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).