You might be taking some of these comments as personal attacks, but to be honest everyone’s just discussing the issues we have and the frustration it brings for us. Feeling ignored, or being ignored for fun (if that’s happening) is just making people want to bring things up again.
It might not be said enough, but yes I appreciate that there are ongoing efforts to make this game a good one. I really hope they succeed. I only wish well for your team in their endeavours.
Back onto one of the issues, goalkicking. Telling us days ago that your team wasn’t getting the issue and suggesting trying the tutorial or asking for detailed information on exactly what we’re doing would’ve been helpful. This is happening to a number of people, not just me if it was me in this case you were ignoring.
I’m all about solutions, but they can only happen from conversation. I had no idea that the new kicking was in the tutorials as well. Would doing this possibly set them up to work better in game afterwards somehow? Is that worth me trying?
Please let me know because I’ll try it.
I also agree with you about the power meter build, yeah it does seem a little slow.
Been watching some RL26 videos. I see when doing the pass where you get the buttons come up that player no. / position also comes up next to the corresponding button - is this something that we’re likely to get on R25?
Okay, have just spent time with the goal kicking tutorial on PS5. 52 kicks to be precise.
I think I’ve learned a fair bit about what’s going wrong.
When people flick the right stick, there can be a natural variance in how people roll their thumb forward (people typically use the thumb) and it can skew the direction of the input of the up flick.
With the new method it’s ultra important to hit it precisely to the exact middle of the top of the thumbstick input.
The more power you add to your kick, the more it will take any slightly incorrect input and pull the ball in the wrong direction.
If you err on the right side of the middle of the up flick, it will pull the ball to the left. If you err on the left side of the middle of the up flick, it will pull the ball to the right. Once again the degree of that pull seems to be dictated by the amount of power input.
To me it seems like on my PS5 at least, it is just too incredibly fussy. I’ve tested with 3 controllers, all with no stick drift and had the exact same results.
I’d suggest that the degree of precision of the thumbstick input should be lessened and the impact of the power meter on the left/right variance of the resulting kick also be lessened.
What makes the Rugby League kicking so good is that wind, kicking curvature of the individual kicker, and power input not being completely full are the major determining factors, not so much thumbstick input. These determining factors can be looked at and worked out before inputting power. There don’t seem to be the wild hooks left and right with only a minor miscalculation from the user.
Hopefully Valhalla can have a try also and see if he gets similar results. Anything I didn’t explain clearly, please let me know.
Good analysis of what most of us seem to be experiencing. On a different note (and apologies if this has been mentioned before), since the last patch, the scrum half can’t pick and go from the ruck when playing left to right on side cam.
Why is it so difficult for people to realize, you don’t have to put more then 3 in the ruck. Stop button smashing, I play on hard difficulty and I rarely put 4 or 5 in the ruck on either side of the ball, on offense and defense I often only put 1 or 2 in the ruck, on offense for quick ball, and on defense when I know I don’t have a chance at the steal or pushover. Very simple , just tap 1 or 2 times for the bind? So JNT-BA please don’t ever go back to 3 men a ruck, that is a cop out. Rugby has 5 in the ruck and it should not be dumb down to 3. Now having said that, something did happen the last update on the defensive side of the ruck that it seems like it is more random, I liked how the rucks were playing in the previous update, unless there is an added function to rucks , I am not aware of. As mentioned before JNT_Ba you guys have some of the best animations to implement a very good rucking system. Would be nice to seperate the steal vs the pushover , with both having there advantages and dis advantages, also the tackle, stand, and steal on the isolated offensive player has to make a come back and hands in the ruck and holding have to make an appearance to the rucking system to be complete. Quick steals, should be mostly passive grabs, pushovers should be when 3-5 defensive players overwhelm an offense that is taking longer to play the ball. I have always felt positive about the game , the last update , I am not to happy with the rucks. Not sure if I am playing them correctly, but the previous update they seem to playing considerably better. You could anticipate better when you were going to get the jackle or the pushover. But hopefully thing will continue to improve, in other areas like like AI play it seemed to improve, and some support and positioning also seemed to improve. Looking forwared to what the next update will bring. Maybe an every 2 week update?
Nothing has changed with the Rucks in some time on purpose. If there was it would be mentioned. I know some people will take an update and be like “WTH why did you change this!?” Rucks have not been changed on purpose while we consider what we really want to do with them and what changes 100% will be made. In many cases with lots of mechanics update by update when people think things have changed there has been literally none.
Edit: Apologies, just the AI reaction out of rucks. A few patches ago.
Hmm, weird, I played like 3 games 10 minute halves 2 on hard and then 1 on medium. And on offense they felt the same but on defense I could not get the turnover when I thought it was going to happen. I am the type of player that will only send 1 or 2 into the ruck mostly on defense until , I see the right time to smash with more. Bind, bind, steal, bind, bind, bind, bind, pushover or turnover. On offense , you can often get quick ball , by just adding 1 or 2 in the ruck, if you have momentum and the AI does not have many going into the ruck quickly, almost like a pick and go, normally a forward envolved in the pick n go. I am sure many have not tried this but, it is in the game. It is risky, but most of the time I do retain the ball on offense doing this, and I get quicker ball. I just think players get bind crazy, and you do not have to do that to get the turnover ( well at least you didn’t have to before this update) could bind , bind , steal and get a quick turnover. Will play some more games and see, maybe its an AI more difficult thing that they hold on to the ball, so you can’t steal it in an isolated situation and this changes the dynamics of stealing the ball in the ruck? Any chance at going to a two button confirgation for rucks, one being the steal, the other being the pushover, depending on the ruck , one would be better to use? Or maybe tap for the steal, hold down steal button for the pushover?
We tried to get an online tournament going, but the main issues we are having is the fact that you can almost break every first tackle, and then the success of the offloads, makes defensive play near impossible, every game turns out a high scoring game. If this can be toned down, and break tackles and offloads be skill dependent. But also the rucking system plays a vital role here, if you managed to get the tackle, contesting the ruck should be an option to get a turnover either by a steal or a penalty, so for me the rucks need to be looked at sooner than later, but also the break tackle and offloads.
How many people you have in ruck makes no difference just play 4 games on hardest 2 games I have put 5 players in ruck on attack and def and last 2 games on attack only 1 player and lost the ball same amount off times that’s pretty much barely and on defence all I did was spam steal button and AI will pretty much join 1or2 players in and steal the ball same amount off time so as @Valhalla_Vagabond said it makes no difference so for personally think it’s better we going back to 3 man rucks at least it looks better then 5man rucks
I totally agree with all of that Valhalla. Great assessment of it. Personally I feel like the 3 man ruck situation was generally closer to 90% of the rucks we see in real life.
Although the only way I can see that would make optional 3 or 5 men rucks work would be something like this:
PS5
Tap circle 3 times (adds 3 players to a ruck)
After that: Hold circle down (adds up to 2 more players).
Most of the time I’m adding 5 men out of haste to get players in and accidentally tapping more often than 3 times. I’m also tapping it quite a lot at times as it seems like ruck pushovers are somewhat assisted/initiated by spamming the join ruck button.
If you had to hold down circle to get the last two in, then that wouldn’t happen, even if spamming/tapping the join ruck button.
It would be extremely helpful if Big Ant or JNT were to tell us all what is the programmed best method for winning ruck ball. Is it spamming the join button, spamming the steal button, alternating between the two? We need to know how they work in order to be able to tell Big Ant if they are working!
Can you confirm if you agree that the steal/jackal button isn’t working or is there a specific way that you need to press/tap or do in order for it to work. I even went back to the tutorials but it doesn’t work there either.
Agreed. A rucking system that rewarded good decision making and timing would make the game so much more enjoyable and satisfying. Rucks are what make Union so different from League, getting them right is essential.
@JNT_BA interesting that you mention that nothing has changed with the rucks other than the AI reaction out of it. I play predominantly on medium and the first thing I felt after last week’s update was that the button input to the rucks felt better. Before the update it felt like I had less control and that even when I only pressed the button once or twice 4-5 players would bind automatically. Now, to me, it feels like players are binding correctly based on the number of button presses. I can see clear moments when I can get quick ball on attack by only adding 1-2 players. On defence I feel I have the same control and can better pick when to add more players to the ruck
So that one will be a little bit of a knock on due to the formation placements, as the player will go to better placings, when they jump around like they didn’t know where to go, that was cause they couldn’t work out where they wanted to stand or if they should be ready to enter as the game will call for certain positions to come in. But in terms of mechanics, nothing was changed.