Yes not all they still busy with.
Jordan Hendrikse,Jayden Hendrikse
Johan Grobelaar even URC Sa teams go look it up.
Some of the Springbok players faces looked funny…
But Big Ants are putting in some updates on players face scan
I’ve totally given up trying to steal , we need a bit more fluidity to it it seems very rushed gameplay to me
WE NEED TO BE ABLE TO EDIT REAL PLAYERS. If gameplay is going to need a few more patches to get things playable at least let us make the game look real by being able to edit real player boots, strapping etc @JNT_BA
Coming from afl. Cricket and tiebreak which all had rough release and were turned around to be in pretty good places, especially tiebreak has improved so much since release. But difference is the mechanics were in place in them games and just needed bugs fixing and features added, were this has so much rugby league in it that to get it looking and playing like union is going to require some big changes. Like were is the kicking game ? The passing is nothing like union, the rucks just need to allow the option to add more players. Contest lineouts I mean just basic stuff that isn’t there. I will say the dedication that went and still is going in to improving tiebreak has me optimistic that if the same people are involved it will get a lot better but it’s going to be a long road.
so I find that the basis of the game is good. It is certainly not easy to access, you have to practice a lot to understand the game mechanisms are subtle and are good for me. Let’s stop talking about rugby 22 and rugby 08, this game clearly has more potential. Be careful, I’m not saying that the game is perfect, but it has a simulation side that I like. For me the biggest problem with the game is the opponent’s AI and player placements. I find the ruck system not that bad. I give all my support to Big Ant and I really believe in this game.
A small point for when you get around to it, but in Super Rugby UI the Hurricanes are just listed as the “Canes”. Yet every other team has their full name.
Can you type the whole word please?
Just make it number 1264872995 on the to do list.
Thanks very much
When will the facescans of the top14 and prod2 and the prod2 stadiums arrive + the update of the one in Pau, Toulouse, Lyon and Vannes?
Need the assigned kicker to take penalties instead of props 2nd & backrowers taking them
I love the game. This is the best game by far better then 22 ,20,18.
Wil change. Jackal at rucks must be easier sometimes I almost defent 70 min in a game.
Mauls does not work
We need set plays and button for pods and button for backs. Need smoother attack
Thanks big ant
Couldn’t have put it better. Rucks are the main issue with this game imo. I’m sat here telling them to ruck over and try get a turnover but they just ruck over and nothing happens.
The ruck system slows the whole game down and gives you no chance of rucking over to get a turnover.
However, I’m sure these issues have been mentioned before in EA and the devs have done nothing still. Hopefully the awful reviews will sort them out and get them to do smthn
Set play systems and tactics
Accessibility :
I think set plays should be found on the D Pad (4 arrows on PS) because this is the tactic’s area for defence and pod shapes.
Makes sense to turn this into a full tactics areas.
(P:S: This should also include line depth/width and whether your fullback is in the attacking line or is staying back in defence to cover)
Basic plays :
I certainly see this game being better than rugby 22 if updates come out and what I’d like you to take note from rugby 22 is their basic set plays.
On rugby 22 you could set a forward pod to carry quite easily. This was also quite easy to offload from or to pop to one of the playmakers behind.
I also liked rugby 22’s loop run. If you double tapped LB for example, you would pass the ball left but go on a loop around. This was like Jonny sexton.
- this play was really easy to carry out and was efficient in creating space.
- I think you could also do something similar with a switch play? Maybe LB and then RB together to do a switch run on the right?
These plays would be really nice and simple whilst creating a good layer to attacking play.
Advanced plays :
These should include multiple running lines and dummy runners. Try and make it more fluid than rugby 22 and RC4.
I think it would be a good aim to try and use these plays to work towards the edge of the pitch and create space.
Maybe even add an option for a small kick in these set plays.
- for example, when your 10 heat the ball there is an option to pass or play a small grubber through to someone on the run already. This would then mean the player you don’t choose to pass/kick to has drawn in a defender as a dummy runner.
- If this is added make sure to make the offside rule accurate.
Importance :
The attack in Rugby 25 is EXTREMELY one dimensional right now. This is because all you can do is bump off/step with player or pass it out to the wing. There are no dummy runners or interesting attacking lines.
If you see real life rugby you will notice that teams tend to build a platform with the forward pack and then exploit the space they have made with lots of different attacking options.
Right now rugby 25 only has the option to pass out to the wing. No interesting attack lines.
Please take into consideration,
Thanks.
There is no advantage, the referee whistling straight away while they should let us continue the action.
Hello, I don’t even know where to start …
I’ll try to be constructive and list the things that are wrong
- Firstly the passes (take inspiration from rugby 22, which has a pass cursor and which depends on the pressure time (L1 or R1) requires a pass more or less far
- the touches impossible to recover, the rugby 22 system was also good (possibility of sectioning in front of the middle and back in highlight and in case of equality in the air a timing system)
- the rucks, please why do we need to add 3 players in the ruck each time to be able to play the ball? it slows down the game and it’s very repetitive …
- the mauls (impossible to do)
- the rules of rugby please it’s the basis … offsides on foot are not whistled, the same for respecting the shots sending (penalty for returns less than 10 meters and so on …
- the scrums are UNPLAYABLE and even bugged (scrums which are penalized each time then given back to the opposing team almost infinitely)
- The online mode is not balanced between the teams, bugs, counts victories as defeats in the ranking, the colors of the jerseys are sometimes not distinct
- the basic offsides are penalized for not much not to mention the fact that the selection of the player is not clear
- In career mode, we cannot make transfers, improve things on it to make the game more lively
- important things also for the transformations → there is not always a wind indicator and it is not the good shooters who shoot them …
- makes sure that the referee can put cards (yellow and red)
- the tactics system is not explained and not in depth
- the team compositions do not are not good
- the names of the players are not displayed (for the top 14 (only the positions but not the names))
- I know that for this it takes time but some players are not at all recognizable
- allow to turn more in case of penalty on foot
- I really forget a lot of things, please take into account my opinions please, I will be patient and wait for a return from you but I find it a little shameful to have released a game so unfinished
cordially
I don’t think BIGANT understands that wingers actually are allowed to receive the ball from a pass. Maybe they all come from league backgrounds, and the only time a winger can receive a pass is 15m out or less to score a diving try in the corner. Can someone test this theory?
Can someone with affiliation to the bros please also ask the following questions:
-
Why are my props and locks the most likely to make breakouts in the game? And why are they stupidly fast off the mark?
-
Why is there an option to contest a lineout, when you can’t contest a lineout?
-
Are they aware when someone knocks the ball on, and someone from the other team picks it up. It’s the actual knock on that’s the offence, not the pick up?
-
Are the commentators aware that kicking a ball to touch from a penalty is in fact beneficial to the attacking team.
Much appreciated to anyone in the know.
Some more thoughts after a few more games. Apologies if any of you have already expressed this in better words than I.
1. Rucking Mechanics – Lack of Visual Feedback & Balance Issues
The ruck system, as we know, is unclear and unbalanced—it’s difficult to determine whether player input affects the contest, and AI ruck dominance makes turnovers nearly impossible. On easiest difficulty, I lost the ruck battle 126-8, despite actively contesting.
Suggestions:
• Introduce clear graphical indicators to show:
• Turnover likelihood based on positioning, player attributes, and timing.
• A power balance meter to indicate whether committing more players will shift possession.
• Contextual prompts explaining why a turnover was won or lost.
• Improve AI engagement logic, so teammates actively contest breakdowns rather than standing passively nearby.
• Adjust difficulty scaling, so AI ruck efficiency varies properly.
• Ensure jackal mechanics reward correct timing and positioning, rather than feeling random.
Question for the team:
• Is the ruck contest based on pre-determined probabilities or real-time engagement inputs? Could more user control be added?
2. Pod Offense – More Structured Attack Needed
Currently, offensive play feels too scattered and unstructured, with players not forming realistic pod systems for phase play. This makes it difficult to build momentum, execute set plays, or maintain attacking flow.
Suggestions:
• Implement pod formations, where forwards align in groups of three to provide structured carrying options off the scrum-half.
• Allow manual selection of attacking shape (e.g., flat, deep, pods, wide).
• Improve AI support running, so players position themselves logically to receive offloads or take crash-ball runs.
Question for the team:
• Does the AI currently have logic for pod formations, or is it purely reactionary? Could structured attacking patterns be introduced?
3. Passing Mechanics – L1/R1 Default Passing Should Prioritize Nearest Support Player
Issue: Passing feels unreliable, often leading to unintended targets or unrealistic inaccuracies, even for skilled playmakers. Additionally, there is no clear differentiation in pass success rates based on player skill, distance, and weather conditions.
Suggestions:
• Default passing (L1/R1) should prioritize the nearest support player, ensuring smoother, more intuitive phase play.
• Pass accuracy should be influenced by:
• Proximity (shorter passes = higher success).
• Player attributes (handling/passing skill ratings).
• Weather conditions (rain should increase fumbles and misfires).
• Add visual indicators for passing range, similar to other sports games where pass strength is reflected on-screen.
Question for the team:
• Is passing currently handled through a fixed targeting system or dynamically adjusted based on positioning?
4. Kicking Animations – Improve Fluidity & Realism
Issue: Kicking animations appear stiff and unnatural, breaking immersion. Players lack distinct kicking techniques, and kicks feel more mechanical than fluid.
Suggestions:
• Improve kicking animations by incorporating:
• Realistic follow-through mechanics (e.g., body leaning based on kick type).
• Unique kicking styles for different players.
• Better transition animations, so kicks don’t look robotic.
• Allow manual trajectory control, ensuring better accuracy and realism.
Question for the team:
• Is there any more motion-captured data used for kicking animations? I don’t want to be harsh, but if I was coaching a goal kicker and they showed me that form… i’d pick someone else.
5. Sprinting & Running Gait/Footwork – Lack of Dynamic Motion
Player movement does not change naturally when sprinting or slowing to step makes the game feel less dynamic. In real rugby, a player’s posture, arm movement, and foot placement change depending on speed.
Suggestions:
• Introduce dynamic running animations, so:
• Jogging has a more upright posture.
• Sprinting leads to a lower body lean, wider stride, and more aggressive arm movement.
• Ensure player fatigue impacts running motion, adding subtle exhaustion animations when stamina depletes.
Question for the team:
• Could different movement animations be triggered based on speed and fatigue levels?
6. Ball Landing Indicators – Improve Catching Clarity
There is no clear visual indicator for where high kicks will land, making contesting kicks feel guesswork-heavy rather than skill-based.
Suggestions:
• Implement a clear landing zone indicator (similar to lineout throw target visuals).
• Make the indicator dynamic based on player skill, with better kickers providing more precise placement markers.
• Add catch anticipation animations, where players actively track the ball and adjust positioning instead of standing still.
Question for the team:
• How does the engine currently determine ball-tracking behavior? Could more predictive animations be added?
Have to say, it’s gonna take a lot of patience from the community to keep giving this feedback. I keep thinking of some poor young kid being excited to play this game and having a nightmare. There’s a huge opportunity here that runs beyond the selfish need to have an enjoyable rugby game; there’s the opportunity to grow the game’s popularity with different audiences beyond the core of rugby fans and put loudmouths like Jim Hamilton back in their box. Hope to see some progress or meaningful indications of ambition and intent ASAP - I’m not asking for Red Dead Redemption 2, but something closer to 2K’s excellent NBA series from about 10 years ago (without the virtual currency, which kinda ruined it).
I haven’t been able to play online since the update on Friday. - Ps5
I just wanted to hop in here, and thank you all for your detailed feedback since the release.
Apologies for not being as active as I would like, in responding to all your posts. I spent a lot of this weekend jumping between our support site, our social media channels, and here, to ensure that we captured the most common issues that the community experienced.
Prioritising this allowed us to get your reports in front of the Development team quickly, and enabled the Devs to push out a patch addressing some of these issues on the 14th.
To update you all, we are working on a patch for release within the next 48 hours, to provide further stability improvements and address more of your feedback.
While we continue to summarise and log some of the more detailed feedback from here and support - We’ll continue to respond where we can.
Please please please fix rucks just played a full game without a single turn over on ps5, just sat there and pressed square on repeat for 15 mins and when I do get a turnover I get given offside for no reason meanwhile I can camp a player offside and tackle any player I want without getting pinged
Thanks for your update @Lachie_BA.
Are you able to let us know if all teams, leagues and stadiums are now in the game?
Im not referring to facescans, just the teams and leagues and stadiums.
Don’t worry about the stability issues… If anything the game crashing is putting people out of their misery right now.
Fix the passing. And all it’s million issues. Fix the passing and then at least you have a game that can be playable. Otherwise there’s no point and I’d rather my game cut out early.
Your soul focus needs to be passing. You know how when you have a task list with heaps of little things and a few important things, then you’re constantly distracted by those little things that have no meaning and the things that actually need doing always get put on the procrastination back burner… Yea that’s you guys.
Fix the passing.