Rugby 25 Megathread

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
1 Like

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:

  1. Why are my props and locks the most likely to make breakouts in the game? And why are they stupidly fast off the mark?

  2. Why is there an option to contest a lineout, when you can’t contest a lineout?

  3. 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?

  4. 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.

4 Likes

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).

5 Likes

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.

22 Likes

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.

3 Likes

Are you holding down the pass button and selecting the player to pass to?
I really don’t find it that bad

When creating a team, i cant add players. List shows up empty. PS5 user

2 Likes

I still dont get the point of early acess. All these things was raised multiple times. Passing , rucks , can’t contest line outs. Would really love someone from BA to explain why.

Some guys on here took the time to write up some really good feedback. It’s an insult to them.
Have a feeling EA had nothing to do with providing feedback. Just a quick cash injection.

9 Likes

Nah I hold down the kick button :rofl:. Mate not that bad in comparison with what. Is throwing the ball directly out everytime there’s a basic overlap considered “not bad”? :rofl:

I only have that happen if I press a button that’s not on the screen, skill issue maybe

You are right the selective passing does work the best out of all passing atm.

It does eliminate the final pass out of play too.

I still think it needs work with quick short passes left and right, if you’ve played rugby 08 the quick passes from that game work great.

1 Like

The games biggest current issue is gameplay. The core issues with gameplay is the following :

Passing - you cannot do a quick left or right down the line passing movement due to weird pass options. Now what would a good short pass be ? By just pressing pass the player would pass to the player closest that is also slightly behind him. Current system feel like a lottery if you don’t select the pass by holding.

Rucks - the current 3 man system is not rugby union. That entire thing where you push over the ruck and win the ball is weird and does not belong in union. More players must be able to join the ruck and the entire ruck animation and system must be redone. Nothing fancy keep it simple. Here is also an idea for a system :

Player get tackled. If the next player at the ruck is from the defending team you have the chance to make a steal should you spam the button you gp off your feet and concede a penalty how senstive this is can be detemined by attributes. Then should the defending team have more players at the ruck the player can press a button to counter ruck and turn the ball over once again if to much spam they go off feet and concede or the ball might just leave the ruck and play continue.

The AI - all teams play the same. All teams feel the same nothing unique about a team. Now this is mostly part due to there is nothing to make them unique other than the players attributes. The AI make a single pass and then make contact. Example Leinster need to feel and look like a free flowing team with a lot of short passes. Bulls must do a lot of pick and go and pods with a kicking game.

There is plenty of other issues but for me those 3 are the core issues.

I would even be open to come onboard and help with design. I am a developer and have worked on a few rugby titles ( all manager games ) and for free. Main focus is C# and unity but overall design concepts work the same.

3 Likes

We all know Gameplay is most vital improvement required for this game to success. But I would honestly just love to see more colour in the menus and UI.

For example, in career mode there should be background colours or imagery that align
to whichever team you pick and what league you’re playing in. As an example, I’m playing as Brive in the ProD2, I would love to see my home stadium, team aesthetic and colours and the ProD2 logos and aesthetic in the background to the career menu.

I also really think career mode and even just playing through a tournament needs more details showing up on your menu, such as: “Top Try Scorers”, “Top Point Scorer”, “Top Goal Kicker”

Also choosing teams should either have their colours in the background or their logo or stadium, something along those lines to add a unique look to selecting each team. When showing the team lineup I would love to see little face icons next to their name in the match warm up.

A glitch I’ve been experiencing is seeing my own player name in the bottom corner showing what player I’ve selected, but I only occasionally see the oppositions player name. Would love for it to be there permanently.

4 Likes

All hands on deck working on gameplay only moving forward. Rucking/passing/lineouts/player positioning… No set plays is also brutal… but still so many basics to get right first.

I sincerely hope there is some integrity shown here. We all understand it was not ready, but standing by your work and what you honestly plan to do going forward would be a great post from the guys at the studio right now.

3 Likes

Yes its like that for evey

Ha anyone found player stats to affect anything?
It doesn’t feel like much changes between players to me

If your prop goes in at 9 he can still box kick just as well and when the game glitches and a back rower is taking your penalty it feels the same
Along with in open space it feels like I make the biggest breaks with props/second rows and they aren’t often caught by players that should be way faster
Scrum halves and small wingers etc can fend off back rowers and props with ease

5 Likes

No and it hasn’t since the very beginning of EA. You can take the worst ranked team and players and it will not feel in any way different from any other team.