Yeah I understand adding a new comp to the career might be tricky.
Maybe being able to switch all teams from Polish Ekstraliga (for example) by created teams from Japan Rugby League 1 could be something possible and easier to be implemented, while
keeping the same schedule of the Ekstraliga?
Also, could be cool to have the possibilty to replace the unlicensed logos in this tab by logos available in the Community. Is it something complicated to be implemented atm ?
I was pondering how to try and make difficulty better without a just the fend and thought of this. I know things are likely set for how the tackle area is implemented in this game now, but maybe something that could be considered for future versions.
Proposal: Dynamic Tackle/Evasion System for Enhanced Skill-Based Gameplay Core Mechanic: Implement a rock-paper-scissors counter system for tackle/evasion interactions to reduce repetitive “fend spam” and add strategic depth.
Each evasion move hard-counters one specific tackle type, creating situational risk/reward decisions.
Forces players to read defender animations/positioning and react with the correct input.
Difficulty Scaling:
Increase AI success rate in selecting optimal counter-tackles at higher difficulty levels.
Indirectly incentivizes players to diversify tactics (e.g., kicking, passing) when evasion becomes riskier.
Benefits:
Reduces repetitive dominance of single evasion moves.
Adds layer of skill/anticipation without overcomplicating controls.
Encourages dynamic, adaptive playstyles.
Optional: Test alternative counter-logic permutations during prototyping (e.g., tweaking priority hierarchy) to optimize feel.
I am sure even getting the shoulder and bump to work in this version would be an improvement. Although I have not seen a bump in months. Maybe has been canned?
One of the best points made here recently!
This would also bring in more penalties for high tackles when risking too much, and therefore more yellow cards, which is something we have all asked for.
Just a small thing I was thinking about last night as I was playing. The Kickoff seems a bit bare, there’s a nice entrance of the 2 teams running onto the field and the next moment you just watching the kicker kick the ball off. No whistle even, maybe add a countdown from the crowd along with a screen in the shot to show the countdown and the whistle to signal the start of the match along with an approving roar from the crowd?
Played career last night, and played a final, Boks vs Fiji. must say, very nice surprise when the teams took the field and lined up for the national anthems. first time i experienced it, nice touch. now maybe add the Haka to the all blacks team?
Rather then the ai and player spamming handoffs to make ground, there should be more dominant carries in the game, forwards making 2-3m in contact, this could be affected by the strength stat and if the attacker/defender is a forward or back.
Also an option for the forwards to pick and go rather than the scrum half passing from the ruck would be good to if it could be toggled on and off., and could be used when trying to drive over the tryline.
I think RLL4 is actually really balanced in that way. AI and user have to use all the different functions situationally and depending on player skills.
It’s passing mechanic is also pretty decent too. It’s offloading mechanic too, with timing, player skills and tackle type all relevant.
Been playing it a lot more recently after getting frustrated with this game (though I’m still dipping in and out) and it is just quite good. Gives me faith that we will get there eventually.
Possibly take inspiration from their set plays and try scoring animations too? Being able to dive and put the ball down normally is quite nice, with risks for diving too early
So much has been said, reported and especially repeated.
Now, since a picture is usually worth a thousand words, let me add a few basic things, because we’re still hoping to see in Rugby 25 what is seen in real rugby, nothing less and nothing more.
I’m noticing on hard and medium difficulty when the scrum half looks to attempt a box kick during the ruck, more often than not the kick is getting blocked and beaten down by the opponents.
@JNT_BA any chance you could pass this on to the team to have a look at please.
Hi @JNT_BA been playing a bit this morning on xbox version on hard and I just got seven bump offs in a row so got to I think it is more something to do with the timing on your bump offs not fend bump off so guys must just check their timing on that one also noticed the the penalties when sometimes doing a forward pass you will get a penalty against you for offside which only should be a scrum
Kick to touch penalties is always a short lineout and also noticed I had no scrums in the game not every ball is supposed to go to hand atleast 5 - 6 knock ons in a game atleast not every ball goes to hand also wanted to ask about clermont and peripignan they said they did visuals and player photogrammetry but whn I enter those squads the players doesnt appear ander manage squad only player likeness to come in future updates is that correct?
Also noticed the Goal kicking that botched goal kicks are back where the ball only travels like 1 meter
I did just play a game as Stade Francais and lost to Clermont 35-28 also on hardest. It seems like if you figure out how to offload at the right time you can figure out how to easily beat the AI defense. Which is what led me to now win this second game.
Just as a side note from all the comments. You may be reading a little too much into me looking at fending for defensive options like this is the only thing that effects difficulty. It’s just one thing noted from those that play on lower difficulties that they are seeing a lot. That’s not the only thing that changes with difficulty.
Carrying on from that, and this is just my opinion, as a totally AI v AI player you definitely notice difference’s with the AI depending what difficulty you have the game set to.
At the moment I am having some really good matches with some varying differences in gameplay between the same teams using different difficulty settings.