Dude don’t know where you are based but Black ferns and any game down here in chch been epic so…Back on topic
Based in Auckland, been to many international games in Chch, Dunedin, Wellington, but also overseas in spots such as France, Toulouse, pau, stade de France. And unfortunately the atmosphere of nz rugby is very lacklustre. So if big ant could actually emulate nz crowds that would be awesome, maybe having like 1/4 of the stadium to a blues v rebels game for example it’d make it super realistic haha
thats Auckland for you lol
So happy I found this forum. I will be playing some more Rugby tonight and drop some more feedback with screenshots and recordings if that’s possible. I coach rugby myself, A serious gamer so rooting to assist in any way possible to get this game/franchise to what we deserve.
I know it wasn’t mentioned anywhere that it got fixed. But I just want to point out that the ankle tap glitch still exists.
That’s fair i used to do it when i was playing bit of a “Art” to it, but wouldn’t call it a “glitch”
overall good update, made the game more engaging
Rucks:
- the update fixed the bug stopping the ball from coming out. Also rucks now form like union.
work on:
Quicker to form, however players start glitching in the ruck - no impact on gameplay just visual
player to pass from ruck is way too slow to get there killing momentum
the pass selection option isn’t always available
turn overs on hardest difficulty near impossible, more so for the CPU
sometimes a player on your side will run past the ruck by many meters while ruck is in play
while in ruck on def or attack, sometimes a player outside of ruck is selected causing you to run around
defense:
-defense has improved reducing the run around solution.
work on:
line defense is way too quick, first ball carrier often getting tackles second after catching ball on hardest difficulty.
tackle:
work on:
make the ability to tackle using B further out, feels like you have to be too close to engage in B make
bugs:
game froze and crashed within 5-10sec after big tackle on my player - only happened once so far out of 6 games
players drifting/teleport when making a tackle
passing:
work on:
delay/not enough time to be able to catch and release pass
passion options selected doesn’t always pass to that player
too many floated passes
pass left/right doesn’t go to next player in momentum
loose ball:
work on:
players struggle to collect rolling ball except for CPU
ball bounces far too long
kicking:
work on:
kicking cutscene/lineout cuts into timer
box kick circle location way off
add comments:
defense has improved which is awesome. I feel the line speed is slightly too fast by 1-2seconds
On player attack (not CPU) agility and speed feels slower.
Can we have a slow down feature when doing the pass select/kicking so we can we can creative rather than rely on random quick passes… with rugby challenge I slowed all players down by a lot which gave time to be more creative on attack, can we do something similar.
Completely disagree with comment on only 2 players in a ruck is all that is needed (might as well go play a league game), more players should be added if you want. You have to have discipline , both in real rugby and the game of rugby. This is a huge part of Rugby knowing when to add players and when not to add players in a ruck. If you want add only 2 to then press bind 2 times , its that simple. Don’t remove and aspect of rugby that is huge, and which helps dictate play. Dynamic rucks are a must.
Actually, that is true. these days it takes only 2 players to clean a ruck, even 1 on quick ball. I actually noticed while watching today’s matches. You should take note of that next time you watch a match.
Good stuff, good ideas. Yes at least up to 4 in the ruck, I would say up to 5 like rugby challenge 1,2,or 3 not Rugby challenge 4 because it limited to 3, Rugby 22 more then 4 can , I times join, and very rewarding when you counter ruck and win. Very rare but it does happen sometime. What was the old saying “If its in the game , Its in the game” sorry wrong company, but you get the idea. Example of 1,2,3,4, and the rare 5 , this all part of dynamic rucking. Take a look at youtube video the art of rucking.
All I can say is the early access looks fantastic however the gameplay needs a lot of work ons as mentioned by other users. I can only imagine what the final product is going to look like so I’m super excited and can’t wait to get my hands on a copy. I really hope you maintain the gameplay engine from Rugby 2022 as it was actually enjoyable to play and just add setplays and the new and improved graphics. I wouldn’t want Rugby 25 to feel like RLL4 with rugby union rules.
Keep up the great work Bigant
Hi guys,
Just wanted to show an example of how the game plays at the moment with Ai. To me it’s very one dimensional attacking behaviour.
The Ai should be:
- passing between its players ,
- offloading ,
- kicking with grubbers or Bombs,
- sidestepping ,
- try to palm off ,
- moving quicker,
- pop passes,
- inside passing.
- Dummy passing,
- quick ball putting pressure on my defence.
There is :
-No dropped ball from anyone if fatigue sets in.
- No penalties for any infringements such as offside , hands in ruck.
- No random dangerous tackle incidents,
- I can’t see mauls.
- No big hits with a player being smashed in a tackle and the ball dislodging for a knock on.
- No injuries either serious (Requiring a bench sub) or minor injuries with a player playing on with reduced skills / intensity
Camera angles - Is it possible to have a “close behind” (End Close) camera such as in Rugby League Live 4. I finding the current camera angles are good to have but we need a closer camera to the players and ball. It will create more immersion.
The game needs more random excitement on the whole with some intensity.
All it seems to do is run one out or pass and the Ai player hits the line. It’s repetitive and predictable.
Not much instance of tackles breaking. ( Although I realise tackle breaks can occur due to player fatigue , defending or the defending player tackle skill , Ai break tackle ability depending on player stats)
The other problem is that because I couldn’t win the ruck or get the ball from the Ai which is a common issue for everyone at the moment and the Ai didn’t do much to attack, the match went into 57 mins 1st half injury time. I couldn’t get to half time and the 2nd half so turned it off as you can see in this video. Anyway thanks for giving us the opportunity to give feedback to help improve the game. I was playing on medium difficulty. My video below
Quick question for boss Ross and admin, can we expect minor updates every week or will it be every other week?
For minor updates there won’t be a schedule. An example of this is Tiebreak where shortly after launch we did an online mode update, that wasn’t a set one, as that was ready to go and we wanted it to to public. A few other small ones to address some things.
Your monthly update will be the reliable time frame drop. With smaller ones not being on a update schedule.
Can you already tell us if other view camera will be added. For the moment only two differents view are available. If it s possible to add other camera view with zoom sliders ? Thanks
Hey team, will there be any new animations being introduced regarding the change of direction when running with or without the ball? I.e when in a one on one situation with the fullback, you can change directions but then accelerate to beat the defender with speed or for the defender to turn around and accelerate to catch up to the ball carrier? Rugby 22 displayed this really well and would love for that to be implemented into Rugby 25.
Would like to see the following in Rucks:
-
Once the ball carrier goes to ground, if the defending team gets to the ruck first, you have an opportunity to jackal the ball. You usually see only 1 or 2 players at the same time jackaling. If not done quick enough, the attacking team support players can drive them off the ruck by joining the ruck. Can introduce sliders to determine jackal speed and efficacy, as well as individual player traits impacting speed and efficacy. Have actual animations of these moves. Two players to clear out the jackal and 1 or 2 more to secure the ruck. This is why people are saying 4 to 5 players.
-
Once the ball carrier goes to ground, if the attacking team gets to the ruck first, the support players secure the ruck for the next faze and the defending team cannot steal the ball unless they counter ruck first. The user determines how many defenders to commit to the ruck, depending on how many attacking players have been used to secure. Again, sliders can be introduced to improve efficacy of securing the ruck, as well as counter rucking. Individual players traits, such as physicality or power can also be introduced to determine efficacy for individual players, so that backline players are predominantly worse at rucking than forwards, and some forwards are more skilled in either ruck clearing or jackaling.
Each user determines how many players to commit, in attack or defense. The more players used, the more successful the ruck. If the defending team tries to jackal and the attacking player holds on - penalty for holding on. If the ruck is secured by the attacking team and the defending team tries to steal the ball without a counter ruck - penalty for hands in the ruck. Proper animations are crucial where you have individual players targeting other individual players in the ruck.
So you have a button for players entering the ruck, as well as a button to tap for stealing the ball. Good luck trying to steal the ball at the wrong time, i.e. when ruck has been formed. Also introduce referee sliders like in your cricket games, so the referee might miss some actions or calls. Timing should be such that jackaling happens rather quickly if successful, but counter rucking takes longer, as there are real animations. If there is no counter ruck, then the ball is available rather quickly for the next faze.
Passing:
-
Short passes available off the ruck, to close runners. These have to be different buttons, like in rugby 08. These are quick and flat, not loopy
-
Medium passes, to like the fly half. These are also quick and flat, not loopy. Normal pass function.
-
Longer passes to skip a player. These might be higher or more loopy and curved, thus not as fast. Hold the pass button for longer. Then again, to skip only one player, it could be a fast, flat pass in front of the first player, onto the second player. Double tap the pass button.
-
Have decoy runners that you can also pass/offload to. Perhaps same passing button as offloading to close runners from the ruck.
-
Set your backline for a kick, getting the fly half in a deeper position, with a quick flat pass from the ruck/scrum. Same for drop goal scenarios. Normal pass function, just different positioning. Also possibly slow-motion when you kick, like in Rugby Challenge.
These two aspects of rucking and passing are probably the two biggest fixes needed for the next patch. Although while you’re at it, look at smaller adjustments to scrums, lineouts (individual player animations) and kicks (buttons, slow-motion, space, aiming mechanics).
Cameras! Zoomed in for rucks, scrums, lineouts, etc, zoomed out when moving to the backline and kicking
A lot of people talking about the negatives which is understandable as we want improvements
However I will be first to talk about the positives
• face scans are amazing France look really sharp they have done such a good job on face scans and if we could have every team to have face scans as good as France it would be amazing
• Graphics aswell are really good I am happy with the graphics 100%
• Cinematics although only a few are really good so I think a few more cinematics maybe the hooker cleaning the ball with a towel before a lineout etc
These have been massively improved from rugby 22 and to be fair is the hardest job of creating the game is done it’s just gameplay
• scrums
Scrums are spot on and I don’t think any changes should be made don’t fix what’s not broken their quick and good simple as. Maybe a few more cinematics like the scrum half’s winding each other up and complaining to the ref but apart from that spot on
Lineouts
Lineouts are quick and sharp and you get on with the game much faster which is a big improvement however some times I feel when defending a lineout it’s too fast and I don’t have time to get jumpers up but this isn’t an issue I would leave it and leave players get used to it. Cinematics again would like improving like the hooker complaining about the gap every now and then, different throwing techniques as we see in the modern game how mauvaka for France has a unique throw so just for the top 5 hookers have their signature throws and then when creating a player for career mode etc you can select what throwing technique your player will use similarly with ea fc 24 where you can select what style of free kick to use
Ruck
The rucks are slow and slowing the game down if you look how France play with DuPont the ball is out the ruck before it’s started maybe their should be an option if their is no one in the ruck from the opposition then you can just grab the ball and pass it. I feel the rucks look more like scrums in the modern game if their are 2 players protecting the ball the opposition won’t commit bodies into the ruck so if you correctly carry with a pod of 3 maybe you should find a way of killing the ruck straight away and leaving quick ball turnovers should only be if you are first man in or a counter ruck but counter ruck should be rare as we rarely see it in the modern game. So my take on for rucks is just quick ball if there’s no one in the ruck your player should just run in a pick it up and pass I know it’s easier said than done however I believe this needs to be improved on
Kicking
The kicking animations are poor in rugby 25 Ramos kicking off is not the technique he uses. I’m not saying that every kicker should have his own technique but world class kickers like Ramos,pollard,Farrell have their own techniques and this should be added to the game similarly with hooker throwing when you then come to building a player for Career or whatever you should then be able to have the option to select which kicking technique you would like your player to have this is out of hand, goal kicking and place kicking. The animation at the start of the game is spot on don’t change it maybe a few more animations for goal kicking but apart from that I like the kicking controls
Passing
Passing looks fairly poor but I think it’s more the positioning of the players on the pitch first reaciever needs to be flat more often than not and then the depth comes outside him and more animations for passing it doesn’t have to spin could do more league passes etc however that’s not a major don’t worry about that
Pitch
The field looks really poor that needs improving looks more like an astroturf so that will need improving
Gameplay
What I would say is keep it to the 4 teams we have now no point adding more to early access get the gameplay correct then you can add
And the pods of 9/10 maybe could do with adding a rio we call it where a back is attached behind the pod, could also add block runners as the had in rugby league live this to be added just to phase play also tips within the pods first reciever in the pod doesn’t have to run hard he could just use the tip etc
Really exciting times I’m happy with how the game looks just some big months ahead don’t rush the date let’s get everything right first I’ve got a lot more ideas so if you want more reply to this and yeah thank you for your time
Drop goal animation needs to be fixed players don’t kick the ball when they are attempting it
The transformation kick is very too easy. I have never failed it in about 10 hours of playing game. It s not realistic. You should add a system like madden NFL video.game.for the kicking.