thank you - How can I check and verify this
No need for me to add anymore, you have said what Iām thinking.
Hopefully the devs will take a look at these issues and suggestions.
Iām sure they will, and I appreciate it will take time.
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Just go to your downloads queue whether itās on Steam or console - while the game is installing you can only play France v Australia. Reboot it once itās 100% downloaded, once you see the proper main menu (play now, 6 Nations, online etc) youāre good to go.
Playing on Xbox Series X. Having bought this game for my son he soon lost interest due to the constant glitches and issues. Iāve decided to stick with it in the hope that Big Ant turn it around. I have to say, Iām starting to see some glimpses of a decent rugby game! Yes, there are still a lot of issues that need to be ironed out but slowly but surely I feel like real progress is being made.
One thing I am really keen to do is have help creating a kit. Some of the ones Iāve seen created are excellent, I clearly donāt have the talent to do it though. Unless thereās something Iām doing wrong?! Anyone able to help?
Yes, lets make scrums and mauls fun again. The mechanics for the scrum are good the implementation is not. There is no good reward other than possession of the ball, if you outplay your opponent or AI by a lot, they should get penalized in the scrum or they should loose significant ground, donāt be afraid to have them last a little longer, (more simulation) maybe two versions (arcade and simulation). For mauls something similar to scrums(mini game) just the ability to add players. Again, with the reward if you play them to perfection, the other team gets penalized.
Rucks, the isolated tackle, stand, and jackle, that was supposed to be in the game from the beginning never worked. This is simple have it work how it works in Rugby Challenge series, the advantage Rugby 25 rucks has over Rugby Challenge series is the push over animations, implement these at the correct time, (not 1 player plowing down 3) but 1 vs 1 , 2vs1, 2vs2, 3vs2, and this should be implemented with a seperate button then the x steal, maybe (y) to plow over once the ruck forms, if the offense takes to long to pull the ball out. If you attempt a steal after the ruck forms , chance to get penalized (hands in ruck) or chance you may get away with it. Risk vs Reward
Have the offensive skill moves have there strengths depending on the situation, the fend is way to powerful now. No reason to do other offensive moves.
Higher tackles should have better chance of preventing offloads and knocking the ball loose, but more chance of high tackle penalty, and more chance of being stepped, have the low and high tackle have equal different advantages, depending on what the offensive player does. This would make defensive more fun to play, when you can choose to tackle high or low, and both have different advantages.
More penalties in the rucks, if you overdo it trying to do the push over, get penalized for coming in from the side or alligator roll. Again risk vs reward.
The game is improving little by little, and I think it could eventually āchallengeā for best Rugby game but there is quite a way to go. The animations and mechanics are mostly there just got to get them to gel together. But much respect for adding the 5 in the Ruck, and ability to remove players from the ruck. Just got to get the correct animations working at the right time. And get that isolated tackle, stand, and jackle working. If the AI does not release, then get called for not releasing.
It would be great to see some real movement in the mauls (rolling mauls, even?), at the moment, itās like a reverse tug-of-war, lots of effort for just a few inchesā gain. Sadly, mauls are something that most if not all rugby games seem to have trouble simulating.
BUG!!! Ob the latest patch PS4. Kick in to touch on the full crashes the game. Very repeatable.
No problem from the user side, if you time the adding players you can do a 10-15 meter rolling maul to score a try on the AI, The key is the timing of the adding of the players. Donāt add all at once.
On the flipside with one player, you can stop the AI 5 player rolling maul on hard setting. So definitely needs some more tuning and a better mini game. Maul penalties would be very welcome. Letās make mauls fun againš
Cheers
Exactly, I suggested this way of balancing tackles and fend offs. Two different tackles, low and high, with its advantages and disadvantages. Low tackles, effective against bump offs, but not so much against hand offs; and higher ones, more effective and also with higher risk of high tackle/yellow card.
Player kicking needs sorting asap, as we are now in a big disadvantage against AI, where their kicks go way further.
Happy to read the new (hopefully) upgrades on certains aspects from @JNT_BA .
But the above points and also the adding of set plays should be a priority. I have noticed the AI doing some sort of dummy runners, passes behind the back or even loops. Adding these plus cross kicks (we love to see these on TV, let alone being able to reproduce it in the game!!) would make a huge difference.
Keep calm and carry on! Feeling very optimistic for rugby 27
and not too bad about rugby 25.
Iāve mentioned this one before. It is very annoying especially when you have had such a good as I did earlier.
In my case, the team with the ball required a try to get themselves a losing bonus point. So, what did they do?
Yep you guessed it, they kicked the ball into touch!!
After such a good game for it to end this way was really frustrating.
Wow, didnāt realise that was possible in Rugby 25! Iāll bear your tip in mind next time, thanks!
After reading all this positivity in recent posts, I might have to re download the game and try it out. ![]()
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disc in my xbox, 20GB update but im not mad about that by the sounds of how the game came upon release. Is there any way I can blame Big Ant on my 7Mbps wifi speed?
Itās gonna take a while to re install gameā¦BUT! The France v Australia 10 min game that I played whilst game downloading was the best experience that Iāve had with it. Game ended 14-10. Can I presume that the recent update/gameplay improvements are available when playing the France/Aussie demo game?
AI (Aus) nailed around 5 of those 50/20 kicks. Play around the ruck seems slicker (but no steal ball option working). I quickly sussed that AI played a big offload style gameā¦so I didnāt commit to first tackle and tried to keep one of my players nearby the AI offloading player then tackle the AI player who received the offload!
Kicking was good (better than I recall). Still canāt win a scrum! Iām waiting for full download so I can get stuck into the gameplay.
Yea, itās almost like a cheat, if you kick for the corner on a penalty, you can do a rolling mall if you add your players at timed intervals, just make sure you do not push the left analog button because if you do you will play the ball, just the add player button and the drive shoulder button, the AI on hard cannot stop it if you add your players at the correct moment, if you miss time it though, you can get penalized for not moving the ball. But once you got it down itās a rolling mall score from 10 to 12 meters out. Should be fixed. No fun when you know you can cheat against the AI, in the meantime you only need to add 1 player to their 5 to stop the AIās rolling maul.
Hi Team,
Feedback on Yellow, Red Cards , Player Discipline. PS5, Steam Deck.,
I have been setting some lower Discipline ratings on some custom players across various competitions. Usually lower than 70 and not lower than 35 in most cases. I have not seen any High Tackles in matches even with these players having these adjusted ratings.
Yesterday I did a Womenās game on steam deck. Custom player Alev Kelter along with an handful of other players in that game put with lower discipline stats of around 5 - 45. Not a single high tackle or foul play occurred incident in that game.
It appears to me the current patches at the moment set Rugby 25 with a programmed coding or āsliderā to not have any foul play or high tackles occurring in matches. This is my theory. I donāt know why ?
I just think this needs to be looked at because it occurs in āreal lifeā games often. Currently matches have no foul play incidents on both sides Ai and controlled players. And from what I have seen , if a high tackle does occur , no yellow card is issued just a penalty. Red card if itās 3 high tackles in one match as I have rarely seen.
Red and Yellow cards should be issued on the basis of how high the tackle is or please just make it random referee decision /interpretation for a punishment against the offending team.
The matches lack any challenge or excitement with no foul play. Previous rugby titles coded these incidents randomly to happen sometimes 2-3 incidents a game and it did make games more challenging if you had your players temporarily sin binned or the Ai had players sin binned. We also had sliders to set foul play in some titles.
Coach career team management rarely has players needing to front the judiciary for any foul play with high tackles in matches. It simply makes coach career easier and predictable. No challenge to manage players because they always available for selection.
Thanks for considering my feedback.
This is a great message to keep us updated, thank you
Do you mind if I ask, are there plans to re look at the positioning of players when you have the ball, and their support lines?
Not sure if its been mentioned, but id like the try scoring variation from the league live games.
Tap of the button for a simple put the ball down. Obviously you have to be over the line increasing the chances of being tackled before you are over or being held up.
Double tap for a diving try, however this has a slight increase in the ball being knocked on. But allows you dive from slight distance.
Also, the acrobatic try scoring animation should be locked for agile players, like wingers, or should only be used when scoring in the corners. This just helps imersion in my opinion.
Am i being stupid, is there a way of playing career with a custom team?
Allright , Allright, Allright,
much props to the development team for the last patch overall, game is starting to get fairly fun to play. Having said that.
Here is the good, the bad, the ugly below in each area of the game.
The AI
The Good
- The AI is finally fun to play against, they are starting to play variation rugby, kicking, and running and just using more skill moves. The game is starting to flow well on both side of the ball.
The bad
50/20 ratio for the AI is ridiculous, they are way too good at it, (tried even on medium), its like a cheat for the AI.(need to tone down the AI perfect 50/20 kicks. Terrified to kick away to them for them to turn around and hit a 50/20 90% of the time. - Kicking
The good
Up and Unders are now working, the trajectory is high enough to retrieve the ball.
Grubbers feel fairly good
You can get kicks of sooner without getting tackled
The Ugly:
Something that was working fairly well before, user punts are now terrible, no power or distance on the punts with a player that is skilled at infield kicking, please, please, please increase the distance again when timed correctly, if not there is no point in implementing any kind of kicking game or using the new quick kick release. The new kicking system where you can over kick and shank it, is good, but if you time it correctly you should get about 30-40% more distance, (these are pros kicking not 7-year-olds:). - Rucks
The GOOD: They are getting better little by little (there is definitely a great system there if implemented correctly. (There should be a different button for the steal, and different button for pushover attempt.) If not, explain what function triggers each at what point) Can you still do a pushover without pressing steal? does the Y serve any function now? We need more structure to the control of the rucks. What does what? All the animations are there.
The BAD: Still the random 1 player pushing over 3 players, the steal should happen but should be more passive without pushing over 3, (this has gotten better, but needs more work) .
The UGLY: The isolate, tackle, stand and steal is completely out of the game, when it was an intended function in the beginning. This needs to make it into the game, itās such a big part of rugby, along with the AI getting called for holding on, if you isolate them and they do not let go, the sensation of achieving this on defense, is almost as exciting as scoring a try on offense. If you have ever played rugby and got a penalty called against the opposing team for holding on when you beat them to the breakdown, you know what I mean. (This must be in the game!) - Passing and offloads
The Good: The flow with passing and offloads starting to get better and better, (seems you have to time offloads better now, which is a good thing) there is some really good running rugby at times, were you are really searching were to pass next, some nice gaps do open up. The intercepts seem to happen at the correct time.
The bad: Not finding to many bad things to say about passing and offloads, this does seem much improved and not perfect but at least getting better each update, (maybe player positioning at times, but I am sure this will get better with time) - Tackling:
The Good: The higher tackles seem to be working better, seem to prevent offloads better, and cause more loose balls (hoping this is a fact and not my imagination), but overall tackling seems better, but can still get even better, with both high tackles and low tackles having different advantages. Risk vs reward.
Offensive skill moves:
The Good: It seems the shoulder barge is now being effective, starting to mix up the different offensive moves, not just the fend.
The Bad: The fend still seems a little to powerful, a little more tuning. (Have not tried the sidestep much this last patch, (so canāt comment) the fend and barge were working good so no need to sidestep, but will continue to practice sidestep because it should have its function and advantages. - Scrums:
The Good : Its a good system
The BAD: The system is Not implemented well, no reward for playing them to perfection( have the AI get pushed back far, or have the AI collapse the Scrum, make the Scrums more rewarding, If I focus to just get possession, I would win 90% of the scrum against the AI, AI needs to be more challenging, the mini game is good, but to easy to time the lines , to win possession 90% of the time. At the same time the AI should be penalized every now and then in the scrums. There are no penalties against the AI in the scrums.
The UGLY: The scrums in the current state are just not fun. (good system but needs more tuning) and better implementation with more possibility of getting a penalty on both sides. - Mauls
The good: It seem the last patch, if you play them well, the AI does get penalized for not moving the ball,(and you get rewarded with a scrum feed) this was added this patch it seems, good addition, please continue to expand on that, I believe we need a deeper mini system. But at least they were made more fun the last patch.
The bad/Ugly: Did not check for the one player to stop five AI rolling maul players, (so cannot comment if this is gone from the game. But if it is still there, that is not good. The AI is not good at mauls on either side of the ball.
Other things that need work
It seems the ball is held up most of the time over the try line, there should be more variations with this, with scoring tries, or more struggles to put the ball down, maybe a timed mini game every now and then.
The game will eventually need set plays, and more formations controls of players and pods to be able to contend with other Rugby games.
Having said all that, I do think this game has tremendous potential, and although progressing slowly, it is progressing, hopefully it will not stop progressing because of the upcoming release of Rugby League 26. Please continue to update this game, and although we are not completely happy with the game, at least I respect that they are trying new things to improve the game. Like 5 in the ruck, thanks again for this, it was a great addition. Even though I may only send 4-5 into a ruck only a few times in one game. Itās made a big difference. Thanks again for all the hard work Big Ant team! Looking forward to what the next patch will bring. Please fix the user punt distance , this is an easy fix and will make alot of us happy.

