Early Access 6 (EA6)

Allow contestable box kicks at strategy in order for wings to chase and contest

2 Likes

GotBy

Hello team.

Just to point out two things.
I’ve played some games in competition mode and there are some difference in a “play now”/“quick match” and a “Urc/…” game.

In the Urc (so i assume Premiership and MLR) there is no 50/22. Every time i kick one, or my opponent do, the ball is not given to the kicking team.
Also the Bonus point is not in URC/prem… but does in the personlized competitions…
Edit:
Bonus point is in Personilzed competition but does not work properly.

Another suggestion i have is:

For the logo creator would be great if we have a visual suggestion for the optimal form for stadium sponsor. So i can place it well!

4 Likes

have it happen every now and then, fixest itself after 10 in game minutes but frustrating

2 Likes

Things that I saw game needs

  1. Set plays and would be cool if you can costume set plays. Example there are 20 set plays in the game you can choose 5 a game that you want to use
  2. If box kick need wings to chase the kick
  3. Pod opstions to play in the inside and outside from the first reciever
  4. Can steal line outs
  5. Jackal the ball from a ruck ,before players seals at a ruck
  6. Goal kicking must be like RLL4 with the stick , goal kicking looks to easy
  7. Deph career mode player and coach
3 Likes

Hey guys little late ot the party on this one, been away last few days some time in game massively decreased for EA6. But have been keeping an eye on the forum to see other peoples thoughts, and have to say almost anything I came up with has already been mentioned. @Italeo48 got so many good points on the response at the top of this thread, really mirrors my own experience and thoughts that not got much more to add.

Ill specifically try and touch on things I havent seen in the FAQ to stop repetition, but lots of good and not so good things. (if others have mentioned it feel free to ignore)

Stadium Creator

  • Really enjoyed the stadium creator, cant wait to see even more options like lighting, pyrotechnics, and maybe even ability to design tunnels and assets. By far been the most enjoyble experience with the ease of use out of all the “creators” implremented in R25 for me.
  • saw what JNT said about the budget restriction used to keep frame rates steady. So fully understand the need for th eimplementation at this stage, but I found a work around the budget limit and was able to keep adding more assets and didnt notice the game suffering at all, so would like to see that budget increased or maybe even scrapped to allow players to get really creative.
  • Only downside for me was after spending the time to create the world around the stadium you never get to see any of it. Not sure what you already have planned. But if there is a career mode in the game and you need to keep the budget system for performance. I would personally love the career to incorporate the stadium creator, and you have a set budget to create a stadium (that will look rubbish to start) and as you progress thought seasons and competitions you earn more money, your budget goes up, and as such you can design a bigger and better stadium. And that way the budget makes more sense, but also would be much more engrossing for the player to interact with the mechanic.
  • I would also add to pre-match cinematics that use cameras to show off the outside of the stadium, and allow players to create a world outside the stadium using the available assets, and then show them off in a realistic manner in game.

Gameplay

  • Personally still finding the gameplay similar, played a few games tonight on the hardest difficulty with different teams and every match is a 40 point blow out in a 5 minute match if im playing properly. The AI are attacking undefended sides more which is nice, but they are only really scoring a try through (1) spamming the “bump off” to a level I cant as the player, (2) offloading like crazy so doesnt matter if you make 20 tackles in a row they still get over the line or (3) they litterally walk through a tackler and there was nothing I could ever do about it. Almost every try scored by the AI just feels like they are cheating. And yet im still winning every match with ease.

  • Player setups, im noticing far more that players are just stood in a bunch in EA6. AI can have some quite nice attacking line positions, but feels underwhelming when my 15 man team are within arms reach of each other and 90% of the pitch is unmarked.

  • Forwards target selection - I like the concept, but at the minute missing the mark for me. Obviosuly will be tweaked going forwards, but at the minute I just find no use for it at all. The way the Rugby 25’s gameplay works, its all about going as wide as you can as fast as you can and running over for a try, so specifically picking out a forward next to the ruck doesnt give you any advantage. And when going wide its better to just go through the backs.
    I would like to see how it feels with player stats involved, where maybe a carry with a forward might make a few more meters after the tackle and put the defense on the back foot to keep them guessing. But at the minute, the switch between forwards and back target selection is tricky, targetting backs is better in every circumstance, and targetting a forward normally results in a tackle 0.1 seconds after the forward collects the ball any way.
    Personally a fix for this for me would be to scrap the “forward target selection” and just have LT/RT be pass to the nearest forward on the respecitve side. Make LB/RB passing to the nearest back on the respecitve side. And have target passing be its own thing with each button choosing a versy distinct number of players away from the ruck. And then once set plays get added to the game, allow the player to select a set play, and have the XYBA buttons assigned to each player in the set play and let the player choose the target on the fly.

Commentary - I have left the commentary on for a few games now after turning it off in EA1. Im still finding a lot of lines just not refereing to whats happening on pitch. “ball going in to touch” and all its varieties, seem to play when the ball is near touch without going out, or when the ball goes over the dead ball line. And just isnt whats happenning in game. Ive also had the go to the guy in the ground to ask “about the atmosphere down there” about 6 times in the opening 20 minutes of a game. They also refer to players who arent on the pitch. “Ben Earl” specifically (as im playing a torunament with saracens) constantly gets refered to as “Marika Koriobete”.
I have also heard the stadium voice over guy say some odd things. like a prop will score a try and over the intercom the guy says the players position “give it up for the try scorer loosehead prop” as opposed to saying the players name.

  • Passed player running lines - By FAR the most frustating thing in open play for me, when you are passing 1 direction but you support runner runs the other direction, and so just runs in to the tackle. You can have a 3 on 1, but as soon as you press pass, your support runners change their lines to be the worst possible option in the opposite direction and run in to defenders. You can even hold the analog stick the other way and they still do it. Costs so many tries in games because they choos a completely unrealistic line for the situation, without any input from you as the player, and theres nothing you can do to stop them.

AI kicking - the AI still seem to have no wind up for a kick which I find very weird, they dont even need to swing their leg, and can get the ball away mid tackle. Which leads to them being saved from some very tricky positions. Would really like to see this change, or for a player to drop the ball for a knock on if they get tackled mid kick.
kick issue

Have also had a couple of instances where AI perform box kicks from mauls, and if the ball bounces and then goes in to touch, they get the following lineout which isnt correct. They are not 50/22’s and would be a horrendous exploit in online matches.
Also seen issue with AI carrying ball over own try line in to 22 and kicking dead, awards me with a lineout in their 22 from where they kicked it, which isnt correct.

  • Try line not being a try line - Find it very strange players falling 1cm of the try line cant reach out and score a try. Aswell as the amount of tackles over the try line being “held up” . Got tackled tonight, and was still able to play in this position as an actual ruck. Couldnt pass wide, only option was to pick up with the 9, who got tackled instantly by their 9, then held up and no try.

Animations - some of the new tackle animations have been great, the last 2 weeks has been the only real time where tackles have happenned that i let out an audible “oof” after a big shot. The more animations the better. Something ive not seen a lot of is tackle animations where the tackler actually makes meters. They run with the ball in to a stationary play and come to a dead stop and get driven back. Would like to see more where a player running at pace in to a stationary defender sees them run over the defender and dragged to ground over the next 1-2 meters. Rewarding the player for targettig a weaker defender, and pushing the offside line back.
The AI also seem to be monsters at the tap tackle. They hit 100% of them successfully for some reason, yet I as the player maybe only land 1 in 20, but I have no idea what the difference is between what im doing and the AI is doing.

Stability issues - have experienced crashes and ball stuck. Most consistent one for me is picking the ball up with the 9, sometimes the sound of ball being picked up happens, but ball gets knocked back in to the ruck, and then everyone just stands there and nothing happens and no ref call to use it.

Personal Inquiry - Has the ability to select the full back / players outside the ruck just been removed from the game now? I can never seem to select anyone outside of the ruck once all 3 of my guys are in the ruck. I would really like to be able to select players outside the ruck once I know I havnt won it, in order to position my line to stop the next attack. Currently the only way to do this is not commit to the ruck and move players, but then cant get any turn overs. So feels like you have to choose between being able to defend but not win the ball. OR. Challenge for the ball and leave huge gaps in your defence with noting to stop it.

Overall pretty mixed feelings on the EA6 release. Looking forward to see what direction the target passing system will take. Set plays, ability to drop the player in the pocket, and ability to shift your attacking/defensive setup in the game will all bring big boosts at some point which I think would be good to have implemented to gauge a bit more how useful things like the target passing will be.

6 Likes

So as I mentioned it’s more about compatibility than anything else. So the stadium I made and uploaded used the trick you did to copy-paste assets. I did a monstrosity of a stadium doing the same thing to see what would happen to older devices, safe to say it didn’t go well. As we are crossplay and the academy is cross-play, until we stop supporting the older generation this needs to be kept to a minimum. The copy-paste has already been stopped on our end for the next patch as we certainly don’t want people going into stadiums and dropping out.

2 Likes

Yeah, understand hardware will always end up being a limitation with crossplay. Assume the PC’s you guys work on are beefier than what most people have at home let alone console players.
Shame though, because the ability to build the world around the stadium is really cool. Would be fun to use as a sandbox to improve the experience.
Would it be possible to change the outside world between design and actual gameplay to be 2 seperate things?
So for example, if there was no budget/ larger budget in the design stage, and players made whatever they wanted. Then when the maps load in cinematics would be exlusively of the exterior of the stadium and the surrounding environment, and while thats happenning, all of the assets inside the stadium are removed and the stadium interior is completely empty to cut down on the amount to load in.
Then when it switches to inside the stadium and for actually playing, only things above the height of the stadium in the external world would be real, and everything below could be removed.

Because if you were looking at the outside of the stadium, you dont need to know theres nothing inside. And when playing in the stadium, you cant even see theres Buses and Roads and trees outside the stadium so they could be removed during a match.

No idea if thats even possible, not a developer by any means. Just trying to think of an abstract way to marry both worlds together.

Nothing is impossible… technically. How the stadium creator is a little weird. There is the front-end version you see when you make a stadium, what you were making in your video. Then there is the full version in-game you see when you play.

The hard part is if we were to cull the outside then for the stadiums where there are no stands you would then not see the culled assets. Then of course you have different sizes of stands that you can use of various heights. If you can see even a smidge it would need to be loaded in and kept there at all areas even if you cant see them if we use height as the indicator. I’ll use AFL as an example here cause it’s the one I’m most sure of, as I didn’t see many local Rugby stadiums in my travels only the massive ones. So we did a number of locally licensed grounds as they are used in the AFLW, and then of course we allowed people to make their own.

So we allow them to have no stands and build up the outside. Then there were the ones who just recreated the massive stadiums, so of course they just made the stadium itself and nothing outside unless there were windows/blank areas.

We don’t really use external cams for created stadiums as the cameras are set and won’t determine if there are outside things to show them off or you would get blank areas or be lost in the woods if Valhalla had the unlimited tree options, which is why the cams are usually locked to show the actual “stadium ground”

Again nothing is impossible. But then even some small things can come down to thousands of hours of work for the engineers and UI team.

3 Likes

All I read was … unlimited trees are possible. Thank you groundkeeper Kelvin!

Spying Kacey Musgraves GIF by Cuco

Maybe I put something useful here as well. For the trees … Could you not just make like an asset that was a group of trees in the 1 asset? just have a circle bunch of trees. then you could slightly overlay those to get unique shapes. Also … more trees is less grass for Kelvin to mow! win win!

2 Likes

Wow, are players that into stadium building? I would prefer a ruck system building element, so we can build our own ruck system, some like it automated some like full control. I vote for a ruck system, building system:) Anyhow, you can only dream:) On a lighter note, many other aspects of the game like passing , offloading, dummies, hand offs , sidesteps, seem to be improving. Game flow is improving. Would be nice to have a high and low tackles sort of like the Rugby league 3 were you can have a high and low tackle have different advantages. But mostly looking forward to the rucking system to evolve. This really is the heart of rugby, jackals, hands in ruck, holding on, risk vs reward system, penalized in rucks, both offensively and defensively. Control the amount of players going into the ruck 1-5 . Quick ruck ball. All these features should be in a 2025 rugby game. Penalties in scrums, a good scrum system were teams with dominate scrums, would play to there strengths. Come on guys this is the important stuff not custom stadiums?, well , I guess to each there own. Looking forward to the improvements.

4 Likes

Again, the gameplay team does not work on any of the academy creation tools, or art or anything linked to it. Multiple teams on each product work on their assigned aspects of the game at the same time.

6 Likes

Personally I feel like attacking play has dramatically decreased over the last number of updates. The bunching is problematic and overall there feels like less passing options.

1 Like

I was playing earlier and had an idea for adding a switch pass option.
It would be nice if a player running sideways across the backline could do a switch pass with a player they run in front of by pressing L&R (or some other buttons). I think this could add great attacking option for changing the direction of play and attack without having to set up a 'set play" at the ruck.

So often players are running great switch lines but I can never pass them the ball.

2 Likes

One point on the rucking system, it would be great to have the option to pull players out of the ruck, similar to RC4 and have them get back into the defensive line. :slight_smile:

7 Likes

Please post that again, you’re more than welcome to. But here’s my thoughts, If you need to put a * to bypass the langauge filter. Maybe don’t use the word.

That’s not allowed within the rules of the game

GotBy

Thanks for the patch but there a lot things to work still.

First of all, the RT/LT still doesn’t work proparly. Yes now the Buttons showned are correct but they are not displayed when needed… most of the time just simply doesn’t show the nearest forward ( but if you press RB/LB you do…:man_shrugging:t2:)(at this point is just usless).

The defence position is bad. The gap they xeave on the outside is massive… an easy try if you just pass the ball on the wing.

Massive frame drop on ransom time, don’t know what is causing that. Especially after line outs…

Some buggy mauls.
When you gain some meters and then you choose to pass, the 9 is teleported back where the maul started and then he pass, with no one, or course, catching the ball.

A lot of time i got a “held up” when i tackle the ball carrier in goal area but then he falls behind the try line… i assume that you don’t identify a try or held up by the position of the ball but from the animation… that’s lead on a lot of inconsistency. For example i tackle a player by his foot, he trip and technically scored a try, but he got up and let himself tackle again…

It seems that 50:22 is bugged or not implemented well. Played a game where the AI got 50:22 everywhere even where the ball didn’t go in the 22. If the ball bounces first then it’s a 50:22.

There’s a lot of bug still to talked about, for now that’s it.

4 Likes

I didnt even know there was a language filter, I was just using the * to be polite as I dont know all ages.

Apologies!

Not sure if it would be possible to implement but I’d like to see the passes to the furthest receivers in the targeting system to be much slower and loopy with high risk.

In real life you very rarely ever see passes as fast and straight go that far like they do in the game. It is a much slower, loopy pass which comes with high risk of interception, going straight into touch or being knocked on because it bounces or falls near the floor.

If this was possible then it would almost certainly help out with the current in game exploit of being able to pass it fast and wide to your wingers for easy scores and would instantly feel more realistic IMO.

…and if this were not possible perhaps it would help just to remove the option of passing to the furthest man so you have to pass along the line more to get to him, slowing things down a bit and allowing the defense more time to get out wide.

13 Likes

I know that people probably said it before, but the penalty kick needs to be more complexe, it’s litterally impossible to miss it, and it didn’t change since day 1.

7 Likes