Rugby 25 Megathread

I would like to know why we have licensed teams set out in the trailer but the players in the teams are still random custom faced players

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I know some of you are trying for these ā€œgotchaā€ moments. Nothing to do with what I was talking about and also the licensed team one was very clearly talked about by Nacon at release.

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I actually cannot believe this reply. Why have you even got a community section and option to edit teams if its not even going to be an option. Its set up to give a false sense that the game has these options to get people to buy the game. Its utterly disgraceful how your customers are being treated. The fact your treating us like this is still early access is a joke. I didnt pay for early access. And the lack of communication and answers like this are very frustrating. I now really have lost hope for this game progressing and being what i have hoped.

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Did I say no? All I said was you won’t get your answer yet and those who pop up every patch and blow up cause we didnt add this in won’t get their answer yet.

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But man can’t we just fix the teams completely like its a bit of a bummer having some players fully done and others is just generic it sucks to be honest I mean even some of the big names are not done who doesnt know cheslin kolbe he is not done I mean pieter steph du toit thats a two time player of the year winner come on guys don’t drop the ball on this e.g Manu Tuilagi Grant Williams Kwagga Smith Paolo Garbisi
Tomas Lavanini Malcom Marx

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Steam, Hardest

Once again, i thank the developers for their efforts.

The AI attack is much more effective, albeit it is still quite easy to beat.

I have no issue with the AI beating the first man, afterall we can, and the offloading does add a further threat. There is some ghosting on occasion which they may want to look at.

Where they are lacking is that they are playing a bit too close to the rucks and not identifying clear overlaps in the wider channels. They are also sorely missing a tactical kicking game to turn the defence and create pressure and gain territory. If these issues are fixed then the game would really be taken to another level.

The stamina issues has been fixed and are perfect. i can now unleash the quicker players into space.

The rucks are fairly balanced, and although it doesnt always match the numbers on the screen, i can accept that it works both ways (for user and AI). it would be nice if there was an option to strip the ball in the tackle with 2 man tackles that stops a ruck even from happening.

There is still a bug where foward passes from offloads are being called offsides however.

The mauls need to be worked on, as it is too easy to make ground and then break free for massive gains. The line outs need a bit more depth as well.

Overall, as i have been saying for months, the potential in this game is absolutely immense and i’m having a lot of fun.

Keep up the good work.

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Agreed, you won’t get any arguments from me on anything you said. I would also like them 100% complete. I don’t think you’ll find anyone who will disagree on that.

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Also just small things for the future maybe maybe another set of rugby boots with a different pattern maybe Head Tape for your forward players thats two small things to look at

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Hi Big Ant,

Played a couple games on hardest and easy. I couldnt find much difference in difficulty across the games (both were close, entertaining games though)

Agree with the ruck points raised re: players not commiting to rucks and the general sense that they dont seem to work properly, and feel random when the game decides turnovers. There should also be an option to hold the ball in the ruck as the defender, not only the attacker.

The AI seems to not be passing, only offloading on both difficulties, and the majority of their tries are a result of breaking most first-up tackles. My game on easy contained 60+ missed tackles from me alone.

Rolling mauls still need looking at too, i find there is no need to commit players to them as the AI will always pass straight away. There should be an option to collapse thsse too as the defending team (or attacking too, with a random chance of getting the penalty called in your favour)

Scrums are also never collapsed from the AI bad timing, this should happen to add more variation into the gameplay.

Thanks!

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Hi, since the latest patch, I’ve played the game several times on PS5 (Side camera). Mostly on Hardest and a game on easy as I’ve heard that for some people that Easy was (at one stage) harder than hardest. What I found is that there was very little difference. I thrashed the teams I played in both difficulties.

Scores on hardest were totals like 47-7, 42-7, 56-14 and one other game was on Hardest and I quit out of it when I was leading 38-0 at halftime. The game on easy I won 61-0.

I the AI is better on attack slightly than it used to be, but it is as others have said based off an invincible fend and then offload strategy. There are few times that players use elusiveness, change of direction etc.

It seems AI players and our own, aren’t really able to sidestep or swerve effectively. I had one instance, only one, where I was so pleased with the AI’s attack.

The AI made a break in the usual way, Fend, offload and then what looked like a little burst of speed more than usual. The part that pleased me though, was when the AI player came to the fullback. As I was about 6-7m away from making the tackle, the AI player changed angle towards it’s left and then changed it’s direction 1s later to a sharp right!

It was brilliant. It was like a real life step to do a fullback. Not this ā€œwe’re running straight at each other and I can step you because of thatā€ kind of thing that we mostly see. It was a brilliant piece of elusiveness.

It wasn’t something I couldn’t have stopped either, it was like in real life. I went one way for the tackle and the AI convinced me it was going that way even sharper for 1s and then changed direction sharply to the right. If I’d read it, I would’ve made the tackle.

This was the best piece of attacking play the AI has ever had against me. Never enjoyed being scored against so much. It was like a real human player had done it. Please take this kind of approach in promoting the attack of your AI players. Don’t entirely remove the fend, but please promote these aspects.

1 - Agile changes of direction, sharp swerve (not just on fullbacks, but hitting the line too). Sidestep needs an upgrade for both AI and Human, but some sharp swerve needs to happen generally too.

2 - Draw in defenders at pace and pass.

3 - Have support runners on good angles off the ball carrier that the AI can use.

4 - Yeah still have the fend and offload, but don’t let anyone do it to just anyone. Let it be the one’s who have high stats in the related areas, against people who have low-moderate stats in defensive areas.

On an unrelated note. Please look at the Steal and Contest Tackle buttons when they work. They need to not within 1s be able to box kick or kick away possession immediately which often currently happens. After you win ball with that method it should prevent kicking for about 1s, so the user can realize they have the ball. No-one generally kicks away possession immediately after winning it, so this could be an easy fix?

Have other ideas about rucks and structure that I want to talk about later, but this post is long enough for now! :smile:

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Hi admin. With next update can you please check to work on 2 things please. Handoff from Ai we miss like 50 tackles in a 5min match. Try to make that only some players can fend like the top blokes. The sidestep and 360 animation is way way to slow as you only gain 0.5m after a sidestep and the next guy catches you.

Laastly bonus request. Please let us be able to set our defence while the Ai has the ball for example at kickoff so i can set my backline to rush wide or kick defence

Thanks

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But why release a game that’s half finished??

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I don’t mind reducing the AI handoffs on lower diffuclty levels, but can we please keep it on Hardest settings. As the user can handoff the first time, there is no reason why the AI should not be able to as well. i think this aspect is very well balanced now.

This is exactly the balance we want to go for. As a global scale right now on a personal level I’m… relatively happy with the numbers, but certainly for the easier difficulties I want some adjustments. I was having a chat with some in the community mainly those who just want to relax and play on the lower difficulties. Sometimes the AI can be insanely brutal, constant offloads lots of fending and similar mechanics. Something I’ve put to the team to look into very specific adjustment for specific difficulties.

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What are the current differences between easiest and hardest? There doesn’t seem to be a clear distinction between the two.

offloading and fending after each pass is dump AI even on hardest difficulty. That is not rugby. Right now I know exactly what is going to happen. Very scripted.

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I don’t see how either side getting to fend of the first tackler every time is in anyway balanced effectively.

It is just pants for both. It should depend on the type of tackle as to the success. There should also be the shoulder and bump off that can be actually used as well.

I do not even understand how deciding that auto fending the first tackler, every single time was a good way to make things harder.

Because it doesn’t actually make anything harder. I had 4 more ā€œmissedā€ tackles than Ireland but pasted them by 66 points on hardest 5 minute halves at their home ground. They don’t score anymore than before, they don’t even make any metres still. Certainly they still can’t defend the auto fend.

There surely has to be a better way, like being much more situational+stats based outcomes.

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100% agree. I don’t know how anyone would be happy with the numbers. For example

We get more missed tackles in 5 minute halves than there is in an actual 80 minute game. I’d be scared to see what the numbers look like in an 80 minute game in Rugby 25.

There needs to be a focus on emulating real life as that’s what they market this game to be like.

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ā€œIā€ really feel like ā€œIā€ have to make sure ā€œIā€ keep adding quotes when ā€œIā€ state my opinion. ā€œIā€ never said things won’t change as the changes are not based on what ā€œIā€ want.

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But if you’re working on the game and you’re happy with the numbers then who’s going to force the change?

We shouldn’t have to say it’s not realistic. It’s blatantly obvious how unrealistic it is.

This is basically a Tui ad right now

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