Rugby 25 Megathread

I would like the developing team in the future patches could add tip tackles i think they should change the tackling mechanics…

Y/Triangle - Heavy Tackles
B/Circle - Normal Tackles

Which will end to a risk or reward depends on skills and abilities of individual player.

5 Likes

Is there any plan to add player photos to the pre match lineup and also when you hover over them in team management in career mode

5 Likes

@JNT_BA hotfix for kicking? And might me a silly question but to get a turnover do we press and hold x or press repeatedly? Just so i can confirm please

3 Likes

With the steals from rucks, it would be great to have more risk/reward and by trying to steal too much, you give away hands in the ruck penalties

1 Like

I think I’m the only one here, but I sort of like the level in the rucks in R25. Not the visual part, that I agree with everyone that should be fix. And backs should get in the ruck without waiting for the forwards. If you isolate an opponent and get first in the ruck you should be able to steal that ball or get awarded with penalty for holding the ball.

But I played a Palestine v South Africa (playing with Palestine) and I managed to win 5 rucks being the first to get to it. Of course I struggled all the match, but this is what you expected.

I like the possibility of long possesions for building an attack. It would be better though if player’s position on the field were correct, attacking lines accurate, kicking was actually fixed and all the other things that other people are claiming here.

Playing in PS5, hardest, side camera.

3 Likes

Hey team! Well with 3 weeks now to go away and do other things without waiting to see if there is progress here I thought I’d share what I believe are the core changes—the 20% that would deliver 80% of the improvement for the game. Just my two cents of course (and probably won’t match everyone’s list :grinning_face_with_smiling_eyes:), but here’s what I think could really elevate the gameplay to something special:


:wrench: 1. Forward Play Around the Ruck

Right now, close-range forward play lacks options and intentionality.

:small_blue_diamond: What’s Needed:

  • One-off runners directly off the ruck
  • Option for a forward to step into the halfback role and pick-and-go
  • Structured pod play with tip pass / pull-back pass decisions
    :small_blue_diamond: Why It Matters: These are essential for late-game control, red-zone pressure, and realistic forward-dominated phases.

:open_book: 2. Structured Set Plays from Set Pieces

We need a set play system that lets us call actual attacking patterns from scrums and lineouts.

:small_blue_diamond: How It Could Work:

  • A cinematic-style overhead/wide-angle shot while players reset
  • Simple UI (e.g., a play wheel or directional input) to choose from a playbook
  • Patterns like crash ball, wraparound, double skip, blindside switch, etc.
    :small_blue_diamond: Why It Matters: Union thrives on these planned plays. Set pieces should feel like launchpads, not just a restart.

:repeat_button: 3. In-Play Formation Adjustments

Let us control our attacking/defensive shape on the fly—real strategy, real impact.

:small_blue_diamond: Suggested Implementation (Example using D-Pad):

  • Right = Wide attack (great for overlaps, cross kicks)
  • Left = Compact attack (great for punchy offloads and crash runs)
  • Up = Kick chase-ready (for up-and-unders/chips)
  • Down = Forward-dominant shape (ball retention and grinding out phases)
    :small_blue_diamond: Bonus Idea: Allow us to pair these shapes with predefined running line variants. Let us truly shape the way our team plays.

:bullseye: 4. Smarter Kicking Intelligence

Kicking is a pillar of rugby strategy, and it needs more depth and logic.

:small_blue_diamond: Needed Improvements:

  • Kickers (10/12/15) in proper positions depending on formation
  • When kicking from the pocket, the kicker shouldn’t be running onto the ball—have them stand still for time
  • Formations should adapt to support attacking kicks and field position
    :small_blue_diamond: Why It Matters: Right now, kicking feels flat. With a few tweaks to positioning and logic, it could become a strategic weapon.

:wood: 5. Clear Breakdown System

The breakdown remains confusing and inconsistent. Players need to feel in control.

:small_blue_diamond: Suggested Design:

  • One button to contest
  • One button to steal
  • Logic-driven outcomes (e.g., 3 attackers vs. 1 defender = counter ruck success)
    :small_blue_diamond: Optional Mechanic: Add button mashing or timed input if needed—but clarity and predictability should come first.

:ladder: 6. Competitive Lineouts

Currently, lineouts feel like a coin flip or a scripted animation.

:small_blue_diamond: Suggested Changes:

  • Flashing icon at jumper’s feet when it’s time to jump
  • RS (Right Stick) to control the jumper’s arms for swatting/disrupting
    :small_blue_diamond: Why This Matters: Lineouts are key set pieces. Make them a skill-based mini-battle—not just another timing bar.

:brain: 7. Deep AI Set Play Library

Rather than hoping for magical AI awareness, give them scripted patterns that behave as if they are situationally aware.

:small_blue_diamond: How It Works:

  • Preprogram sets of plays grouped by scenario:
    • Trailing in own 22
    • Leading with 5 minutes left
    • Midfield launches with quick ball
  • Mix and match playsets to simulate tactical variety
    :small_blue_diamond: Benefit: This fakes “awareness” in a way that feels smart and unpredictable without complex AI.

:locked: 8. Difficulty-Based Skill Effectiveness

At higher difficulty, pulling off perfect skill chains should be harder, riskier, and more realistic.

:small_blue_diamond: What Needs Fixing:

  • Right now, you can fend → offload → fend → offload all the way to a try on hardest difficulty. Feels totally arcade-like.
    :small_blue_diamond: Fix Idea:
  • Scale success chances down at higher difficulty
  • Factor in fatigue, timing, defensive pressure, and player ratings
  • Risky plays should lead to dropped balls, turnovers, or counter-hits if poorly timed

:clapper_board: Final Thought:

These eight areas are where I think the biggest gameplay leaps could come from. They bring realism, strategy, and variety to the core of rugby union. Even small steps in these directions would add a ton of depth and replayability.

Without knowing where feedback gets to at this point and what is already in the works, this is all I could think of doing for now. Would love to hear what others think—what’s on your “20% for 80%” list?

Runs into the wilderness for 3 weeks :man_running: :dashing_away:

17 Likes

As R25 is more a League game, maybe RLL26 will be the union one :wink:

@JNT_BA, when video of you playing against Kelvin in R25 ?

4 Likes

I know i said the game has improved slighlty in my last post but after playing quite a bit last few days. It has really just hit home how truly bad this game is and how we have really been robbed of our money by ba.

They released this game as a finished product. But now months later still ea standard. And where is all this licence and community creation options?

No fance scans, minimal player faces, no team editing, no stadium signs for urc etc, gameplay issues too many to list but its hard to say its actually a rugby game with so many rules and issues, glitches my god so so many.

Also the true lack of effort put into this game is clear to see. Career mode is so basic ecen compared to afl26.

Fair enough we are all happy its better than what it was but we cannot forget truly how bad this game is and how truly bad it is we were charged full price for this product.

I have never paid for such an unfinished product before and the fact that ba are just giving is silence over this and acting like they are putting in so much work and trying there best.

They are making minimal changes each week and avoiding the main issues with this game. I do not see any major changes happining in future to be honest as months have passed and its just been the same old story over and over.

3 Likes

“Not named RLL - #RugbyLeague26 will be available digitally for PlayStation, Xbox and Steam”

Please ,dont call it RLL ( i guess just because will not meet the expectations) ,Big Boss Ross will get angry!

1 Like

This game needs.

Setplays
Rugby championship
Player career mode
Lions Tour
Edit license teams
Attack opstions make forwrds stand in pods ,backs is running pods in the game and is not real. Cool if can change pods in diffrnet shapes

10 Likes

Hello Guys,
Just played a game and I noticed :

  • Players size on the field and in replays does’nt match reality. In fact they seem all to have the same size. It’s quite annoying for rugby union !
  • One of the reasons why teams and players don’t differ enough from each other comes from the players’ grades. They are not adapted to the characteristics of the positions. A prop should rarely reach 60 of speed, for example, even in the best championships. Same for stamina.
    When you give realistic points to your players, Game seems more realistic (I tried with a full custom team).
    Thanks for your patches (but please increase the power of the punts) ^^
6 Likes

Please slow down ball speed so User/AI can get a many more chances to intercept the ball! :folded_hands:

Will we ever actually be able to play the world cup? Think it’s kinda poor we still don’t have it in the game

4 Likes

You can play RWC inside career mode (get an international offer and qualify for it) ,with refferees wearing official RWC23 kits ! Some people still hate ,but with this touch ,nobody can say Rugby25 is not “the official RWC23 game”! Dont get surprised if you see Uganda reaching semi’s faster than Ireland :sweat_smile:

Good morning team,

Everyone on here is raising different topics in depth with good feedback on issues such as kicking /kick power as one example which are important on improving the game. At the moment I am still very passionate on this issue of Foul play High tackles.

I did a High Tackle experiment last night based on the individual player attributes for Discipline skills. Please see 5 screenshots below. PS5. Hardest Difficulty. Play now. I played a game controlling Western Force vs British and Irish Lions (The Ai) The players below I adjusted their Discipline skills ratings and put them very low.

Henry Pollock - 0
Joe McCarthy - 15
Mosese Tuipulotu - 0
Pierre Schoeman - 2
Nick Champion De Crespigny - 33

So during the match I played not one of these players did any High Tackle or foul play. Also no penalties conceded by any of them either.

I have to ask the question. Does the Discipline skills bar include the chance of a player commiting a High Tackle as either controlled by the user or as Ai ? Or is this simply only for giving away penalties ? Offside, holding ball in the ruck ? Also we should note that all players have an “Aggressive “ temperament. Wouldn’t this also elevate the chance of a High Tackle Occurring?

In Rugby Challenge 4 the discipline skills attribute would cover high tackles and if it was lowered to less than 50 you would see the player perhaps commit 2 high tackles in that game, the lower you set skills score the higher the chance they would commit multiple high tackles. Now I think this is a good thing and it’s part of player customisation to whatever a user wants to set for players.

In Rugby 25 this does not seem to work and the game very rarely has any high tackles occurring, especially by the Ai , almost zero since the last 2 months in my opinion. Has the weekly updates set an unknown slider to stop high tackles occurring in the game ? Coach career - I hardly ever have any player go to the Judiciary as almost no high tackles ever occur and this is hardest difficulty.

I hope this can be improved/Fixed ? High tackles are part of Rugby Union. Right now we are not seeing any High tackles occurring especially by the Ai , no Yellow or Red Cards. The discipline players skill currently does not work for high tackles to even occur on the field. Ticket also lodged on this #32087 with a link to my video of the match.
Thanks for taking on my feedback

Also the latest patch update fixed my Wallaroos Team which was “broken” before because it was customised with players and this somehow affected the team lineups making it unplayable. It’s great the patch fixed it. Thanks for all your hard work to resolve this.

2 Likes

Good stuff, most importantly, I am now reaching to play the game because it is fun and challenging.

Would be nice if the rucks pushover attempt could be separated from the steal, either two different button (x) steal and maybe (y) pushover with both having different advantages depending on the ruck situation, or tap x for steal, hold down x for pushover attempt. Each with there own advantage. It seems tapping on the x when you have the graph advantage does help to steal in the ruck , not sure if most people playing the game are paying attention to this. I for one like to have graph for guidance, to when to attempt the steal, other then the obvious of arriving to the ruck first.

Would be good to have the player names on the player you are selecting, this gives the game a little more tactics because you know which player you are controlling better, and it gives it more individual attention.

More rewards for playing scrums to perfection, either by gaining more meters, or causing your opponent to infringe. Have the AI be penalized in scrums as well.

Sidestep has gotten better, but still needs a quicker animation to get it off,

I am one to use different tactics, offense and defense, you should be able to change these before scrums, during lineouts, and between penalties, so that it makes it easier to use them,
Tactics help turn the game into more of cerebral game along with action, gives the game a whole different element and level.

On the latest improvements I really have to applaud the developement team, I really try to play the game like rugby should be played , not an arcade version of rugby, players are wondering why they are getting turned over at the ruck when they are swinging the ball wide , without rucking support, my point on why tactics play a big part, you have much better chance at retaining the ball out wide if you the tactics are set for your forwards to support out wide, and like that , so many other tactics.

Keep up the good work, I know there is a long way to go but I feel there is a really good rugby game in there. At least the game now really feels like it is flowing, I have been able to implement many types of techniques for scoring tries, from grubbers, to up and under, to smashing down the middle, to going out wide.

Players with good kicking skill, should be able to get the kicks off quicker, and further even if it is at the cost of some accuracy.

Would it be possible to remove players from a maul? And then add them back in for a rolling maul. Maybe a way to add a little more depth to the mauls, they have improved but need more work.

I am now going to point out the great stuff in this game.

The pushover ruck animation (when implemented at the right time, like the offense taking to long to remove the ball) Would be nice if the steal and pushover were two different button functions.
The offensive moves (finding myself using a mix now, dummy passes, to shoulder barges, to fends, Fend should be toned down some, and sidestep increased.

The kicking game, while not perfect is getting better and better. The AI reaction to the grubber is great, there is no pattern, it seems different every time, which is a good thing, because in many rugby games, this becomes an (cheat, exploit). Same goes for the up and under (has really been improved through different updates) good stuff.

The offloads are almost to perfection, the amount of success to amount of ball going to ground or intercepted. Seems to be at a pretty good balance.

Thanks again and looking forward to more updates, starting to really enjoy the game.

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6pm match in wellington in autumn. Didnt even need the floodlights!

:grimacing: :grimacing:

The game is slow enough already. Give us sliders including player, game, and ball speed to adjust to our liking.

3 Likes

I’ve been hoping since the update (that didn’t actually update kicking at all for side cam users), that a hot fix might be on the way, but I’m starting to lose hope that it will happen this weekend before my Saturday evening games with some of my friends.

It’s nice to know that it’s being looked at though.

What makes it extra frustrating is that what we (my group) had been waiting for more than anything else was some improvements to the general play kicking and punting.

An announced update comes out and says “punt kicking better reflects player skill level” and then you have to find out that yeah it’s been fixed but only for the people who play on the other camera view than you do. :worried:

1 Like