Early Access 6 (EA6)

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.

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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.

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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.

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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.

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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.

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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:

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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.

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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.

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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.

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please listen to this fix line out animation it doesn’t look normal make it slower cause it just looks like there getting thrown not lifted

fix the kick off animation again it just looks odd when he’s going to kick the ball it doesn’t look natural the ball is dropped way to far ahead and to high up less air time

and most importantly fix the rucking animation it just isn’t a ruck it’s closer to a maul it should look more like one behind the other

i am rally happy that you are trying your best and i just hope this gets acknowledged cause it has been bugging me but i understand it isn’t the final tging sp keep up the hard work thank you

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the scrum half seems lost sometimes (so far from the ball) and also take so long to come. Same goes to the the support players when it’s about a ruck, quit often it’s not the one next to the tackle that come to creat the ruck, but players that are so fare from the ball/action. It’s make the action feel slow, so the ball is taking so much time to come out of the ruck.

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Got it , understood.

Please, please address player moving around when aiming to kick at goal. It is not realistic for a kicker to be moving around for many reasons … one being, any foot movement can be a trigger for a run to charge down the ball… not to mention a kicker being focused and in the zone when looking at the goal post. If the aim is towards being practical and realistic, please keep player still while aiming.

… Maybe apply authentic kicking / run-up towards the ball animation… just trying my luck…

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Hi all, I’m sure this has already been asked but I have an Xbox series S which is sans disk drive. Will I be able to download the game from the microsoft store on the release date? or will the release only be for systems that have a drive?

Please consider the option of creating oval stadiums

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Just a bit on rucking/pods.

Love the idea of pod/backs selection from the breakdown, when implimented correctly and the obvious bugs fixed this seems like the natural progression from rugby 08/rwc 2011 system. Apologies if this is something you guys are already working on, but i think it needs a risk/reward system. Using your pods usually isnt a strike move or an option to make huge meters, usually to secure some safe possesion, gain easy field position or slow things down. So when a ball carrier makes contact, they have players on their shoulder ready to jump in and secure the ruck. Currently the players are committed from further out meaning the pod is actually pointless. Its also too easy to secure a ruck even when you have isolated players out wide, i think you should be punished or at least challenged if you allow an isolated player to get tackled. Rugby 22 did this well i thought. Banging foward pods up the middle was easy to secure rucks, however if you hit a player out wide, even though if you beat the man a huge gain in meters could be made, it often resulted in turnovers if tackled. Another thing on pods, id love the ability to use the pod players with ‘tip’ passes or ‘dump’ out the back passes. Im not sure if the is feasable with real time play, maybe a tactic option.

Jackaling is huge, and this needs to be implimented, isolated players need to be punished. Maybe having a discipline stat determine the likelihood of holding on/not suppoting weight etc.

Just some thoughts. Good work so far

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