Rugby 25 Megathread

Have just played the latest patch on PS5 after watching Mad Dragon’s video.

I completely agree with what he is saying about the forwards being too slow now. It is taking a long time for them to get to rucks in most cases.

I think when players have been letting Big Ant know that the forwards were too fast, they were referring more to their ability to sprint most of the field just as backs do.

I think they should still be going into rucks at the pace that they were generally around the field, just if they make a break they shouldn’t be able to maintain their sprint speed for as long as they were. Due to the work they do in rucks, when a forward makes a break it’s typically something like 20 to 30m, and in most cases you can see them begin to slow down. I wouldn’t mind this current pace they move at after they had made breaks of about that distance.

One of the problems prior to this patch was that runaway tries were almost never run down (Backs or Forwards). It’s as though big ant haven’t allowed for the fact that the players chasing doesn’t have to carry a rugby ball. It would be nice to see players able to be run down in that way.

It’s great that kicks have a little more range, I may have to test some more but it seems almost right now. Drop goals seem to have the appropriate amount of power, but the trajectory is too high.

Seeing as Big Ant have adjusted the priority of the forwards versus the backs for joining rucks, could you possibly please make another adjustment for next week where it perhaps raises the priority for numbers 13, 12, 11 and 14 in that order please? They should still be lower priority than forwards but should still be more available then they are right now.

Overall some good steps forward in this patch and a few areas which definitely need re-adjusted.

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As there is one team dedicated to the R25 Career, and as there was only an adjustment of contract offer thing within this patch, the R25 Career Team is probably cooking something BIG for R25 Career am I right @JNT_BA ? :wink:
(As they are not working at all on AFL 26)

Again, will not comment the gameplay… But still no new photogrammetry. GTA VI will be out before Brive has its photogrammetry included :wink:

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GotBy

Not gonna lie, feels like budget is finished.
That’s probably why R22, even with very few license and no stadium, ended up half decente.

The game after 3 months (better 10 months total) never had a real jump forward.
Too few people working on it.

Let’s talk about today’s patch:

  • Balanced Run Speed*
    Balanced forward and back movement speed.

Something clearly gone wrong here. Yes there is a clear difference between forwards and backs speed, but the overall speed is incredible low. Can’t really take advantage of spaces left on defense, neither can’t the Ai. So keep the difference added, but rise the overall speed.

  • Balanced Offloads*
    Tuned how late a successful offload can occur, very late timing will result in greater errant passes.

Actually feels ok. Maybe i would limit a bit more the offload or better limit the range of the offload. Most of IRL offload are made on a 1/3 meters range.

  • Corrected Dummy Pass Input*
    Resolved issue preventing dummy passes.

Seems like it is.

  • Improved Joining Rucks*
    Prioritised joining rucks by player role, with forwards having priroity. Resolved issue of teleportation into rucks.

Feels like this is a step backward. Yes IRL you definitely prioritize forward going into ruck, but only in close play. Never in a open play is made the decision to wait for the forward to arrive, there the priority is to keep the ball even if the scrum half has to protect or clear.
So yes, prioritize forward if they 10 meters or closer to the ruck if not anyone closer has to be selected.

Also feels like players are very slower to get on it.

  • Improved Career Contract Offers*
    Balanced the expected salary ranges for players, corrected cases where inaccurate contracting messages would display.

Didn’t try it. Can’t play carrer if gameplay is broken.

  • Improved Kicking*
    Difficulty balancing for kicking, adjustments to trajectories and corrected Box Kick UI.

Seems to be ok. Box kick is defininetly better to aim. Also Drop kicks are better.

  • Improved Stability*
    Resolutions to stability issues reported to our support team have been included in this patch.

For what i’ve played seems ok

  • Thing twicled but not citted.
    AI definitely passing more

ohhhh asked for this for a long time now. Ai is passing more, but is still lacking intelligence

  • Things to work on
    A lot… but priority are:
  • Please delete the RT7LT passing option, is useless, breaks some part of the game like Maul and sometimes rucks.

  • Speed up a lit bit side step, bump off and the Veronica ( Marseille turn) or whatever you call it (the 360° turn). Yes bump off should have it’s own weight but sometimes it feels a bit shallow…

  • Offside. Clearly still not working properly

  • Jackal/hold on. it feels like that when you press X for jackal the player in the ruck is not recieving the commeand. Hold on should be more frequent and has to be done by AI as well.

  • Line Out, the 9 follows the jumper before the actual jumper jumps… reviling the opponent play. Also Line out from a penalty doesn’t show player number option.

Thanks.
Don’t know how many people are working on this game, but keep on doing it..

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Thanks, I usually look on twitter but didn’t think to look on the forum :person_facepalming:,

Here’s some feedback on the latest patch as it seems the quick lineout option is still broken as you can see here:
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AI called for the quick lineout
The player just starts jogging down the touchline, I tackle him even though he didn’t take a quick lineout and once tackled I can’t do anything else as the games confused if a lineout was taken or not lol.

(I hope when you guys report this then the development team actually do something about it as people have complained about quick lineout being broken for ages).

So yeah still kind of a mess on that one :roll_eyes:.

I’m guessing the support runners being too deep at breakdown and too far back to the point where you actually lose ground which btw has been mentioned loads of times and I’m thinking you’ve told the Dev team this so many times that your sick of it and even GIFs have been posted to also show how it should be and passing still floating is never going to be “fixed” so I’m not going to bother mentioning that anymore as that is one of the biggest things about this game that is so much like rugby league that it stands out like a sore thumb and the biggest let down for this game for me.

Rucks On New Update
Looks like while it’s a good attempt slowing down forwards has had a domino effect in that the forwards can’t get to rucks quick enough which I’m then leads to more turnovers so I think a balance needs to be added that yes it’s better that forwards are slower than the backs but try to have forwards hitting rucks quicker as this for me has now broken the rucks which I was quite enjoying before this patch lol.

Still testing so will edit this post if I find anything else.

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I think Gameplay is sorted best you can, so bring in a large amount of sliders now and let us tweak to our liking. Bring in new cameras, custom camera, pitch advertising, custom competition and career format settings, and call it a day before you muck something else up.

There’s no point of sliders yet because gameplay is still broken and there’s plenty of bugs that need to be fixed first, so if they introduce sliders then they will most probably be full of bugs as well and won’t work or cause the game to crash lol, sliders are mainly for games that are complete and even the admin here will tell you that the game is far from complete so there’s absolutely no point in bringing sliders in yet/if ever because I feel with sliders it will just cause more problems that will take months to fix again, you could move the sliders all you want, doesn’t mean they’ll work.

Don’t get me wrong, I’d love sliders to be implemented but right now I think it would cause more issues than positives at the moment

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@JNT_BA All we are asking for are logos that are already in the game or preferably custom logos we upload that can be put on pitch, try area, around stadium. I don’t see how that could require ANY SIGN-OFFS???

@Embraceit Disagree greatly. SLIDERS are needed NOW! These updates are what breaks game and us having to wait a week at a time to get what we hope is a playable game, with no way to do anything ourselves to fix it. You know the main focus will be AFL 26 and Rugby League here on out.

Yes I agree in part with what you’re saying, but you said these updates are what’s breaking the game, yes in a way but you have to look deeper as to have sliders implemented that would mean the development team coding that into the game, so everything they do whether it’s fixes or additions requires them to edit code or add code, so if they added code for sliders now then that could increase the bugs in the game massively, which could render the game completely unplayable and an even worse state that it’s in now. Having sliders isn’t just going to allow us to fix the game ourselves as there’s bugs in the game that are caused by errors in the code.

As I said it’s all good for them to add sliders into the game and you may see sliders on your screen but it doesn’t necessarily mean they’ll work in the way you think they will or even at all without the risk of breaking the game even further so that’s why I said it’s better for them to fix the bugs first and then add the sliders when the game is big free as otherwise it’s going to be even worse and we are back to square one again.

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Waiting for the forwards to get to the ruck is unbearable, and AI are not threatening at all now

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Players to rucks needs to be faster however the kicking trajectory for all types of kicks is spot on. Would love to see the rll3 contest mini game in this now. Something you lot done really well. I think forward speed has made the game tougher which is better but it is almost too slow now

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Do the team know that not all forwards are slow :joy::joy: why is speed not done on individual stats like every other sports game to ever be created? Game takes 1 step forward and 25 steps back

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Can’t promise a hot fix for that one specific thing. But I’ve already sent the overnight feedback to the team, got a meeting scheduled as soon as the guys who would do that modification and testing are in.

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Who said it’s being abandoned? Me not being here and maybe interacting with the Cricket or AFL guys isn’t a sign of anything. I work on all of our titles so I’m across all the individual teams on all the titles. Still more to come!

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Nope even TIEBREAK will be getting a free update with the switch release for the other consoles soon. It’s not new game and abandon the others. The teams keep working on their assigned one.

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It seems like most of the feedback is saying these two things about the latest patch.

1 - Can forwards be as quick as they were before at getting to rucks.

2 - Can forwards have ALMOST as much speed as they had before running with the ball.

3 - Can forwards not have the sprint endurance of backs (have their speed slow a little after 20-30m running). Unless they are FAST forwards with high speed and stamina ratings. Otherwise they’ll be getting long range tries all the time.

4 - Can backs 11-14 have more ruck availability, especially if forwards are unavailable. It’s understood why 9, 10 and possibly 15 need to stay out of most rucks.

5 - Drop kicking works better for length, but is on a very high trajectory!

If I could add one thing more. I played a couple of 2 player local multiplayer last night and possession changed twice in the same ruck a couple of seconds apart. I got a turnover and my friend turned it back over immediately! This happened 3 times in the same game. Could players not be able to reclaim the ball within a certain amount of time or on the same ruck so easily?

Really hoping we could get these balanced before the weekend!!!

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I feel like we had a step in the right direction today.

Would like to see the game revert back to 3 man rucks as without five, turnovers are too common. 5 man rucks also means setting forwards in pods doesn’t work (I’m not sure it does yet anyway). It would also allow them to be better positioned to increase ruck speed.

Is too much emphasis on the rucks. I.e. tackle, contest if on, ball secured or stolen. Set to kick, attack or play off 9 to a pod of forwards.

Finding myself with 2 attackers v often and no set up backline. There is so much to build ground up for a rugby game.

Is anyone else still having scrums be a bit of a gamble?

If AI can pass and the user can create fun attacking scenarios as well as set good defensive lines. I think we have a game on our hand

Last weeks issue of players only joining the ruck after the ball is out has returned…

Still no idea how exactly rucks work. It feels random, even when i have a player competing with no opposition joining it wont give me the turnover, or penalise the AI for holding the ball on the ground.

Mauls desperately need work too, they need to move faster, be more powerful, and be able to wheel and collapse. A wheeling mechanic forcing opposition to retire would help.

Also, are we ever getting the 2023 RWC? I can’t set up a custom comp that works the same way atm.

Small things too, like sorting competitions and teams alphabetically

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Shouldn’t the speed of a player be based off an attribute, rather than position?

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To be honest, you are 100% right. This is exactly how it really should be. There are some VERY quick loose forwards good for a 40-50m sprint and a few props with solid speed over 20-30m, but a lot don’t have it.

If all of the stats in the game were where they need to be (in this case speed and stamina), then we wouldn’t be talking about forwards and backs as differing speed categories. The correct players would be moving at the correct speeds.

The problem from our side (the users) is that we can’t alter many of the players stats. Almost all of the licensed teams stats are uneditable for us.

I have to admit, I’ve become used to just looking at the game as I’ve played it, thinking, “the forwards are too fast for too long”, about all of them as a group. I’m thinking that way because I have no access to changing the speed of the forwards in the licensed teams.

I think it would be great if Big Ant were able to globally tweak the speed of the forwards and that this would be done by altering their actual stats across the board. So with an adjustment of 10 across all forwards, a forward with speed of 79 and acceleration of 76, might be adjusted to speed 69, acceleration 66 for example. Yes, it would mean a blanket adjustment of speed stats, but it would still mean each individual would have their own individual abilities.

One of the major problems not mentioned much is that all players (Backs and Forwards) can run 60-70-80m with the ball without any pace drop off going to the line and they don’t get caught up to by fast players who aren’t carrying! What Stat is covering short-term fatigue and recovery? Nothing I can see?

Eventually it would be good if we could alter stats of licensed players and I’d hope that happens when the game is finally playing in a better overall state than how things are at present.

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You’re proving my point. Just because a player plays a position it doesn’t mean they should be limited to certain attributes.

With your logic, you wouldn’t be able to create John Eales, who was a forward but kicked conversions.