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.
Hello, for the Tuesday update, I think the following needs to be fixed:
AI only makes passes after contact, but it should make passes after contact, but especially before contact.
AI needs to make more passes, one shot wide, one close, inside returns, etc.
Defense should improve to make scoring tries more difficult. Way too easy online or against AI. Offloads and hand off should not happen 100%. Also be linked to player attributes.
First off, a huge thanks for the work you’re putting into the game. It’s clear you’re listening to the community and constantly pushing for improvements. As a rugby fan, I wanted to share some ideas to help move things even further toward a more realistic and immersive experience. Here’s a point-by-point breakdown:
1. Kick-off Improvements
Target Zone: Instead of the current arrow system, allow the kicker to aim within a circular area on the ground, with the size depending on their kicking skill.
Interactive Recovery: When the ball lands, introduce a quick mini-game (e.g., pressing a button when the ball is highlighted) that allows either the kicking team or the receiving team to compete for possession, especially on short kicks. This would add tension and reward good timing.
2. Ruck Mechanics
We know improvements are coming, and that’s promising. But in the short term:
More fluid animations: Make rucks feel more organic and less robotic.
Quick ball option: Add a mechanic to either release the ball quickly to speed up the play, or slow it down to control the tempo.
3. Forward Pods / Cells
Rugby is won up front first. Being able to call pod formations is essential:
A double press on LT or RT could call a pod to the left or right.
A pod would include two support players + one carrier + a hidden trailing player for offload options.
Prioritize forwards (the pack of 8) to form these pods, and allow auto-fill from backs if needed.
4. Nerf the Fends, Buff the Bumps
Fends (hand-offs) are currently overpowered and often used unrealistically.
The goal of rugby is to fix defenders and create space. So:
Reduce fend effectiveness, especially for the AI who too often breaks the first tackle.
Increase the impact of bump-offs (direct contact runs) to encourage setting up realistic attacking platforms and force defensive commitments.
5. Attacking Systems (Backline Plays)
After several forward phases, defensive lines naturally lose structure. That’s when backline systems and set plays come into play:
Like in Madden, use the D-pad to select a structured play or backline movement.
These should be visual (on-field running lines) and executed by the backs only.
There are plenty of great play ideas out there (Instagram, coaching pages) ranging from simple to advanced—draw inspiration from real-world strategies to build a solid playbook!
In Conclusion:
If these points are addressed, we could finally have a rugby game that’s smart, strategic, and true to the sport’s essence. Thanks again for your regular updates and community focus—keep going strong, you’re on the right track!
@JNT_BA please just gice me some feedback on the following tge SA teams in urc is licensed though but some player especially a lot of the stormers players are not like official licensed pkayers they just generic any idea or maybe an est to as maybe when we can see an improvement on this