Rugby 25 Megathread

I followed the afl23 release and it was a shambles, BA did get it to a playable state in the end. But from what i have seen afl26 is pretty good. Looks like they learnt alot. Maybe the next rugby installment will be the game we want. This is their first attempt at a union game.

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I agree with you ,5man ruck makes the game feel like 10s same was with RC series and is not leaving any option for further pods and off the pods plays !

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@JNT_BA can you please fix the fact that if a ball is in the try/goal area that the AI picks it up instead of dotting it down for a 22 metre dropout, why would one start running from there, also, a “mark called” button should be in the game as well, fundamental stuff

@MattW please look at these as well, i commit players to the ruck, i removed one, the player with the ball gives the ball back to the opponent, yet I am still allowed to pass the ball, basically moving past the ruck from an offside position



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@JNT_BA please fix this where no backline player rucks


@MattW also, please fix the trajectory of Box Kicks, how is Box Kicks further and higher than a normal punt, please man, and the kick off power, some players can kick off up until deep in the opponents 22 area

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BMI, is the word we use internally. Unfortunately in this case Matt didn’t check with me to see if it would be confusing. It’s not the literal BMI scale which I know very well is not accurate but unfortunately still used in many cases. We do not know the BMI of every player.

BMI is just the variable we use for a weighted scale. We also have thousands of players in the game. Sometimes the things we scale are player wide.

Don’t focus on the word “BMI” just really think of it as a weight/body type scale of number.

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I do consider RLL4 the best rugby game (union +league) in terms of open play ,contact mechanics (that “control movement” killed it),set-plays,how you start a game on daylight and ends up in nocturne,mud on player shirts,tweaks like you can live check opposite player’s stamina(so you know where to plan your next phase) ,it was amazing for a game at that time!

I dont know what happen, might be the new engine or maybe some stuff is just propriety intelligence of trublu

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Yep, hope so. FIFA has been releasing every year for over 30 years. The main problem with rugby games is after 3-4 games they stop releasing or the developer changes.
Rugby 08 was the 4th (and last) in the EA series that started with rugby 2004.

When trees, retractable roofs, gripsocks, Japan Rugby League One, goodies and good gameplay?

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Hello, I bought the game on Steam three months ago and I’ve finally been enjoying playing since the last update. The update has put the game in the right direction.

I think the 5-man ruck is a bad idea, but now that it’s implemented, you could improve it based on inputs, as suggested above.

I discovered that we can change our defense and attack with the right and left arrow keys. Apparently, this was implemented some time ago, but you haven’t communicated about it, which is a shame because I wish I had known about it sooner.

Thanks for reading. And thanks, BA! :slight_smile:

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You right ,we have the option to change attack and defence but mechanics dont make no differences!

Tonight 5 of us started a local multiplayer competition.

There was another bug which happened more than once. After full time, one side was running with the ball and the whistle blew and it was all of a sudden full time. In all instances, no one was in the process of tackling the ball carrier and he hadn’t spilled it or any other situation.

The other players all had played the game many times (maybe 15-20 games average) and hadn’t played the game since the latest patch though. They all felt that the forwards were at some times pitifully slow to rucks and agreed with the logic that 11, 12, 13 & 14 should be joining the ruck immediately, whilst 9, 10 & 15 not so much.

I noticed in the games others were playing that forwards were getting noticeably slower yet by the last 20mins of the games.

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hello :wave:The big negative point is that AI hardly makes any passes, which is a shame, it’s the basis of rugby after all. :police_car_light: :collision:

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Do like the direction the games going, just think the forwards need to be a tad Quicker, and backs need to be allowed to join the mauls too if their nearest :+1:

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The defence drifts towards the ruck aiming for the attacker’s outside shoulder instead of the complete opposite. I am not very familiar with rugby league and this could be another inherited feature from RLL but it clearly doesn’t work for union, where the gaps are normally outside and the defence moves from the ruck towards the touchline.
Actually when you change player the computer automatically selects the player in the outside shoulder of the atacker rather than the inside. In my case this sometimes results in me pulling the defender away and creating a gap. This needs to change.
It would also be great to see more frequent knock-on, specially after passes coming from late offloads, that come out wobbly. Also more high tackles.
It is a bit more challenging to score now, which is good, but AI is still not good enough to score themselves.

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Exactly !!! I’ve preached that a few times, automatic player selection is a mess. The CPU Always chooses the outside defender when you should be defending with the inside one.
Fifa is pretty good with this, when you press the button to switch to the closest player, the game takes in consideration your left stick aiming. So if 2 defenders are close to the attacker, cpu analyzes the fact that you’re aiming in a certain way, and selects the player in the best position to defend considering you’re aiming to go a certain way with him.
At the moment, rugby 25 doesnt even select the closest player to the ball carrier, it usually selects the outside defender, which is sometimes further than the defender on the inside. But way worst than that, rugby 25 doesnt take in consideration your left stick aim, so by choosing the outside defender instead of the closest on the inside shoulder, you create a huge gap by removing the outside defender.

Please sort this out, among about a thousand other things…

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As I did in RLL4, adjusted speeds according to position or exceptions* such as players renowned for blitzing speed in those positions:
Props: 40-50 (60)
Edge forwards/hookers: 50-60 (
70)
Outside backs: 60-70 (*80)
Speed Freaks: 90- 99

This can give feel of true disparity between slower and faster players, creating attacking opportunities and ways to open up the match… but as I have said with fatigue I would like it to effect and reduce these caps as players become more fatigued in the match. The proportionality of how much it is reduced and affects the player behaviour and likeliness of injury or error needs to be balanced.

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This happened to a few of us playing last night. Checked the replay and it was a forward in my defensive line. Playing on Side-Cam I was trying to pull him down the screen and he literally resisted and drifted up screen away from the attacking player I was trying to aim him at. Perhaps he was trying to join an old ruck. This game has so many bugs and it seems like the last patch introduced a couple of new ones.

Totally agree, player selection is always a battle to get someone useful !

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But the AI since the last update IS passing lots now, how are you not seeing this? Unless its due to me watching only AI vs AI, but certainly the passing is back from the AI bigtime, albeit still needs to happen a bit of course.

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Have you ever seen a rugby match?
Currently, AI almost passes after contact. One in five times, it will chain together three passes before contact.
AI doesn’t pass enough.
How can you say otherwise? It doesn’t spread out on the outside. There’s been some improvement, but it’s far from enough

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When October 127th ?

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