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
A greater disparity in player ratings is also required I believe, the top 14 squads have like 30+ squad size and the starters are a few points better than anyone else in the that position and then everyone else seems to be rated the exact same which is a bit boring
But of variation would be nice
I know it would be tricky to do every player especially on the scale you guys have but it’s 100% a necessity
Also career mode being able to sort the extended squad( further than the bench) and have them save and stay in place please
It’s hurting my brain having to keep sorting them by position when I want to manage my squad
It appears to currently be sorted alphabetically, even if it just auto sorted by position would be nice
Also can we please get headshots of the players in game face next to their names or when you hover over them in career squad, also on the pre match squad graphic
Both appear to be missing something I feel like this would be a really nice touch
Also noticed a couple positional problems, Posolo Tuilagi not listed as a second rower and Alfie Barberry is listed as a Hooker
Something NEEDS to be fixed with the ai gameplay. 50 something missed tackles in my last match from bump offs steps and all that. Also had ONLY 15% possession. Makes it hard to win matches when you can’t tackle and can’t turn the ball over.
Game is still fundamentally broken and at this point the collective patience is very thin I am sure.
If you receive the kickoff, chances are you’ll win by a solid margin as Ruck turnover isn’t a thing and provided you don’t kick away possession or a janky bit of code results in a turnover (offload being blown up as offside or a pass into touch that is so quick the game doesn’t even register what happened).
If you don’t, there is no way to turn over the ball. Only if the ai kicks out or throws it at light speed into touch. Every run by the AI is a broken tackle, please show me one union game in the history of the sport where every single carry is 2+ broken tackles before being taken down. There is no factoring of strength, size, speed and therefore momentum being considered at all. Newton obviously didn’t exist in the alternate universe that is rugby 25.
I am sorry, but this isn’t a full release. This is EA and you are walking a very thin line of ethics to be pushing this as a released game that you’re supporting “out of the goodness of your hearts”.
I completely agree with this. It’s nice to show Big Ant support and hope for the best. But they also sold us a game that isn’t complete at all. Yes, other games have updates here and there after release, but other games are enjoyable from day 1. I honestly don’t know why and how this is allowed. I’ve bought two games from Big Ant (AFL 23 and Rugby 25) and I honestly don’t understand how you can stay afloat like this.
Hi guys look I know a lot of people are frustrated but atleast big ant is still putting in the updates they not running away they still doing their job @JNT_BA thanks guy for all the hard work.. Yes some stuff is still not 100% but they are still updating we should have hope the game is much more enjoyable now and it olays ok here and there we still get a floaty pass sometimes but we can work with it. Tuesday is another gameplay update so relax guys take a deep breath
Hello guys, i just did get the game and i stuck, i can’t litteraly do anything other than playing France Australia. the game don’t let me go to the menu, does someone knows what i should do? Thanks a lot