Rugby 25 Megathread

I’ve just had a game, a good one bear in mind, but I had a scenario whereby the referee blew his whistle for a “knock on no advantage”. However, the game didn’t stop for a scrum and instead carried on as though nothing happened.

There is something clearly wrong with the infringement/penalty system which the devs need to look at.

This is on PS5, not sure how other platforms are encountering this issue.

I thought I’d let you guys know :+1:

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She’ll be right mate. It’s part of the normal process while the game is installing. Once it’s fully installed you will get to the main menus and be able to look everything up for the game. It’s just a compulsory introduction match. You just have to wait till the game is fully installed even if you finish the match.

Hey @JNT_BA and team, just jumping in to share some updated thoughts after more time with the game. I’ve seen some promising improvements, but there are still quite a few areas that need attention. I’ve broken it down into what’s working and what still needs love, with suggestions sprinkled in for the devs in case they’re watching :eyes:

Platform: [PC]
Build Version: [3420]
Difficulty: [Hardest]


:white_check_mark: What’s Working Well

1. AI Attack Logic (Solid Foundation)
The AI is starting to show some actual structure in its attacking phases. A common play is spreading wide, drawing in tacklers, then cutting back inside. It’s repetitive, sure—but effective and logical.
:backhand_index_pointing_right: Dev Suggestion: Build on this by introducing more varied attack patterns (e.g., switch moves, wraparounds, inside crashes) to make AI attacks feel dynamic and less scripted.

2. Offload System (More Realistic Now)
I’m really liking that offloads now occasionally go to ground. This small change prevents every offload from becoming a guaranteed line break and adds realism to second-phase play.
:backhand_index_pointing_right: Keep this direction going! Possibly add more contextual awareness (player fatigue, support proximity, etc.) to drive offload outcomes.


:cross_mark: What Still Needs Work

1. Knock-On Advantage Not Respected
Right now, when a knock-on advantage is called and the team gains nothing, the game just plays on.
:backhand_index_pointing_right: Fix Needed: Ensure that if no tangible benefit is gained (field position, clean ball, etc.), play reverts to the original infringement.

2. Lineout Mechanics Unbalanced
Stealing lineouts as the user feels nearly impossible—even with perfect timing and jump alignment. Meanwhile, the AI consistently steals with ease.
:backhand_index_pointing_right: Fix Suggestion: Re-tune lineout win/loss calculations to reflect player input and fair chance rather than scripted results. Add clearer feedback cues for timing success/failure.

3. Held-Up Try Mechanic = No Agency
Getting tackled in-goal always results in a “held up” call without any chance to fight for the grounding.
:backhand_index_pointing_right: Add a Mechanic: Introduce an interactive element for grounding the ball—e.g., timed button mashing, rhythm input, or strength bar—to give players a say.

4. Maul Logic & Repetitive Commentary
The AI frequently gets stuck in mauls with no forward progress, and every time it triggers the same commentary: “He’s brought that maul down, but illegally so.”
:backhand_index_pointing_right: Fixes: Improve AI logic for exiting/stopping mauls, and update commentary triggers to check context more intelligently.

5. Defensive Player Switching is Backwards
When defending, the player it switches you to is almost never the one closest to the ball or in the best position.
:backhand_index_pointing_right: Expected Behaviour: Prioritize the nearest or most tactically relevant defender to the ball or ruck zone. Consider adding a toggle option for manual/auto preference too.

6. AI Pulls Off Unrealistic 50/22s Too Often
The AI can launch inch-perfect 50/22 kicks repeatedly, even from weird angles or situations where it shouldn’t be likely.
:backhand_index_pointing_right: Balancing Suggestion: Reduce accuracy/frequency of AI 50/22 kicks. Factor in pressure, angle, wind, and player stats more heavily.

7. Box Kick Bug (Critical Gameplay Blocker)
Inside the opposition 22, I tried a box kick—reticle appeared, but once I released the input, nothing happened. Target stayed on screen, and I eventually turned it over for “not using it.”
:backhand_index_pointing_right: Dev Fix: Ensure the kick triggers properly upon input release. Consider adding a timeout or reset for failed actions to avoid turnover penalties.

8. Goal-Kicking Exploit (Clearly Broken)
I’ve figured out a method that gives a 100% success rate: after setting power, I flick the RS up, then immediately push it back up again and hold it. Works every time.
:backhand_index_pointing_right: Fix Required: Refine input detection to prevent unintentional double input acceptance. The mechanic needs to be tightened and possibly reworked.

9. AI Defenders Crowding Attacking Line
Too many AI players loiter within the attacking line instead of retreating, leading to unrealistic intercepts and clogged play.
:backhand_index_pointing_right: Fix: Improve offside logic and ensure defenders retreat behind the last foot during phase play. Apply stricter positioning AI to mirror real-world defensive structure.

10. Back 3 Are Slow to React to Line Breaks
Wingers and fullbacks are not reading line breaks or reacting in time to provide cover, which leaves big, unrealistic gaps.
:backhand_index_pointing_right: Fix: Enhance their situational awareness and sprint triggers based on line-break detection.

11. Support Runners Too Deep
After set plays, support runners often lag way behind, and in open play, the attacking line can feel too deep.
:backhand_index_pointing_right: Feature Request: Add a tactical toggle for “Flat” vs “Deep” attacking lines. This would let players adjust their shape based on play style or situation.


:repeat_button: Final Thoughts

There is progress here. The AI showing actual attacking structure and offload realism are strong steps forward. But the core mechanics—defence, set pieces, and kicking—are still shaky or overly simplified.

The community has shared detailed feedback and potential solutions over time. Hopefully this breakdown helps clarify/reenforce where some of the pain points are, and how they might be addressed. There’s a great rugby sim hiding in here—just needs a bit more polish, depth and balance to get to a great foundation for an ongoing rugby franchise. :rugby_football:

Thanks and Quand Mega Patch :smiling_face_with_sunglasses:

Edit: Kicking fix worked for 1 match (roughly 6 kicks). Very next match I am 0 from 3 :skull_and_crossbones: :sweat_smile: I will remove that one if it doesn’t work anymore after a few more games.

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thank you - How can I check and verify this

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No need for me to add anymore, you have said what I’m thinking.

Hopefully the devs will take a look at these issues and suggestions.

I’m sure they will, and I appreciate it will take time.

:+1::+1:

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Just go to your downloads queue whether it’s on Steam or console - while the game is installing you can only play France v Australia. Reboot it once it’s 100% downloaded, once you see the proper main menu (play now, 6 Nations, online etc) you’re good to go.

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Playing on Xbox Series X. Having bought this game for my son he soon lost interest due to the constant glitches and issues. I’ve decided to stick with it in the hope that Big Ant turn it around. I have to say, I’m 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 I’ve seen created are excellent, I clearly don’t have the talent to do it though. Unless there’s something I’m doing wrong?! Anyone able to help?

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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, don’t 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 “challenge” 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.

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I will add also “offside after kick” to your list! For the rest ,very nice and on point review!:saluting_face:

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Anyone have the issue where AI just Box kicks but dont box kick for touch when in their own 22??
Also @JNT, yes More kicking for AI is happening, but somehow you guys “broke” the fact that when they are behind on the scoreboard , they should keep the ball on the full time to potentially try and win, but instead as soon as its full time, they decide to kick the ball out, but they are losing, eish

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It would be great to see some real movement in the mauls (rolling mauls, even?), at the moment, it’s like a reverse tug-of-war, lots of effort for just a few inches’ gain. Sadly, mauls are something that most if not all rugby games seem to have trouble simulating.

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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. Don’t 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. Let’s make mauls fun again🙂

Cheers

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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 :star_struck: and not too bad about rugby 25.

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I’ve 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.

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Wow, didn’t realise that was possible in Rugby 25! I’ll bear your tip in mind next time, thanks!

Hi guys ! About 50/22 succes ratio from AI ,did anybody tried to set the defence tactics to “kicking” ?

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After reading all this positivity in recent posts, I might have to re download the game and try it out. :four_leaf_clover::rugby_football:

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Like @MaD_Dragon_Rugby said it in his last video ,must be something with how game recognizes pitch limits

Attacking team (AI) decide to go for a ruck inside the try area and cherry on the cake,call was held up!

Meanwhile ,Fernandes asking his inside centre if he had noticed his mom into the crowd :rofl::rofl::rofl::rofl:

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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?

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