me I just liked it in Rugby Challenge 4 or Rugby League Live 4 when you had to squad manage for Citings and suspensions :man_judge:

  • Grass. The Grass in all stadiums that I have seen looks so much more realistic and nice looking. Great improvement.

Negatives:

  • Game Crashes. Some stadiums such as Cape Town stadium cause a crash when you have your player run or step into touch. Crashes also from simply running and passing as I had experienced at Kingspan Stadium. Crashes are random. Haven’t played that much at other stadiums so not sure on how the rest are all going currently.

  • Bump off , shoulder charge. Still find this too hard to do on all difficulty’s. Also hard to single out a forward sometimes based on their positioning to give them the ball to do this. Buttons at times don’t always pass to designated player with button symbol.

  • Ai names. Some stadiums show Ai names when in general play with or without ball from memory. Doesn’t appear with names at all stadiums. Hard to identify who the Ai is when they run with the ball or make a tackle on you.

  • No injuries. No dropped ball / knock ons. Penalties for infringements. These events can change a game with possession , scoring opportunities and momentum. We are still lacking these on field events.

  • Still some challenges to win rucks and possession. I occasionally do which is good but I still not sure we got the right balance. I know this is tricky and don’t expect a solution overnight to this issue. I play or hard and hardest difficulty.

  • Difficulty. Ai is still easy to beat on a hard or hardest difficulty. Again , if we had more random events like penalties , or dropped ball it might change course of the game with possession and scoring opportunities through penalty kicks or territory gain at lineout.

  • Fan Hub/ player creator. Socks options missing on player editor and creator.
    Female headgear has a graphic bug.
    Downloading teams currently does not download any of the team players.
    Game crash looking at Logos on fan hub looking at 60-70 going down the list.

  • No Try bug issue when grounding ball in Ai goal by being pushed into touch by Ai during a tackle. Ticket raised with video evidence.

  • Sometimes Ai predictable able in their own 22 zone. They will always kick it out for clearsnce. Yes a safe tactic, I think this is good but maybe they should sometimes try to run it and make a break. I guess tricky to code and program but I will say sometimes on Rugby challenge 4 sometimes I have sustained the Ai scoring a try because they simply ran the ball out of their 22 zone and full length of the field , maybe passing and offloading breaking up my defence.

I think the game is improving and there has been some good things added with the latest update. I hope we can get future face scans of URC South Africa Teams and any other URC teams such as Italian ones. Thanks to all for all the hard work and commitment.

Is it possible to get a list of licensed competitions?

The Women’s teams too ? What ones are those ?

I am currently slowly creating women’s Super Rugby Au :australia:I am assuming they are not licensed ? It would be good to get confirmation to help creators. Thanks

4 Likes