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.
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
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.
Hey guys shot for a new rugby game…a bit delayed but we’ve got something new. I see alot of potential in this game. Many peeps have mentioned quite a few of the obvious so won’t waste your time with those.
What would be awesome is improving the AI. When holding the pass you get player options to pass too. If you release and hold the other pass you get players on that side too. What would be nice is if those players that are included in the pass options ran different lines depending on the defenders. Currently they hold formation rather than ‘thinking’ where to receive the pass. In the end you’ll hold the pass button, watching your option players and then hitting a good gap.
BA forum admins right now
Have you been able to offload, seems like offloads needs improvement, unless there is a specific button for it.
Seems like the rucks can be more interactive then in past games, just got to figure them out, bind B , steal x, and Y contest tackle all play a part. Just wondering will writing this if contest tackle works on offense Aswell to prevent the Jackle (going to have to try). Also noticed if you manualy switch to a supporting rucking player after you get tackled and press any of the rucking actions (bind, steal, contest) they all seem to work better and you can get to the ruck faster as an individual player, also holding down B seem to send 3 in at the same time, but may take a little longer. If you tap once seems to send 1 or 2. Seems like there may be a really good system in there, just got figure it out and polish up the animations for it. I noticed on defense if you press the x button the player physically does something with his arms. Dummy’s seem to work well, hopefully not to well, scored quit a few tries with the dummy. Also hand off seems to work well in front of you when pushing down on R3 button. Sidesteps and hand offs seems to work well because it seems like you can chain them together, there are short animations which feel more natural then a long animations in previous rugby games. (First impression, these actions need polishing but feel good). The spin animation is a little long it seems a little counter productive. Awesome that there are scrum penalties.
I think Big Ant needs to release some notes on how each phase of play should work with the controls a manual of sorts , and what the intended action of each, action button. Example rucks, what are the benefits and functions of (bind B, steal x and contend Y? Do holding down action
buttons differ from pressing multiple times? Can you offensively try to hold in the ruck in risk of holding on infraction being called? Lots of questions with the controls, the on field kicking seems to work fairly well. The penalty kicking and lineouts are way to simplistic , no fun or challenge. Past games have done a fairly good job at penalty kicking and lineouts. Instructions on how to scrum is needed, how do you prevent infractions in the scrum, is it risk /reward system. I like that they have done something different and see enough to see it can be made into a great game, but there is still a way to go. Thanks Ross and team, look forward to giving feed back to help make this the best rugby game to date.
Cheers and Blessings
I think its ok, but the animations seem longer and more sticky in RLL4, in this game seems you can chain actions better. I think animations can be better and more intuitive in this game then RLL4, this game is like 3-5 years newer it should be better then RLL4. Also would like the offloads to be better then RLL4, I have played like 3 hrs and not been able to offload once.
Cheers
hey, i dunno if being stupid but how do you dummy pass?
Not sure, If I agree. I think there may be a really good system hidden in here if you can just get the animations to match. They should release some notes/or tutorial for the function of the action buttons in the game. Its the first game (other then Lomu Rugby) that you can manually change into a ruck supporting player to get him into ruck support faster after being tackled or after tackling, seems it can make the difference between retaining the ball on offense, or stealing on defense a cool feature, not sure if it was by mistake or intended to be that way, can make ruck a little more fun with optional manual control advantage. We need game release notes on how to play the game not just the control figuration. For example you can dummy but that is not in the control scheme display. Dummy is hold down the pass button and without releasing press the other pass button and visaversa , seem to work well.
thanks for this, just found out if you click the right stick down you do a little celebration before you score
You might be right. In the current state it just feels a bit off, and I know it is just Early Access, I probably jumped the gun here. And some notes or tutorial will certainly help as well. I know the other games weren’t perfect as well, it might just be that we are so used to it, that one just wants to pick up a new game and know what is what. I am looking forward to the first patch, hopefully game play improves a lot.
Another big essay coming, sorry JNT and the dev team!
I’m a bit of a broadcast nause as well (I watch the Prem week in, week out and feed into Sale Sharks on their matchday fan experience as a season ticket holder) - the Premiership Rugby broadcast package pictured is used on pretty much all domestic rugby covered by TNT Sports in the UK (with subtle tweaks to remove TNT’s logo for the World Feed sent to other territories), so that’s the Gallagher Premiership, Premiership Rugby Cup and Allianz Premiership Womens’ Rugby if the game does indeed feature womens’ club rugby as rumoured.
I can also drop some intel on aesthetics and camera angles for cutscenes and replays, for all of the Gallagher Premiership’s games there are a minimum of 8 cameras filming all games, per World Rugby’s protocols for TMO- this is usually what we see at the Salford Community Stadium (better known to a lot of you, still, as the AJ Bell) for a basic Prem game broadcast.
- Three cameras in the gantry, one wide, and a left/right closeup which focuses on play
- A tripod camera in each corner behind the dead ball area (so four of these)
- One or two handheld cameramen running the touchline following the action
Depending on the broadcast slot, status of a game within the playoff race, and venue (some games move to Tottenham Hotspur for Saracens/Twickenham for Harlequins), TNT deploy more cameras, including high angle (the infamous cherry picker above one stand), above the tunnel, ‘Cinecam’ (which is used for fan reaction/player celebrations) and occasionally a drone for games like Saracens v Quins, Bath v Bristol (the major derby games). Spidercam also comes out for the Premiership Rugby Final too.
Someone’s also mentioned commentary - I know the BBC’s Andrew Cotter, Jonathan Davies and Sean Holley (the current trio in the game) have likely recorded a lot for the game already but they only really work on International games in reality, not on the club product. While not a BA game, Rugby 22 used Nick Mullins and Ben Kay, who are the lead voices on TNT for Premiership/Europe (alongside Austin Healey, love him or hate him), and the free to air ITV coverage of the Mens’ Six Nations (plus the Rugby World Cup) - but it is definitely worth tailoring commentary teams for Northern and Southern hemisphere releases.
Obviously gameplay is rightly the focus but if BA are going for the most authentic presentation of the sport too, this is all good stuff to be aware of.
This is early access and big fixes and updates ate bound to be coming in frequently. But for me, there are a few bi issues that need to be addressed. First is yhe ruck, which has been mentioned quite a lot. Pressing A yo seap player is a bit strangem LB would make a lot more sense. Tackling using the right analog stick doesnt make sense. Something like X for an upright tackle and B for a dive tackle would be a lot better. The scrums are very difficult and need reworking. A line9ut mechanism for timing needs bringing in so you throw in with certain power to hit the line out jumper you are aiming for i.em front, middle or back. The passing isnt fluid and i keep passinf to the opposition 10/there is a bug where the computer player just slowly walks back until he walks dead (he cant be tackled). Also i keep diving through the player when trying to tackle. Hopefully with changes to the game play and the bug fixes, the fame will be playable and enjoyable. Unfortunately it isn’t at that place yet. Finally kicking is very quick. It needs slowing down so you can place the kick where you want it to go
Have played a good number of games on the early access now. Agree with much of the feedback above re ruck and tackling. However I like the simplicity of the lineout and conversion kicking. I was playing with box kicking tonight and it was better than some I’ve tried before.
What really struck me is despite the issues, the game is actually fun. Once I accept I can’t do much about the ruck defence is about defence and when the other team kick or cough up possession it’s up to me to make use of possession. It’s fun to try things out and the last game I played was one of the most varied games of rugby I’ve played in a computer game.
No it’s not perfect but there is a lot to like here. The acid test for me has been getting it into the hands of my sons (age 15 and 8). Both play rugby, both play FIFA/ EAFC way too much and both have pushed through to play Rugby 20 a bit as they want a rugby game they can enjoy. They keep asking to play Rugby 25 more than they’ve done on a rugby game before. Very encouraging. I can’t wait to see how this progresses. Very exciting.
Long time follower of the forums (tracking the release), first time poster. Wasn’t too impressed with what I had heard and seen about the game following EA release, but still decided to buy it and be part of the solution rather than just complain about everything.
Will probably say a lot of similar things to what’s been said before, but I’m a long time gamer (and long time rugby gamer) so just want to give as much helpful information to the developers as possible.
I note there’s still obviously a lot of features to be added to the game so will try to keep comments to what I’ve seen so far.
Firstly some positives:
- I think the graphics are pretty solid.
- Menu interface looks like it will be fine
- I like the one button approach to kick offs and goal kicks
- I like the right analogue stick functioning as a tackle/ “hit stick”
Here are my immediate thoughts having played a couple of games of what needs to be changed/ improved and glitches/ errors I’ve noticed:
- Kickoffs don’t seem to vary at all based on where you kick to or length of kick (can lifting pods be added to kickoffs?)
- Kicking/ defending team don’t rush up quickly enough on kick off
- Passing isn’t responsive/ snappy enough
- I like that you can hold LB / RB and press corresponding face button for a cut out pass. Could it also be added that double pressing LB / RB preforms a simple one-miss cut out pass? Would help the speed / flow of the game
- Running lines are to slow and players receiving the ball seem to momentarily stop and momentum can be lost
- Passes are sometimes very floaty
- Passing logic needs to be improved. For example if I’m wanting to break down the wing and I’ve 2 players outside, the pass should probably go to the player most in line, rather than going a few meters back just because that player is beside.
- Should be an ability to give a pop pass to a forward or set up pods from rucks
- Attacking lines and support runs need improvement
- When breaking through a tackle, I’ve tried pressing LB / RB to give a quick pass, and it’s changed control to another player, leaving the player with the ball in uncontrolled
- Does offloading exist yet in the game?
- Tackling isn’t realistic. Tackling player immediately stands up for example rather than staying on the ground
- While the hit stick is a good idea, tackling is difficult. In Madden for example, there is a “heat seeker” / tackle assit setting.
- Game has glitched one or twice on me where tackling simply will not work and opposition basically slow walks up for a try
- Rucks need a lot or work. Have seen players magically warped into them to make up numbers.
- There needs to be a momentum meter or something implemented for rucks.
- Can’t figure out how to perform turnovers. And haven’t even had opposition perform one on me. Once a team has the ball they never seems to lose it.
- As has been mentioned a few times here by others, ball sometimes doesn’t come of ruck sometimes, resulting in a free kick.
- Can’t understand the scrum system (although a tutorial system will probably sort that)
- Line-outs need to have the ability to move pods. Could map pod selection to the right stick (simple flick), pod movement to left stick, and keep the one buttons throw in that’s there presently
- Game needs more mo-cap and animations. All players run very similar. Not enough variety in tackle animations, try scoring animations, kicking etc etc.
- Button presses don’t seem responsive enough in many parts of the game
I’ve a couple more thoughts on how players move and pass and kick etc but it’s possible that the stats system hasn’t been integrated yet? There doesn’t seem to be enough difference between the movement and performance of players at different positions
Additinal small bit of feedback but if you’re going to go and get some more commentary lines 100% needs Jonathan Davies to shout “Numbers !” Whenever he’s commentating on a wales game and wales break as is tradition !
Also the running joke of “that tackle was bad an enough to put him in ward 4
“ I hope not [name] that’s a maternity ward”
Would be be a funny inclusion
In all serious tho love the commentary team you picked watched many of a wales game having jiffy on the coms.
Just hoping too that the coms team sell big moment like a last minute win or winning the World Cup/6N as previous rugby games never really sell the moment well making it feel as if it’s just another try or game
Just some more thoughts on possible features/controls. Most have probably been mentioned before but reckon they’re pretty important for building a good basis of play:
- Option to dive early for try line (different buttons do different dives, I.e. A dive early, B place ball down, X swan dive, Y dive to avoid touchline)
- Option for forwards to pick and go from ruck, as well as scrum half (B+direction for forwards and just direction for scrum half, maybe have multiple players latching or an option to bring a pod short to tip onto)
- Option for hooker or scrum half to pick and go from back of maul (I.e. B+direction for hooker and just direction for scrum half)
- Control to always find 10/the person sitting out the back of pods (I.e. both bumpers automatically passes to 10 or player sitting behind pod)
- Set moves off scrum and line outs (I.e. 12 pronounced with a forward outside to tip to, would change dependent on numbers in lineout. Need to be able to set before scrum/lineout starts so don’t have to multitask)
- Option to pass to forwards or backs from ruck (I.e. d pad for forwards and bumpers for backs)
- Option to put kicker into pocket for clearance/drop kicks (I.e. down on D pad)
- Place kicks need to be harder closer to touchlines and further out from goal (pressure gauge?)
- AI needs to play like a proper team, do set plays, kick when under pressure, stretch the user, make tactical subs
- Needs to be more opportunities to win/concede penalties. Needs to be an offside line which gives an advantage when broken, going off feet at ruck, deliberate knock ons, high tackles, collapsing maul, not releasing, not rolling etc. AI should concede these penalties when under pressure.
- Scrum halves to run cheat lines ahead of play to wait for line breaks (watch DuPont in any game ever)
Goal Kicking too simple.
Really feel like Rugby 15 goal kicking had something going, i know it was really janky, but the idea of a power build up and then an accuracy reading is much more of a mini game than just pressing one button to kick.
Rugby 2011 World Cup & Rugby 08 had a good system but sometimes also felt too simple.
Rugby 15 using the Right joystick felt cool because you could add curl to it too, if it was fixed up it could really make kicking feel smooth.
1000% agree, this is a big must on an authenticity and aesthetic perspective