I think this is going too far. “Lies” is a bit over the top and unfair.
Anyhow, I just want to ask @JNT_BA if there has been any consideration to increasing the distance of the general play clearance kicking. It’s not enough to be worthwhile and promote the kicking game.
Kicking to touch from Penalties etc is fine, you can get a quite reasonable distance.
Grubber kicks are going the right distances in my opinion. I’m unsure if it was fixed in the last patch, but the annoying late tackles immediately after getting the grubber kick away seem to have been fixed.
I haven’t tried the up and under or chip kick really, so I can’t say what I think about those really.
As for any upcoming patches, the top 5 biggest changes I’m hoping will come soon are:
1 - A decent increase to the range of the general play punt kick.
2 - The AI passing immediately before the tackle (draw and pass) and passing more frequently.
3 - Better, less deep support being run by both the AI and human players.
4 - Sharper, quicker more effective side-steps.
5 - Fatigue working more closely to how it works in other sports titles where you typically need to make subs 2/3 to 3/4 of the way through the game.
There’s still a whole lot more the game needs to have fixed and there are still many, many glitches (wild passes flying to no-one then touch), but I’m hoping we’ll see some good improvements over the next month. We’ve really needed a good patch that doesn’t take things backwards for some time!
Yep, kicking in most areas has had work done on it. Field goals have had some buffs to them, cause clearly it wasn’t working as you would expect. I hope that will go out this week with some other things.
Well that’s excellent. I hope it manages to go off without a hitch this week. Not just for us, but your team deserves a week with a overall successful patch again.
I’m a side-cam player and I think we have a unique situation with field goals, it’s very, very hard to read our line. I’m not sure if there’s any way we can be helped with that though.
(I just remembered EA Sports in Rugby '08 put a small marker on the ground on the other side of the posts to denote where the kick would land, but in Rugby 2011, there wasn’t, it just was a bit easier as though the game had a tiny piece of auto-correct on the balls path. You could still miss though).
@JNT_BA can i ask please is any possible in update to have in the game some new national teams Cook Islands , Russia ,Kosovo ,Hungary ,Ukraine,Unites Arab Emirates,Tunisia
,Ghana,Cuba,St. Lucia,Cayman Islands,Costa Rica,Ecuador and Wallis & Futuna ?
I still have a major issue with the way the whole defence line drifts towards to ruck when the ball is in play, sometimes they even leave a huge gap and wait for the opposition to hit the gap, along with still being able to break way too many tackles. There is no team in the world that can consistently break 70%+ of their tackles. If it was playing against a very weak team maybe, big maybe.
Who decided that the best possible player to change to is way down the backline or a player who is nowhere near being able to make an impact on defending the attack?
Why are the players I just told to enter the ruck standing around looking for their grandma in the stands before they finally decide to go into the ruck?
The thing that grinds my bones the most is the pass out of the ruck that goes flying over the sideline, what the hell?
Why can I not yet name my custom tournament? Seeing as how there are still so many tournaments that were never added to the game, I would like to be able to name my tournament “The Rugby Championship”, or “Currie Cup” or “World Cup, with a completely different format”.
When are we going to see national anthems being sung or the haka before a game?
Enjoying the game a lot so far and appreciate the consistent updates! However, here are some issues that would be great if addressed:
Being able to send a skip pass without having to hold the shoulder buttons and then select another input, would add more speed in attack
When passing by holding the LB/RB buttons, the buttons above players’ heads should be color coded instead of black and white, so player’s can identify and choose options more quickly.
players receiving a pass starts running slightly before their support players begin running. This puts the support players out of position
add an option to play flatter/deeper and wider/narrower in attack. Same goes for defence - ie. Blitz/Shifting Out
when the camera is fixed it is difficult to identify when a ruck is turned over. Maybe a controller vibration would help to identify if a ruck has been secured
when the camera is end-on and switches sides because of a change in possession, the controls take just a bit too long to invert, making it impossible to make any fast reactions after intercepting or receiving any kind of kick
add pods. And give my pods the ability to pass out the back or change the point of contact with a pop-pass before contact
add fast rucks. I can’t take advantage of gaps in the defensive line after disrupting it because it takes so long for me to be able to pass it out. The opposition defence is often able to set itself after i won the breakdown, but there is a lag of several seconds before I am able to pass it out. After the ruck is secured the ball should be able to be passed as soon as a player arrives
also any kind of feedback for jackalling at the ruck would be great whether visual, through adio or through vibrations in the controller. Penalising for trying to jackal/slow down the ball - abusing the jackal button
This is a poignant point actually, for some reason, at least online, when you would be penalised for turnovers for being offside (scrum half runs around to wrong side of ruck) at least it gave some realism to penalties on turnovers. No team has 100% turnover success. The issue is, the rucking bar doesnt appear so the player cant see what causes the penalty, for example maybe if you spam steal it could be a penalty sometimes.
Down on D-Pad when at ruck. It comes up and says it. Also, you can technically put your defense on blitz but makes no difference. Real frustration is the way the players move in the defense, they gravitate towards rucks leaving huge gaps in defense.
add the option to display the player’s name who I have selected above their heads so i know who they are without having to take my eyes off of them. that way i immediately know if my selected player is a running, crash ball, passing, or kicking option. Then I can tell if its my scrum-half or a forward at the base of my ruck before I pass it. I know this is shown in a box in the corner of the screen, but then I have to take my eyes off of the player to check who he/she is
forwards should not be able to kick well. Maro Itoje should not be able to pull off a box kick and Angus Ta’avao shouldn’t be able to kick the ball 20+ meters into touch.
speed is too similar between players. If my prop makes a break in my own half none of the AI wingers are able to catch him and he frequently scores from 60+ meters. All of my props and locks feel too fast and too mobile.
acceleration should be reduced across the board. This will give 10’s more time on the ball, especially off of set piece, it will make line breaks more difficult
when I pass the ball by tapping LB/RB, it always goes directly to the receiving player and not in front of them. This leads to me passing backwards for 5 or 10 meters instead of being able to set up a flat pass and have a player run onto the ball into space. Instead the pass often ends up directly behind the player who is passing where there is no space anymore. This could also be mitigated by adding miss passes, so I don’t always have to pass to my next player over when they are slightly to the right of me and 15 meters behind me.
i would also like to see wind play a role in place and goal kicking. There is no depth nor real challenge or skill required for this aspect of the game.
lineouts need to be given more depth. Allow me to trick the opposition by moving my lineout backward or forward. Allow me to select up to three lineout jumpers in my squad. Running a play off of a lineout is not really viable
Thanks for hearing us out and again, the updates so far have improved the game imo!
I agree players are supposed to release the ball, but In a real game, players tend to keep It waiting for support players. So when a defender jackal and grabs the ball, sometimes he can play It, but most of the time the referee awards a penalty.
By now, game is lacking penalties. It is a good way I think to add some challenge. More rewarding rucks, more danger.
It is only my opinion of course !
I’m not sure what mode it is. He sets it up to play against itself and it still crashes at the same point in the second half. He had additional needs and it’s getting frustrating.
Ok, so it is better but still broken, just less so.
The speed balancing makes sense, but highlights a LOT of the issues with rucks. There are times now when there is noone in a ruck from the AI side for a few second whilst I can have threee players in there and spam the steal button and get nothing from it? It looks silly and makes no sense.
Would also add that the evasions still need work, both in animations and effectiveness
You would lose multiple rucks if you don’t observe where your forwards are on the pitch. I would make sure I play my game around where my forwards are situated. If one just pass,pass,pass all the time you will get isolated and be turned over. Currently it organizes the game between forwards and backs and I like that. but…that said, backs do join rucks occasionally I agree.More likely out on the wings when one plays out to the wings and there’s no forward there quick enough, but not more than one back at a time. We saw multiple backs join the ruck in previous updates that disrupted the flow of the backline,taking over the role of the forwards main job, and that’s to secure possession