Rugby 25 Megathread

Yes, the rucks actually just need better animations that play out logically, as we have noted many times before. Example:

  • If the defending player joins the ruck first, before the offensive support players have the chance to enter the ruck, then the defending player has the option to steal the ball. If he is successful, the support players push him over, but he has the ball in his hands and place it for his own support who now form a ruck over him. Usually 1 or 2 (at most) players in defence, with 1 or 2 players trying to ruck him away from the ball
  • If the offensive support players get to the ruck first, they immediately secure the ruck (usually 1 to 3 players), and the defensive team have to counter ruck them off the ruck, to get access to the ball (usually 2+ players). Rucking them off the ruck is not easy and happens seldom if the ruck is already secured.
  • if the defensive player gets to the ruck first, and is unable to steal the ball in short time he has, he is rucked off the ball. If he gets to the ruck first and can steal the ball, but the tackled player holds onto the ball - penalty to the defending side for ā€œholding onā€
  • If the offensive support players secure the ruck first and a ruck is officially formed, the defensive team cannot attempt to steal the ball unless they counter ruck first. If they attempt to steal the ball after the ruck has formed - penalty to the offensive side for ā€œhands in the ruckā€

You need the correct animations to simulate these actions, with dynamic body movement in the ruck, and clear animations showing the defending player trying to steal the ball with his hands, or the player rucking or counter rucking with strong drives into the other players already in the ruck. The sequence of events and animations is important, as well as the timing of events. It all depends who gets to the ruck first. Off course player attributes should also affect these things, such as steal effectiveness or ruck effectiveness, where backline players should be far less effective than forwards.

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Thanks @JNT_BA and congratulations on being the producer.

Really appreciate the details on what is coming and gives me some hope it will start to make some bigger improvements :crossed_fingers:

The builds have been improving which is encouraging and a lot of what you’ve said for upcoming work is all good. Really hope that Rugby 25 continues to develop and improve as when it is good it is fun but sadly there have been so many issues that has not been happening often. I’ll be honest I did turn on my ps5 earlier this week for a quick half game since the last update and it was the best the game has been.

Lots to do and lots of good feedback in everyone’s posts above. No one really talking about career mode and it’s not a high priority for me but think either once the rest of the game is polished this could do with some work or if necessary it hopefully could be built out for a future game. Right now the focus needs to be on the gameplay (which it is). I think even with a simple UI there is a lot more that could be done here.

Looking forward to how this shapes up moving forward.

There seem to be more knock ons now which is great, but the ref isn’t blowing the whistle. This happened in a raining game, so not sure whether you added knock-ons effects from the weather. So, more knock-ons = good, rules implementation = bad.

I like the new drive tackle animation.

AI don’t collect the ball when kicked close to the sideline, instead they just run into the ball, accidentally kicking it out. Fix please

For some reason, every time the flyhalf is subbed off, he is replaced with a scrumhalf, when there is a perfectly good flyhalf on the bench.

Forwards still tend to kick the ball more than backs. Had a game where the lock made more box kicks from the ruck than the scrumhalf.

Happy to see that player attributes affect kicking distance and accuracy, however, even good kickers aren’t kicking high or far enough. You need to significantly change the trajectory of open field kicks to go higher and further. Currently, the best kicks travel like 30 meters, followed by a massive forward bounce, with an arc of like 10 meters – super unrealistic. The best kickers might kick the ball 60 meters, with a much higher arc, and a random bounce (sometimes high and shallow, sometimes low and far). Please fix.

Too many times you have a forward kicking from the base of the ruck, or in the pocket, which would never happen. You need to implement a game rule, whereby if there is no recognised kicker in position, either at the base of the ruck, or in the pocket, then you should not have the option to kick at all. The rule would not apply to open field play, but kicks are affected by player attributes, so a prop could make a grubber if he wants, but it probably wont be a very good one.

Give the ability to nominate a vice captain and back-up kicker, because when the captain or kicker gets subbed, a random guy takes over as captain and the same position takes over as kicker, when the next best kicker might be in a different position.

I did not notice any change in commentary. On that note, in a previous patch, a while ago, you mentioned the addition of dynamic ruck camera option, which never actually made it into the game. Please relook at adding that, as I would like to test it. Also, add broadcast camera option, thanks.

Add the ability for players to reach for the try line and score when they are literally within 2 feet of the try line. Also fix every tackle over the try line being called ā€œheld upā€ when he clearly scored a try.

For competition, when a player gets injured, he should be out for an appropriate amount of time, making him ineligible for selection, until he has recovered from his injury. Also, allow us to do the following in competition:

  • Add competition name
  • Allow us to either set a calendar for the competition, or be able to change the time of each match, so they aren’t all just 1pm on the same day
  • Allow to change crowd size in the match settings, including competition matches, so you can change crowd size for each match, without having to go to the global settings.

AI still not going for points off a penalty enough times, when the match would be calling for them to get points, they rather opt for touch. When would they generally want to go for points/posts, as opposed to touch:

  • First opportunity to score points in the match and get something on the board
  • On the halftime whistle, if they want to close the gap to the opponent, or extend their lead into the break
  • On or just before the final whistle, to win the game
  • When it is a close game, between closely matched opponents, and it is a game of attrition. It is hard to break the opposition lines to score points, or no points have been scored for a while
  • The team is a player down temporarily, like with a yellow card, and would like to use up time and will take any points they can during the yellow card period
  • There might be more reasons

On the contrary, they would opt for touch in the following instances:

  • They have momentum and feel like they have the upper hand on the opposition
  • On or just before the final whistle, to win the game, if more than 3 points are needed
  • When it is a more open game, with lots of breaks in defence. Two lower ranked, but equally rated teams. Or where one team has a much higher rating than the other
  • The opposition team is a man down, due to a yellow or red card.
  • The team is chasing a bonus point for scoring 4 or more tries in a league match. First order is to always win the match first, so if and when they start pulling away from the opposition, try be more aggressive.
  • There might be more reasons

Fix all the remaining kicking aspects for the next patch, and since they are now 3 weeks apart, start working on fixing all aspects of the next major thing, example rucks, or scrums, or player positioning and dynamic running (not set plays, as they have never worked in rugby games. Rather need dynamic running options)

We need to make progress so we can start ticking off boxes, as there are hundreds of smaller things that also need attention. You can address a bunch of them in one 3 week update as well. Example, I have made suggestions on the D-Pad for tactics system before, and will bring them up again. It needs to be simplified.

Would also be great if you guys let us know what area(s) of the game you will be working on for the next 3 weeks, so we can prioritise feedback on those specific areas for that specific period. I have not seen the roadmap yet, will have a look after this, but hopefully that will help. Perhaps create new unique threads for each 3 week period, with notes on the areas you are working on, then we can give concise feedback. Right now feedback is all over the place and I have lots of things to say about rucks and scrums, but don’t know when you will be working on them.

Edit – I have gone through the roadmap and it looks promising. I have already given feedback on rucks in my last post above, here is some more feedback:

Scrums

In real life, a team that scrums, only make 2 big pushes/shoves – one when the scrumhalf puts the ball in, followed by a second big shove, certainly not 6 shoves. This is what makes the current system, and all previous rugby games unrealistic.

My suggestion is therefore to align with IRL, by only having two shoves, but having those 2 shoves be very important to the outcome of the scrum, as there are about 4 possible outcomes from a scrum:

  • Your team dominates and either get the ball out or get a scrum penalty
  • The opposing team dominates and then the same
  • The teams are in equilibrium and there is no big movement and no penalty
  • The scrum collapses, either followed by a penalty for one of the teams, or a scrum reset, depending on the reason for the collapse

So with the 2 shoves:

  • If your team gets the dominant shove both times, you dominate the scrum and if you don’t pass the ball immediately, but let the scrum drive a bit, you eventually win a penalty (though scrums should not last very long, as is currently the case – too long, too slow). Alternatively, you can get the ball out the scrum by passing. Same thing if the opposition dominates the scrum
  • If your team wins the first shove and the opposition wins the second shove, the scrum would be in equilibrium and you get the ball out with a scrumhalf pass or number 8 pickup.
  • If the scrum is in equilibrium, but something else is triggered, the scrum would collapse and either a penalty is awarded or the scrum is reset. I leave this in your hands or the community to come up with ideas here.
  • Also, if the first shove is triggered too quickly by either one of the teams, then it is a free kick to the opposing team for ā€œearly driveā€. Therefore, timing could also have an impact on scrum effectiveness, but importantly also player attributes, as the best scrummers in the world tend to dominate the opposition scrum more often than not. So having better scrummers makes your scrum/timing easier

Tactics

I have mentioned this before and will do so again. I like the direction the tactics system took since its inception, but it needs simplification, as the roadmap suggests, so here is my suggestion again:

The D-pad will provide you with 4 basic tactical options, based on whether you are on attack or defence. You simply press the direction once, and your line adjusts to that tactic. Simple. Examples:

When on attack:

  • Up – Flat offensive line to prepare for a kick, whether deep kick and chase, box kick (up and under), grubber, or chip kick, or just to play a fast/hard flat offensive line
  • Down – Kicker in the pocket (STANDING STILL WHEN RECEIVING THE BALL :blush:) ready to make a kick
  • Left – Offensive line is spread wide to use spread the ball down the backline and use the wingers (WHO ACTUALLY CATCH THE BALL :blush:)
  • Right – Use of more forward pods to drive the ball up

So, let’s say I have been defending in my 22 and turned the ball over (with the very cool ruck mechanics and animations suggested), I press right to use my forward pods to try and bash the ball up another 5 meters and create space for my kicker to exit our red zone. Once I am satisfied, I press down to set my kicker deep to clear. Easy

When on defence:

  • Up – Rushed defence where the defensive line can quickly rush up to the offensive line to shut them down quickly, but can create space wide or gaps in defence.
  • Down – Kicking defence, with the fullback well back, and the two wingers half way back, to defend against an opposition kick
  • Left – wide defensive line to try and cover the threat from the opposition wingers
  • Right – close defensive line to protect against opposition forward pods

With the press of a single button I can then shift my defence in any which way to adjust to what I think the opposition will try to do next. It becomes a game of chess. Very interesting.

When in offense, offensive tactics automatically apply or become available. When in defense, defensive tactics automatically apply or become available. Your current tactic is always the last one you selected, so when I selected down on defense and turn the ball over, changing to offense, then changing back to defense, my defensive tactic is still ā€œdownā€ until I change it again.

These are some basic suggestions and they can be extended in ways that seem necessary, but you would not need to add too much beyond this.

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@JNT_BA congratulations for the promotion .
The Future of Rugby 25 i will like to see if is possible more realistic skin colour of the players from national teams . some more official jerseys example for Chinese Taipei , South Korea, China, Kenya, Mexico . new national teams United Arab Emirates , Cook Islands , Cayman Islands, Tunisia .

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@JNT_BA with quality of life improvements could we see more competitions like the NPC or Currie Cup? I would love to be able to play as Waikato.

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It would be wonderful yeah especially if done well, but I can imagine the budget and time taken would be huge.

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Is anyone having issues with goal kicking in general? I feel as if I am flicking it correctly; however, 7/10 times I goal kick, my ball goes maybe 10 metres and falls so short of the posts. What am I doing wrong???

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Happy to hear the news on what the future is for the game with the road map explained.
Congratulations on the promotion JntBA. I am really happy to see this change with you having more time to focus on Rugby 25 with your new appointment.
You have worked really hard to listen and understand our issues with the game and help improve it to its current state and it’s in a much better state now. Thanks also to all the staff working in their various areas to support the game. I am feeling very positive for the future and more confident we are on track.

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Mate 100%, I don’t know why this isn’t being addressed in patches. I’d rather be able to convert kicks than see a new sponsor on the pitch. Priorities aren’t right

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No one knows.

Some people say flick the stick up, some say hold it up.

Ive tried both methods and they end up with regular kicks that dribble off the tee.

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Flicking the stick up or holding it up doesn’t entirely make a difference. The important thing is to hold the stick down to build power and then IMMEDIATELY (With no stop between them) transition into the up stick movement. Do not give it any waiting between the down movement and the up one.

When I finish with the up movement, I tend to keep it up until contact is made with the boot.

Try it a few times and get back to me?

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Me personally, flicking the stick up hard corrected all of the dribbling kicks. if i do not flick it up hard enough then the kicks just dribble off the tee.

I do the exact same thing than you do and I have no problems either.

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Is it possible to remove Sean Holley commentary from the game…? Adds nothing and says the same few lines repeatedly

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this would feel like ā€œI wanna run on the fieldā€

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Thank you BA for the road map really excited to see where this game goes with what is planned

Will the ā€œpro teamā€ still be added to the game as promised? @JNT_BA

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Is the ā€œstealā€ mechanic (btw… I’ve never managed a steal anything in the ruck) the equivalent tactic of ā€œjackalā€ in the real game?

Like…my first player to the ruck should be able to attempt to jackal or ā€œstealā€ the ball from the opponents. Is the reason for me not being able to steal the ball just poor timing on my behalf…or, as I believe is the case, pressing the corresponding steal button just doesn’t work.

There is a positive though… I’ve learned how to win the ball during opposition lineouts..and,

A positive / negative… I’ve managed to finally win the occasional scrum (yay), but then don’t know how to move the ball on from the scrum (boo).

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Play now match, Bath v La Rochelle, 7 minutes each way. PS5

  1. My full back run backwards when AI box kicks towards me

  2. If I intercept, it’s too quick for camera to swing round; I end up grabber kicking as I press O to try and line up next tackle as there’s no pause to change direction. Same when I kick off, the camera swings 180 meaning the player I’m controlling is running in the wrong direction

  3. Observation: More AI penalties on easy than medium?

  4. Too big a difference in difficulty between easy and medium

  5. Fly half went off injured for AI. Loosehead prop became kick off taker

Enjoyed the game, but to my taste, it had gone backwards a bit in enjoyment and nagging issues from 2 weeks ago

Still too many successful hand offs for AI

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So i just beat japan playing as canada 21-41 (ps4 hardest and 5min halves) not much wrong if im honest! The gane felt smooth maybe some things that could be fixed. However i felt as the score margin increased the game became almost easier it was like japan werent trying as hard when i went over that 7 point margin. Still though i enjoyed playing and i think the game is becoming much better now

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