Launch (EA1) Feedback

Im not going to talk about the mechanics as every single aspect needs a lot of work and everyone is already discussing that, instead I want to comment on 3 things I would like to see.

  1. The community creation function needs to be added as soon as possible, as it would allow for much more hours being put into the game at an early stage, and would allow the community to start creating players, teams, sponsors and stadiums already, allowing us to start playing the matches and leagues we want to play before they are even launched officially, but also start creating those items that will not be part of official launches. Would also allow much more content for the youtubers. As these assets take a lot of time to build, it would be great if we could start with that already.

  2. The camera options currently are behind the players and from the side pitch, on a high level. I assume that means there will be low and medium height side pitch angles as well, which is great. Just two things on that - firstly, the camera height needs to be set at a stadium level, so that if you create a stadium, that always has a low angle, this is set at creation stage, and the same for any official stadiums, so you dont have to change the angle ahead of each match. It is already preset for that stadium. Secondly, it would be great to have a dynamic camera zoom, so if you are playing close to the rucks, it is kind of zoomed in and you can see more detail, whereas once you swing to the backline, the camera zooms out to provide more coverage of the pitch. This will make it more realistic to actual tv broadcasting, but also I hate rugby games where it is always zoomed out so much that you can hardly see anything and the players are so small.

  3. Lastly, for more realism, it would be great if you could select the crowd size ahead of each match, as per the match settings, to more realistically represent the significance of the match you are about to play. Say no crowd, small crowd, medium crowd, large crowd, full capacity. This has been brought up with previous Bigant titles and I really hope it becomes a thing.

5 Likes

I currently find this game unplayable and the shadows need significant improvement, but I am very optimistic that the final product will be incredible.

Just want to add a few more requests:

  1. More than one version of the scoreboard. I like the current one top right, with abbreviated team names and team colors, but would also like an option to have one center bottom, with full team names and team colors. When creating a league, this could be set as default for that league, or when playing a match, it could be selected under match settings. There are certain leagues/competitions that use the center bottom one and I would like maximum authenticity.

  2. The current commentary team sound great, although I have never heard them before. It would be great to have a second commentary team representing the southern hemisphere, so that you have the option between the two. This can be selected under the match settings pre-match, depending on where your match is played. Possibly also select one when creating a custom league, so that it defaults.

When starting a licensed league/competition, these settings could be customized before starting the new league.

Taking into account what ViCe_ZA wrote, I also agree that BigAnt should give maximum authenticity to the video game through more than one version of the scoreboard; this would be achieved with a design for friendly or exhibition matches and also by implementing official scoreboards for each competition. Just a few days ago on Twitter I made a post with this topic. My comment was:
“I want BigAnt to implement in the new competitions licenses the official scoreboards and broadcast graphics like the ones we watch on TV and internet for each league. This addition would provide a lot of immersion and improve the video game experience”.





12 Likes

The scrum sounds are very weird, with no sound on the hit (set) and the players awkwardly counting to 6 like they are in a math class for 6 year olds.

Also want to hear much more communication from the referee.

Another big suggestion is for customizable assists options for the casual gamer, where you automate things like fend-offs and ruck steal attempts or infringements by players, like high tackles, with sliders that determine the frequency and/or severity of the infringements, further affected by individual player skill or characteristics.

4 Likes

What you wrote is totally true, I especially identified with what you wrote in your first paragraph.

  • Move the Boards Back: Adjust the position of the boards to create more space on the sidelines. This can provide room for AI referees to move freely.
  • Add Fencing: Install fencing between the stands and the field. This can improve safety and allow more space for movement.
  • Widen the Sideline: Increase the width of the sideline area. This will give referees and players more room during the game.
  • Modify Stand Layout: Redesign the layout of the spectator stands to provide a more open feel and avoid obstructing the sidelines.


Screenshot 2024-07-01 094557

3 Likes

Y’all need to stop being amazing and helpful. We have so many amazing replies to go through. This is exactly what we want to see.

The Rugby community is amazing!!

Time to keep sorting through all of your essays :rofl:

21 Likes

Continuing on about the player positioning, one thing that has been annoying in other titles, was the fullback never appearing in the backline.

Rugby 22 was a prime example of this, the only time the fullback got the ball was receiving a kick, or in the occasional set play, the rest of the time he just stood 20m behind the back line in attack doing nothing.

The system in the rugby challenge games was quite good when you selected when the fullback joined the line and when he dropped back, meaning if you forgot to make him drop on a turnover you would get punished by a kick or there being no cover defence, but unfortunately when playing against the CPU, its like the code for the fullback positioning was forgotten about, as they were again never in the line on attack.

Considering the fullback is often one of the most dangerous runners with ball in hand, it would be frustrating to not be able to get them involved in the attack.

Would be really good to see the 10 dropping back on a turnover as well to field kicks. Saw this a lot in the just finished Super rugby, the 10 was always back supporting the 15 and the wingers

4 Likes

Game is a foundation for a rugby title we haven’t seen the likes of in years.
Lots of dedicated fans here that want to see it turn into something great.

Just wondering when we will see a roadmap for the Early Access like what TieBreak has?

2 Likes
1 Like

also seems to be no cloth physic’s either for the flag

1 Like

Hey guys
Just wanting to say, doing an excellent job. This game has major potential and could be close if worked on to Rugby 08.
Afew things:

  1. The passing is way too fast, and players sometimes do not run on to the ball.
  2. The scrum half seems to be almost picking up the ball twice from rucks before passing.
  3. Tacklers are too quick to roll away after making the tackle. It seems almost like they playing rugby league. Players must be slow to roll away as the ruck begins, and players must be given the opportunity to almost be given a penalty for the tackler not rolling away.
  4. When players seem to be side stepping or fending/handing off the other team mates of the defence almost seem stunned.
  5. Penalties for holding onto the ball. The defence should be given the opportunity to get a penalty for an attacker holding onto the ball after the tackle.
  6. Far passing. It should almost be not so easy for a player to pass the ball far out wide.
  7. Player swapping, should also be abit smooth
  8. The AI is also not that great. AI players must also make some tackles where the player is unable to in certain circumstances

If all of the above is addressed and the other points pointed out by the community this game will be amazing.

4 Likes

Thanks guys. A really promising start! So excited to play through the first couple of iterations before we get to the big finished one. Not much more to say that others like @Valhalla_Vagabond haven’t said already. But I’ll give it a shot.

Rucks

Feels like the rucks are missing that frenetic, powerful and messy energy? I know there is a degree of control when it comes to securing a ruck. But that initial 5 seconds should see players from both sides charging in to smash each other out the way or over the ball. And the player who is securing the ball should really be getting a proper beating from others trying to turn the ball over. It might just be a case of adding some animations instead of changing in depth game mechanics. But just something that better brings across the intensity and power of a ruck would be great!

Tackling

I used to think not having a dedicated “tackle” button is fine. I still think being “in the way” with your player should be enough to bring them to ground while they gain a metre or so. However, thinking about it again, there could be something like on tennis games where if you want a really powerful serve or shot, you implement a timing bar? Great tacklers like Du Toit or Lawes would have gauges that are easier to time and could potentially make it easier to halt player momentum? Miss time it and you miss the tackle, resulting in a potential line break or large gain. This button wouldn’t need a directional aspect, just as long as you’ve selected a player that’s in the immediate “tackling zone” of the ball carrier. Again, nothing comedic like them getting smashed back five metres and the ball coming lose (that can come in RUGBY 27!) but just a simple solution to giving players a bit more control in defence in a way that isn’t too finicky or wild. I like the “dive tackle” now purely as a try saving ankle top option. Seems to work just fine for something like that.

Passing

A few tweaks needed so that the scrumhalf is almost always the scrumhalf at rucks. And that the flyhallf is usually the first receiver. Also, just adding a bit more staggered depth to the attacking line I think would help a lot in terms of the passing coming across less wild. As well as options to pass to the big boys in pods to punch a few holes in the defense. Feels like these pod options are actually just the “set plays” that people are asking for a lot. But maybe I’m wrong!

Love it. And love you guys!

Bye!

2 Likes

Point 8 - Your saying you want the Ai to Break some tackles ? I would agree. I been seeing a lot of matches with one sided games and the Ai not scoring. I played a few myself on easy and medium difficulty. Ai never really was a threat or broke a tackle.

Bugs:

On attack, defensive team will not tackle ball carrier
see below

As mentioned above, the ball gets stuck in the ruck very often by both sides. To work around that your halfback must pick it up first then pass the ball to avoid it becoming stuck.

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also
On attack when creating a ruck, at times a player outside of the ruck will be selected and run all over the place.

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If you can make the running, sidestepping and passing physics just like rugby league live 4, that’ll be great. I like Rll4 game physics and would definately be good on this game

A very minor thing, but as punts and up and unders are combined it would be useful if there was a line that showed what path the ball would follow (low or high), as it is it’s hard to tell if you’re doing an up and under or just a short punt.

1 Like

Some notes and feedback, Glad Big Ant decided to go into a different direction with game, but game needs lots of polishing. Some good points in the game put needs considerable work.
Does everyone get a weird one step forward animation when picking up the ball at the ruck, regardless of direction you want to go?
Can Big Ant release some notes on how each button action works, example:
When binding B, seems like depending on tapping or holding down a different action happens.
At what point is Y contest tackle in ruck supposed to be used?
At what point is x (steal) used in the ruck.

Negatives
Strategy and designed plays need to be added.
They need to improve or even add offloads, even though the play-by-play announcers talk about it all the time, you can’t offload, is there a special button or timing? Offloads need to be better than Rugby league 4. The game feels like a combo of Rugby league 3 and 4.
There is a weird one step forward animation as you pick up the ball at the ruck.
The game has crashed a few times on Steam (have system that can handle full specs)
Not sure what steal (x) and contest tackle (Y) in ruck functions are? They both seem to steal ball at the ruck.
Game notes should be released to explane intended function of each action (bind, contest, steal) for example bind (B) works different if held down vs tap. Does it matter which button you press first?
Lineouts and kicking for points, (way to simplistic and easy, no challenge whatsoever) Some of the older system worked well, or even rugby league 3 or 4 extra point kicking is much better. No challenge in the new system.
Need instructions on how scrums work
Many times, when there is a break in the line and you try to pass out to your wing, the receiver of the pass will stop or stutter instead of catching the ball on the fly and keep running.

Positives
You seem to be able to enter the ruck manually as well giving you an edge in the ruck( A rugby video game first)
Dummy pass seems to work well, as intended.
Cool new hand off and sidestep and spin animations.
Multiplayer tackles
On field kicking seems to work fairly well. Up and Under could go a little further.
Ball bounce seems fairly good
There are scrum penalties (not sure how it functions though)

Some general notes and feedback
Need an offensive counter to steal the ball at the ruck (maybe holding on with risk of infraction.
Need rucking penalties (hand in the ruck) (holding on) these are essential for Rugby simulation.
Need offloads
Back to your feet animation after tackle to try and Jackle needs to be improved (very slow and cumbersome at the moment) should be more like Rugby Challenge Jackle.

Just some quick notes

2 Likes

@RossSymons & @JNT_BA

I don’t want to write an essay, I will keep it short. I don’t expect you to rewrite your entire game, and I don’t know how easy or difficult it is to map the controls. But maybe you can consider our feedback regarding this.

I started a small poll on the forum, I know not everyone has seen it yet, but the few votes already gives an indication that most players would prefer controls to be, more like the Rugby Challenge series, maybe a combination of Rugby Challenge, Rugby 08 and Rugby 22. Most of those controls worked well, the developers just needed to elaborate or improve certain aspects to make it better. I personally just find the current controls make certain things difficult in game, and if you can bring in familiar controls but improve the game play, you will have one of the best games.

1 Like