Im just going to repost my EA7 feedback from the EA6 thread, with some addition
We still have the bug where an opposing AI player becomes invulnerable for like 3 to 5 seconds after fending off a defending player. This ruins the game
Game is extremely laggy, notably in general play when large portions of the crowd are seen. Please introduce a setting to reduce the crowd quality, AND a match setting to set the crowd size.
Still no notable penalty infringements or knock-ons. This will have a major impact on the flow/realism of the game. Please introduce with next update.
Still no ability to select custom teams in competition creator.
In stadium creator, please add another pavilion type, where you have a large pavilion, without the small first tier, i.e. the way most large stadiums in the world are designed. You still have the option to add 3 tiers, but each tier also adds the option to add small hospitality stands right above.
At this point, major updates are not good enough and game name will need to change to Rugby 26. When last has a new international team been added to the game, or new face scans?
Every update releases new features that are all broken and have seemingly not been tested before release, while previous issues have not been addressed.
Feedback and suggestions from playing on Steam deck with following versions: v1.0.1716, v1.0.1830 and v1.0.1835
Major bugs encountered
Ball stuck in ruck for ~10 in game minutes, appears linked to scrum half picking up ball/pass selection mechanic
Opposition invulnerability to tackle after breaking through line
Player or CPU can lose control of player in possession who then runs in straight line until past touch or dead ball line
Game crashes in settings → graphics every time
Minor bugs encountered
Invisible player in replay cut scene after high tackle penalty
TMO called when there is a clear try scored with no defenders nearby simply because near at edge of field
When ball goes into touch opposition hooker teleports and is instantly ready with ball. Could fade out/in screen or cut to close up camera first
Wrong calls on 50/22s
Below is list of gameplay areas that need most work starting with most important to improve. Main point is gameplay should be intuitive and fun to pick up an play for non-gamer but also rewarding and have some depth to maintain interest. Passing, carrying, kicking, tackling, rucks and lineouts would be what I would focus on for now as all have some major flaws in EA7
Passing
Responsiveness - needs more responsive feel with always clear response to pressing button. Needs less delay/lag particularly after pass receipt preventing quick pass on
Broken pass select – auto pass selection fails and player throws ball directly toward touch even when player outside available e.g. winger
Momentum – linked to carrying but default good pass should be in front of receiver, currently passes are behind or at the receiver losing all momentum and destroying game feel (particularly wingers who should be receiving flatter and wider generally). Also major issue with player receiving pass far closer and deeper than intended and running straight into defender. Good draw and pass timing should be rewarding and accurate passing should require player to stop sprinting and time pass to put player into space.
Improve passing mechanic – standard automatic pass to next receiver should be tap bumper in correct direction, holding bumper and using right stick with a passing line UI showing arrow direction and power meter should allow for more manual pass selection where multiple pass options exist (i.e. drag back pass deep or long flat looping cut out pass) – this should be tricky to get right but satisfying to master and open up emerging gameplay in broken play. Then double tap bumper to pop pass/offload (or a small face button timing based quick time event if support line is being run with timing crucial otherwise drop ball/knock on/forward pass). Move current targeted passing to holding left trigger (right trigger still sprint), can use for set plays with running lines like rugby 22. Could have automatic running lines (more common from players with good attacking stats) with early/late/perfect pass selection mechanic. If kept each button should be consistent to enable enough time for decision i.e. Button south is always flattest pass available , another is deepest player, another is shortest and another longest pass available (or position specific e.g. first receiver button).
Player passing stats – these should have dramatic impact on the passing options available (potentially overexaggerated during EA and then reigned back in). There should be obvious benefit to passing from a very high level passer such as Finn Russell as currently no unique feel. Better passing selection should allow for more passing options available as well as better passing range (tight forwards with poor passing stats should generally have closest options available i.e. max pass range limited by passing stats). Longer passes should be loopy and slower and risky/less accurate (less impacted for better passers).
Offloads - Offload need to have a UI marker if available and a short reaction based opportunity to tap left or right bumper in time. Risk involved of losing ball, forward pass, knock on with miss timed offload. UI gives player feedback on their timing. Longer timing window for better offload skilled players, very risky for low offload skill players failing most the time
Physics/feel – short passes should have quick zippy feel whereas longer passes floaty loopy feel. Spin/ball rotation should be clear and pop passes could include rugby league style end over end short pass
Extra – passing range restricted even further for passing the opposite direction you are running (to prevent bullet passes the wrong way). Add dummy passes (right bumper then left bumper or vice versa) – needs to have proper animation/s and influence on AI tackle selection to be worth adding
Carrying/running
Momentum – like passing carries lack momentum which destroys game feel. Forwards with high power/strength stats sprinting into opponent particularly with low strength and/or tackling stats (multiplier if both) should initiate metres after contact carries rather than stopped dead which should be rare (more common on risky blitz defence style) i.e. calculation of player stats + player speed to determine which tackle animation to play
Responsive agility and footwork – Responsive feel and agility of players need to improve for backs in particular as very rigid/on tracks, smaller steps and quicker/sharper turns. Good wing or fullback should usually be able to beat first defender with footwork on kick return. FIFA style skill moves for footwork and agility like side steps, goose steps, spins, bump offs, stutter stops etc. i.e. flick the right stick in certain way to complete spin. Should be able to do this anytime in open play but timing it is crucial as is selection depending on scenario. Certain player can do more i.e. Marcus smith is 5 star footwork As well as side step should be able to hold perhaps left trigger (in open play if used for set plays from set pieces) to enter precision control and use agility to beat player with precision footwork
Players running stats – especially for EA should exaggerate the player stats. Outside backs sprint stamina should last for 70/80/90m sprint but slow over course of a match i.e. if fast player clean break through with no covering defence they should make it to the try line. Props should be a lot slower as some can currently run round defence with sprint until stamina runs out. Player running/sprint stats should be more impactful than stamina especially in first 60/70 minutes of game. Stamina should only come into effect after 70m sprint or 60-70 mins play
Kicking
Responsiveness – kicking from hand need to be more responsive. Potentially require a held kicking stance button (previously suggested) where can’t sprint but kick are instant response
Improve kicking from hand mechanic - tapping button south should be a little chip and chase (rather than button west) and should have some ability to aim it left right or straight with stick direction. Hold longer for punt. Tapping button east should do quick grubber through and needs to be very responsive to actually use. Hold slightly longer for more power and aiming like rugby challenge/rugby 22. Button west still up and under and button north drop goal attempt. Game kick off should be button south – to be intuitive/pick up and play same button as punt
Kick preparation – No time to kick ball currently. Need to be able to drop fly half deeper or into pocket for up and under/spiral punt or drop goal attempt. May not drop fly half deeper but simply prevent them running at the line into defender on receipt of ball to allow time to kick ball. Optional and may be unnecessary if kicks are made more responsive and can get kick away quicker
Kick placement - Better UI on where the ball is intended to land with larger margin for error (larger ‘drop zone’ circle) for worse kickers. More control on in play kicks for better kickers i.e. can be more precise with where exactly to kick with less fight to move intended kick drop circle to desired placement. Box kicks need better indication of where they will land as currently circle doesn’t indicate this properly. Need mechanic for box kicker protection and charge downs. Need winger kick chase mechanic (part of team tactics)
Kick power meter – need clear UI with kick power meter. If overpower then likely to slice or go in unintended direction such as straight into touch. If perfect then can hit 50/22s from distance with player with good kicking stats. Low kicking power player shouldn’t be able to kick ball far i.e. most player can’t kick ball past dead ball line
Ball landing - Need a cross marker indicator on where the ball will land on floor once kick has been made and ball is in the air as UI feature so can properly control player for kick catch. Potentially timing event for catching high ball in some cases.
Offside - Prevent offside players from advancing after kick from team member e.g. full back. Can currently kick ball to player 50m ahead and score easy try
Defending/tackling
Animations – severely needs tackle animations for rugby union. i.e. standard union textbook tackles for tight and open play scenarios. Once implemented can move a lot of the current tackle animations to button west for dominant tackle attempt button which has some level of risk and requires proper timing and player stats to be successful at stopping attacker dead or pushing back
Tackle type selection and timing – to make this element of the game both fun and rewarding/engaging it needs a more interactive rework. Face buttons should allow standard low (incl. chop), chest tackle and dive/tap tackle options (using three face button that aren’t use for change to defender nearest to ball). Poor choice and mistiming leads to weak or missed tackle or dangerous tackle depending on tackle choice. More difficult timing window to tackle strong or agile players who have good evasive movement i.e side step or shoulder charge. Press tackle too far from player and miss tackle animation slightly slowing player and penalising spamming button. Different players temperament and tackle types have different margins for error/risk. Perhaps late, early, ideal rating bar like in cricket 24. Dominant tackle should be if use high tackle and tackle timing is perfect or good timing and strength much higher than player tackled. Better tackler have bigger timing windows for making a good to perfect tackle. Good/perfect/poor/miss tackles have their own animations. If miss timing window then high or miss tackle
Defensive shape – Need to be able to organise defence on the fly (depth and width) – the arrow keys would make most sense (as much more common than switching 1331 to 242 on the fly). Left/right for wider or narrower defence and up/down for deeper or flatter with flattest being a blitz option with some timing window involved. Leads to decision making on having strong defence around ruck but weak edges for example. Lots of other issues here but most basic is opposition wing and outside centre often right at edge of pitch outside your winger with big gap inside them
Jockeying – left trigger hold should enter obvious jockeying type movement for defender. Necessary on edges to use touchline as defender and make successful sidestep less likely. Make successful tackle more likely if in range but slows defending player down a lot so risk of being burnt on outside if not quick enough
Rucks
Bugs – primary issue is ball getting stuck in the ruck
Animations - Ruck animation need improvement including joining ruck, ruck secured animation and clear out + jackle animations. Currently all players in ruck look like front row of a scrum and all are off feet supporting with their hands. Need proper rucking clearout and securing animations
Ruck secure and compete mechanics - Have to secure ruck to play ball. Clear ruck security rating UI. Better rucking stats players boost ruck security bar more (could have +number to show effect of adding player to ruck). If low ruck security there is jackle opportunity. Low ruck security after each tackle needing securing by others so risky for attacker to run away from support play and get tackled. Need quick ball ruck cleanout button. Certain players better at this Chance of getting really quick ball but also a penalty against for off feet or yellow card for dangerous play. Sometimes necessity if ruck security dropping quickly and limited players to resource ruck. Which players are in ruck should influence quicker and slower securing of ball. Hand on ball prompt to slow down ball and hand off ball call by ref if no release the penalty or yellow card. Jackle quick time event with timing bar if low ruck security and good defensive ruck player in ruck. Larger time for better jackler. Allow up to five players in ruck per team
Set plays from rucks - Set plays from rucks using selecting button pass and running lines. Arrows to select a set play. Select four/eight/twelve plays in team management including multi layered attacking lines rugby league style. Unders and overs. Forward pods from ruck
Ruck UI – need clearer ruck security and resourcing UI. Including when ruck is still competition Vs won/fully secured
Button mapping – button south would feel more natural to call extra player to resource the ruck
Pick and gos - Pick and go needs to be more effective and make a meter or two but risks turnover if ruck not resourced/secured quickly
Lineouts
Throw in - play as the hooker. Call which jumper and then timing window for hooker throw and throw strength power meter. Mistake leads to overthrow or not straight or steal. Jumpers are still automatic but better lineout jumpers have a better chance of catching mistimed throw.
Line out defence - compete for lineout steal, sack maul etc. Need quick time event/timing window for stealing or disrupting a lineout with risk of penalty from mistiming and largest timing window for lineout specialists who are adapt at lineout steals like Tadhg Beirne
Line out moves – lineout set moves with pods shifting
Quick line outs – currently exists but very buggy
Bug – fix strange delays after lineout caught and passed to scrum half. Pass from lineout is problem, should be able to get straight to fly half
Scrums
Player stats influence – there should be clear UI on the influence of combined scrumming score from players stats (+ pack weight and general strength stats). For example a timing window with size influence by how both scrums ratings compare
Scrum penalties – important part of scrums, if team very dominant then can keep ball in scrum and get scrum pen
Tutorial – currently completely broken, remove until it is useable
Mauls
Interactiveness - Timing based push with bigger timing window depending on combined mauling and strength stats of players in maul. Perfect or good timing give multiplier and if score is higher than opposition the maul goes forward otherwise stops or starts retreating
Maul controls - Button south to bind, ability to attempt to wheel maul
Ref calls – need clear calls from ref to use it on second stop
Maul disruption/defence – need ability to disrupt maul with interactive quick time/timing based event if have well resource defensive maul
Tactics
Set plays - Need to be able to call set play moves. Can select a set of moves for that team in advance in team management before game like rugby 08. Call from any set piece (ruck, lineout, scrum, maul) with some time required for players to get into shape then when pull the trigger timing required to hit players on automated running lines using face buttons quick time event. Hold arrow button when in ruck/scrum/lineout/maul for preparing a set play backs move with pass selection and running lines similar to rugby 22
Attacking width/depth – need to be able to set width and depth of the attacking line with arrows. Need to be able to set wingers to full width in attack for example to exploit edges with kick or pass
Team management shape - Need to be able to set default attack structure for each team including pod formations, back set plays etc. in team management I e. Don’t really need to change 1331 on the fly so use arrow button for width and depth. Need to be able to set defensive method for each team (e.g. press) and default defensive width, how aggregative or conservative in press etc. Focus on 1331 attacking shape and drift Vs blitz defensive structure as most common structures and so should be foundation for game. Other can be added back later down line if fundamentals are solid. If 1331 is properly implemented in team management before match you should be able to assign role such as who is your wide forwards (i.e. 6 and 7)
Goal kicks
Better UI – need more feedback from UI on timing like batting in cricket 24
Power meter and kick sway timing – add multiple component to get right for successful kick and multiple failure types with most common been misdirected – can use timing window for direction first in addition to current EA7 mechanic for power. Flick should just be for timing not power i.e. left stick for general direction/angle, hold right stick for power with risk of over/under power and then as player starts run up need to flick at correct timing for get the correct angle that was desired otherwise miscued
Laws/rugby events
Missing various laws – Offside, knock ons, various foul play like holding on or in from side of ruck, quick tap penalties, quick lineouts, defensive mark, yellow and red cards
Injuries – risk should increase if player stamina low and/or in large collision event. Should be very clear i.e. slower running speed, unable to pass, kick or tackle depending on injury. Head injury assessments and blood subs
Misc - If kick the ball dead then can select 22 dropout or scrum from where ball was kicked
Player creation/stats
Player stats impact – for EA in particular the impact of player stats should be exaggerated (and then dialled back as required later). For example wingers should be much faster than props and clear differences on good vs poor passers, kickers, tacklers etc. For this you need a few teams with reasonable player stats first i.e. focus on France and Australia, Dupont should be 93 and other down from there, positions need to have stats reflective of that i.e. Penaud much faster than Atonio by perhaps 30 points enough to be extremely clear on the pitch
Player unique feel – players, in particular star players, should feel unique to use to add some depth and reward to gameplay. Could have player traits (chops tackle, jackle specialist, goose steeper) and specific animation styles modelled on real world player including running/passing/kicking/tackling styles (similar to cricket 24 bowling and batting style). Mark players above certain overall rating threshold as star/marquee players to stand out. In team/player management have player specialists with badge showing their skills that are above average including if they are complete player for their position
Player stats – Player overall rating are problem as bad goal kicking shouldn’t reduce overall of openside flanker. Also shouldn’t need to be fast to be 86 rated unless winger. Each position should have overall rating primarily influenced by 3 or 4 position specific stats with other stats having much more minor impact. Currently the overall rating populator seems randomised (i.e. if you set a winger from 85 to 90 it should increase the winger specific stats mainly not others, currently increasing rating of prop increase sprint speed but should be increasing scrummaging and strength by default)
Player customization – Ensure body shapes are realistic to that player with default player shape for different positions. Need shorter beard hair including stubble. Need more normal length beard. Allow uploading player faces as UV map. Add a few licenced boots of ability to create custom ones
Player editing - Allow editing everything about licenced player to create a copy of it for local use. Customized appearance can be used in ranked but stats in ranked have to be the latest downloaded official stats like fifa
Team management
Edit lineups - Allow to edit existing licenced teams lineups, stadium etc. Allow to set default team tactics for each team as well as things like set play. Should be latest official version from bigant but an edited a local only version
View lineups - Team lineup with individual player views (before and during match). Show player models in team management screen as part of UI
Game modes
Manager Career mode – need to be able to select specific team to become manager of with board objectives and wage cap for the year. Need to run for multiple seasons (5-10 seasons at least). Could include sponsors, pre-season friendly fixture selection, competitions, international windows, board/fan contentedness and firing if miss objectives multiple times. Include promotion and relegation where relevant. Allow career in custom leagues. Need to be able to sign players if within budget with negotiations and contract lengths/wages. Key thing is player development with players having potential in addition to current overall with rating move up and down over the seasons generally with age, experience and current vs potential gap. Need player match fitness, fatigue and injuries to contend with for making use of the full squad (as well as giving experience to new players). Need player form and team morale which are temporary modifiers on ratings.
Pro team – As seen in AFL23. A lot of potential in ultimate team style gameplay considering how widespread the licencing is. Ideally add a auction player market with min/max sale prices but otherwise focus on having specific packs to be able to go for targeted players like rugby 22. Focus on progression starting with a very weak team and building up as there are enough players for this with licences. Include special team of the year and in forms cards based on real world matches (could focus in forms on just international for example to limit scope). Include legends if possible later down the line i.e. Dan Carter
Draft mode – customizable snake draft mode against CPU to build a squad and then compete in a league. Like hundred draft in cricket 24. Make this a customizable mode where you can select parameters on squad size, limiters/filters on who can be selected i.e. how many of certain nationalities, how many above 85 rated, certain wage bands, how many opponents in the draft, how long for each pick. This would also work as really fun online mode where players could compete in custom draft events or public/private lobbies i.e. a Lions draft or super rugby draft
Tournaments - allow creation of any tournament format with any set of teams. Heavily customize including specific custom graphics so can make any of the missing tournaments. Also allow to editing pre-existing tournaments with local version if want to change the graphics, teams list or format.
Scenarios/classic matches – have specific classic matches and scenarios to relive i.e. one off matches or series such as 1997 Lions vs SA 1st Test
Practice Minigames – could have specific minigames for training/learning mechanics like in fifa/rugby 08/virtua tennis for example i.e. knock down pins or kick into bins to practice punting
Presentation/visuals
The presentation and visuals are very good currently particularly close up photogrammetry . More work to be done but below are a few basic more practical suggestions outside of general visual/graphics improvements:
Option for controlled player names by player feet during play
Option for showing opposition player name in bottom right
Player lineups shown as build up to a match
Show birds eye minimap of field when hold select button to check where wingers, full back are etc.
Loading screen looks poor, use player photogrammetry models in loading screen as it’s the games main visual strength currently
Meters made rather than age in stats during goal kicks following try scored
Get Gilbert rugby balls
Get some licenced rugby boots or allow to create them like bats in cricket 24
Audio
The following a list of potential beneficial changes:
Add commentary names for players
Need massive crowd cheer for a try scored/awarded
‘Receives the pass’ very overused by commentator better to say player commentary name or nothing at all
Would benefit from various referee real voice calls
Developer Comms
Roadmap – need a roadmap of specifically what is planned for 2025 (could use a Trello board for example). Give a bit more detail than simply gameplay improvements on what is being worked on as next few main priorities. Also some detail on what visual or content is in the pipeline would be good even if not set time or order i.e. team x or league y is x% complete. Could include ‘You said, we listened’ when something you’re working on is direct from player feedback during early access
Misc/extra
For scoring a try it would be more satisfying if tap button south then tap ball down, if hold then dive to score try (with momentum in the slide if running)
When tackled when trying to score try having some interaction to work to get ball down i.e. need to quickly tap button south to get ball down when over line otherwise held up. Opposition does same and whoever wins gets the ball
Allow to select players from pre-existing licenced and unlicensed bigant produced teams to add to custom domestic and international teams i.e. create England team from players in current prem teams available
Have main official roster for online ranked and then a custom local versions of teams that can be edited and used offline or online friendlies so players can keep up to date as they want outside bigant updates. Could have community uploaded rosters to download
Doubt there will be any game modes such as career mode and be a pro mode. The gameplay is nowhere near finished and if they’re 7 early access’s in and still struggling with getting the gameplay right I think that play now, online and competitions will be the only modes imo, hope I’m wrong
Bigant released AFL23 in May 23 and then released the ultimate team style pro team mode in July 24 (which looks pretty fun) so if does come to rugby 25 assuming the rugby 25 console release is end of March 25 then that mode may not be added until ~March 2026.
The more recent tiebreak tennis game only had 7 early access releases before ‘full release’ in August this year but career mode wasn’t released until October so definitely track record of game modes added several months to year after full release. They have released regular patches for tiebreak with a lot of content/fixes/improvements and managed to turn that game around to at least ‘mixed’ reviews all time on steam
There is potential to make really fun game and visuals are looking good but it needs a lot of updates on gameplay mechanics with some major changes as I wouldn’t be happy buying this as a full release game even if they add all licences as foundations aren’t good enough yet
After playing over the last week one thing I found frustrating was first receiver would run onto the ball at pace from the base of the ruck. It would be cool if first receiver whether that’s fly half or the point of the forward pod could hold their feet allowing more time to make a decision whether that be a pass or a kick.
One way this could be implemented would be by holding down LT to slow the player down and keep their feet close.
A similar point in defence is the selected player runs forward at quite a quick pace - this LT technique could also be implemented in defence allowing the player to slow down and keep the defenders feet close so that you can make a more accurate tackle.
I imagine this functionality similar to how you can jockey a defender in soccer games to slow down the selected player and make more accurate movements.
Overall though I’ve been having loads of fun with the game!
Would be nice to have like a QTE battle (like spaming x or square for exemple) when there IS a held up. So it’s not just about luck but an actual challenge.
After 7 updates we could clearly see that the game is getting better but the game is still far off from being a good and fun rugby game. In my opinion rugby 2011 and 2008 is still far more fun to play and better. I am affraid that the gameplay is not going to get much better from this. After tracking the last few major updates there has not been any drastic improvement in the gameplay and results in new issues after each update. There are clearly a lot of fundamental issues with the gameplay and after tracking the last few major updates the game still is bad. This is very sad. And i have lost my hope in this game. IF this is the game that was developed after The Rugby Guru and Andrew from Rygbi made a Rugby video game campaign back in 2020 i am very dissapointed because i know they started that campaign to raise awareness on the importance of making a good and fully licensed rugby game and i believe that Big Ant studios was the developers that took on that challenge. But we could clearly see that most of the focus of the game was with the licensing and not gameplay that is why they used the rugby league games as a base to build this game and then change the gameplay according to feedback from fans to fit rugby union. Because all of the focus was on the licensing and not gameplay.
I was really hopefull but i do not think this game is going to change a lot from what it is now and this is very sad for me. Because i followed along with this process since 2021. And now after being hopefull each major update the game still is bad and still is not fun to play. But hey we have a lot of teams to play. But i would rather use Rugby 25 scroll through the teams to make myself excited and then go back to play Rugby 2011.
I completely agree with your feelings. We were supposed to have a release on September 7, 2023 just before the World Cup. Postponed again and again only to realize during the Early Access launch that the game wasn’t even slightly playable. We have all moved past this lie. Since 7 major update the game has stagnated for my part and does not revolutionize anything in the gameplay.
Communication from the studio is almost non-existent and I think that this game will be released in this state with 2 or 3 big updates and the game will die as it was born in total indifference. We must take this Rugby 25 as a technical demo for the next RLL.
Strangely we don’t hear our international Ross anymore lol.
I also remained positive about taking time to give feedback on the game and improve it.
Very very little real communication on whether or not our feedback is taken into account.
I’m disillusioned like you but hey we’ll wait to know the roadmap which will probably be released on January 29, 2025.
I agree. I like big ant games ,but the communication is very very bad. Many people dont have the hype anymore. If commicate people wil get hype. Ec show people vides about thr studios ,how they scan faces ,staduims and talk about future plans. Only trailer one was nice
Come on big ant you can do better. Love your games
The one thing that worries me most with this game and why I unfortunately agree with a lot of the negative reactions is because the game hasn’t nailed down any of the foundations to what even makes a rugby game from passing to kicking to rucking to defense etc nothing is in a state where people are happy.
It’s been this long and every aspect of the game needs serious improvements and not just tweaks as the devs keep saying.
I have read the usual people complementing the last update but seriously that was a terrible major update. The tactics option is essentially just cosmetic and was not ready to be released. The other improvement are so minor they aren’t really noticeable and most importantly not fixing anything. I feel like the final release is just going to be a tweaked version of what we have now with of course a few more additions but the core gameplay is what it is now and I don’t think they will change anything major at this stage.
I hate writing the above but updates over the past few months have done so little and rarely address the issues people are raising. I think most people expected the game to be close to this state when EA1 was released.
I know this isn’t going to sit well with some people but from all the reviews online and the discontent people are feeling towards the game now is not good. It’s easy to bury our heads in the sand and keep saying it’s going to get better and ignore anything negative that’s being said (even though most complaints have existed since release) but the proof is in the pudding. I even changed my steam review to positive after one of the major updates but now I can’t recommend this game to anyone until I actually see the results.
Hello everyone! I might be completely out of topic, so i’m really sorry about that! I still use the AMD Radeon R9 280X (3 GB VRAM - 384bit memory bus) and minimum specifications of the game require the AMD Radeon R9 270 (4 GB VRAM - 256bit memory bus). I use modded Adrenaline 23.4.1 and i can update to modded 23.11.1 if needed. My CPU is i7-5930k. I’ve purchased the game at Steam, i’ve installed the files at an external disc (because my windows sdd will be completely full if i install it there!) and game cannot load. I can only see the Nacon logo and then comes back to Steam screen with green button of “launch game” on. I press the green button and the same things happen again and again. I’ve tried to lower settings before entering the game but nothing changed. I just don’t want to give 250€ for another graphics card cause in late 2025 i would have to buy another system (from scratch) to be fully compatible for Windows 11! Is there any advice you could give me? Thank you for your time! Greetings from Greece!!!
I feel there is a core fanbase here, that will lap up any update that comes their way and say its “a good step forward”, I am sorry but at some point we need to stop taking steps and start making strides…
This game was called Rugby 24… Its now 7 months into early access and the game feels (Key word here as a consumer, it FEELS) like its the same game that was released last year.
I hate putting down the work that the Devs are doing because I do believe they are working hard and trying their best, but were at the stage now where players & “investors” (people buying into the EA idea) are going to lose faith and more importantly interest… The Rugby world cup 2023 was the the most watched Rugby event EVER, but we dont have one full licenced team from that event… how am I aware of what a missed opportunity this is and Big Ant arent?
Lastly is there a way to track what feeback is being taken seriously by the dev team or not? I feel like there were great posts made through out each update and maybe 10% (if that) was actually added, I understand that they ant just add everything we say, but holy whats the point of all this if only a small amount of our feedback is actually implemented…
Completely right, also strange when Ross was actively replying he was telling us how the game was looking good. In the first early access video he said he’s a big rugby fan so I’d love to know what build he was playing
Im glad that people are finally being honest about their views, as someone stated above its not to say that we dont think the team are working hard but at the same time its disheartening that with every release something is wrong, its one step forward and 3 steps back. We’re still seeing animations from rrl4 and even bugs from rll4 which is insane
Game still uses insane memory. I have a decent device and it is extremely laggy. Forced to upgrade now.
Still one on one tackles
Players still enter the field from the wrong side. They should run from the tunnel, under the broadcast camera, but they run from the other side where there is no tunnel. Do not swap the camera to the other end, just swap where the players run from
Still no broadcast camera option
Still no custom tournament
When setting a custom team’s lineup, it does not save, and automatically reverts to a random team selection. Please fix
This is spot on. The level of improvement and new features in their cricket games has lessened with each iteration to the point that 24 was basically a squad update from 22.
Had really high hopes for rugby 25 hoped it would change the landscape of rugby gaming.