Big Ant, first of , thank you. For continuing to improve the game. We still have a way to go, but I respect that you are trying and adding different things. I am finding that I am reaching to play this game now over other rugby game, it has been much more challenging and the AI has improved tremendously.(thank you) Now having said that this is what needs improvement.
Rucks: we need a better explanation of what does what, does the Y serve any function. The steal attempt should be a different button function from the push over. Maybe since Y is not being used now use the Y for the push over and X for the steal. Or tap x for steal and hold x for a push over. Boths having there strengths depending on the ruck situation, if the ruck forms and you keep pressing steal then you should get penalized “hand in the ruck”,same for the AI.
If a ruck forms and the opponent takes to long to take the ball out, and you smash the push over at the correct gauge time , you can get a pushover, but if you do it at the wrong time the gauge is not in your favor , get penalized for, pushing from the side , aligator roll, ect ect. Seems like it can be an good implementation, we need more penalties at ruck time, hands in the ruck, not letting go, coming in from the side, coming in late, alligator roll, ect, ect.
This ruck system if implemented correctly, given the animations that it has, could be one of the best rucking systems. Just needs more tuning or sliders that we can tune.
The tackle, stand, and steal isolation animation must make it back into the for the rucking to feel complete ( holding on and hands in the ruck ,must be in the game for rucking to feel complete.
Scrums: Need more reward if played to perfection, if you play to perfection, you should either get many meters movement in the scrum, or cause the opponent to infringe in scrum, giving you a penalty. (this would make the scrums more fun and engaging)
Mauls: They still need a better system (but atleast now if you play them correctly, you can force the AI to infringe in the Mauls) ( so they have improved, but need more work)
Offensive moves( good job, these seem to be improving, although the sidestep has too much of a delay you have to anticipate way before) speed up the animations some, so it doesn’t feel like you have to time them way before. But at least now I am using various moves for different situations, not just the fend. Although the fend still seems to be the best over all. Offensive moves are good but need more tuning.
Overall I am enjoying the games now, even on medium , you have to concentrate to defeat the AI (this is good).
Bomb/Up and unders : are much improved, (thank you) grubbers ( are good but sometimes I don’t know how to pick the ball up after the grubber(is it auto or do you press a button to recover the ball on grubbers) I applaud Big Ant for the grubbers , they play great , in all other Rugby games the grubber can become a cheat, not in this game, they are different every time in the way the AI responds to them. (So ,good job Big Ant team).
I have had a few fist shaking moments in celebration in tries and some turnovers, somthing that was nonexistent in the past. So game is headed in the right direction. So looking forward to see what next update will bring.
Would be nice if the bellow
- Rucks (a seperate button or button hold for steals vs pushovers) using the current graph for when its best to do each.
Isolated tackle, stand and steal makes it into the game
Holding the ball AI infringement, hands in the ruck penalties.
- Scrums: with more penalties against the AI, and more difficult overall
- 50/22 tone down AI expertise on this( AI is too good at it)
- Punts by user players with good kicking skill, should go further(I know this has been improved, but a little more distance, even if it means less accuracy, would make it more realistic and more reason to choose to kick away) if the AI can do it , user should be able Aswell.
- Kicks have improved, but should have an even quicker release animation, by players that have a high kicking skill. Otherwise it is to risky to implement a true in game kicking game.
Tackles (I really like the way tackles feel, need some tuning but going in the right direction) low and high tackles should have different advantages. It seems like it is moving in that direction.
Looking forward to the next update.