Rugby 25 Megathread


Something that may potentially get fixed with the “Aerial Contests” already being looked at for the next update but worth mentioning.
Currently ball above a players head automatically makes the player leap to catch the ball. Which in the example above, ball was going straight out, but Pollard lept in to the air and caught it before landing in touch. So should be a lineout to the other team as was caught infield, then carried in to touch. If new buttons correct catching all balls above the head rather than just contested catches, then that may stop that from happenning, and you just dont jump. But if its not in. Could be worth looking at a “leave it” button option, so you players doesnt attempt the catch. Thus letting the ball go straight out, or in a contested aerial catch you could just not jump at all and wait for the other player to land, before tackling them.

Other issue, rules for scenario pictured arent impletmented in to the game. Kick was taken from a drop out, was landing just beyond the touch line, but pollard jumped, caught it infield and took the ball out. So should be my lineout as an accident on his part. But the game awarded a scrum from the kick position, because it knew the ball was going dead on its own. Even though its not actually what happenned.

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Can someone help? How do you tackle in this game? CPU players won’t drop even if I hit them with an Airbus A380. Or is it a last patch issue?

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Hi Jordan and the Team,

Just bringing to your attention. Major bug situation - Ai replacements Bug. This occurs when bench players do not hold all position roles.
URC - Coach Career. PS5. Hardest difficulty. Realistic injuries setting.

Ospreys Ai injured player Dan Edward’s - Flyhalf in Jumper No10 not replaced for entire game due to 2 remaining reserve backs on bench not having a primary , secondary or tertiary roles as Flyhalf.
Bench Scrumhalf “Morgan Williams” had to first replace the starting Scrumhalf No9 early in the match at time stamp 14:30 in video (provided in Ticket #32149) who got injured around the same time as the No10. So both players injured. Cut scene shows no 9 Hardy on the ground. Replaced by bench Scrumhalf “Morgan-Williams” but no replacement for the No10 Edwards.

Please see screenshots below showing players on bench for the game and reserve backs roles for those bench backs Boshoff and Morgan. The Referee Audio said "STOP the clock we have an injury ! " about 47 TIMES during the entire match while the Ai Flyhalf Edwards was playing injured and tackled each time he made contact with the ball. But play never stopped each time and the referee said "STOP the clock we have an injury ! " (47 Times)

My proposed solution to this problem is for the Ai to replace any injured forward or backline player with any bench backline or forward player regardless of what their 3 roles are. Otherwise the injured player will never be replaced by the Ai.

Thanks everyone

Screenshots

@JNT_BA in addition to Rugbygamer10’s post above is there any further changes to injuries planned? It’s not a priority for the moment but it would be great if we could get additional levels of injuries that had different effects on the game.

The first being a minor injury, indicated by a green cross below the player. The player is able to keep playing but for a short period of time has reduced stats. There’s a chance he may make the injury worse but that is the risk you take. At the next stoppage you could have a cutscene of them getting attention and then they play on and no longer injured. Next would be a game ending injury. Player would be lying on the ground injured and on the next stoppage a cutscene of him being helped from the field. The player would then be out for a few days/weeks. Finally the most serious injuries, indicated with a Red Cross. Depending on the severity of the injury the game is stopped immediately or player is seen lying on the floor. Player is substituted at the next stoppage and then out for months, I.e. season ending

Think this would add an extra layer of realism to injuries. I’m not a fan of the ref stopping play immediately for every injury. This isn’t realistic to actual rugby as teams normally play a man down when there are injured players.

Thanks

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mayvbe the should add more props like,medics on the field attending the injured player to add the realism.i think it would be something cool to see..or some assistant coaches on sidelines or ball boys etc

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@JNT_BA aka Jordan

2 things please so with a maul after a line out i can push back a 3/5 man team with one player.

Secondly please work on the turnovers as even in training one struggles to steal the ball

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Looking forward to the new updates the game has gotten considerably more enjoyable last few updates.

What is still needed

  1. Rucks:
    A. Tackle, stand, steal animation
    B. Holding the ball penalty for AI
    C. Hands in ruck penalty both user and Ai
    D. Separate steal vs pushover attempt function
    Maybe tap x for steal hold x for pushover
    Fix Y (tackle, stand, steal, to work as
    Intended
    With each having there own risk vs reward
    E. Maybe some pushover penalty when timed
    Wrong , like coming in from side of ruck or
    Alligator roll
  2. Scrums (good mechanics but better implementation)
    A. More risk vs )reward , when played to perfection. Force opponent to infringe, or you gain more ground when played well.
    B. More scrum penalties
  3. Mauls. (Has improved but needs more work)
    A. Ability to remove and re-insert players
    B. Graph/Mini game shows what’s going on
  4. Set plays and pod formations and function
    A. Will be needed at some point to “challenge” for best Rugby game
  5. AI attack
    A. (has improved but needs more variations)
    Ai is scoring but more variations on attack
    Sometimes crash ball, sometimes out wide,
    Sometimes infield kicking (grubbers , up and unders , crossfield kicks, dummy runner plays, ect, ect.

Looking forward to what new updates will bring,
The game is getting more and more enjoyable.

Cheers

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Not finding issues with tackling on hard difficulty. Make sure you are lining up the players well before the tackle, it seems like squaring up really helps the tackle success, also depending on the circumstance I ether use high tackle or regular tackle, I also use the left shoulder button to help position myself for a more lined up tackling, I actually think the tackling is one of the best aspects of the game and one of the features best balanced. I find the AI breaking tackle ability to be in fairly well balanced on hard difficulty.

Cheers

How can you possibly say the AI break tackle ability is well balanced when it has a 100% success rate on the first tackle and 0% on the second? :sweat_smile:

Do you think that is believable? Or just because you can almost do exactly the same against them so it is balanced though in an unrealistic way? Interested to hear your take.

I like the idea of some runners being able to break multiple tackles, but not with perfect regularity. I think tackle breaks are one of the least balanced things in this game.

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Could not agree more. As it stands I don’t feel that tackling has any real sense of balance.

From the tackling defensive side of things I don’t see that your input as a player in relation to timing of a tackle has any real noticeable bearing on the outcome of a tackle.

I don’t feel that there is a correct timing or distance from the attacking player that is best to initiate a tackle. I don’t get a sense that going early increases the chance of a high tackle. I don’t get a sense that going late or too close in will get you brushed off.

From the offensive play side of things I feel that there is too much of a window to use the fend and offload in. It needs to be noticeably more challenging.

I do notice that if you offload late that there is an increased chance of it going to ground and I’m happy with that.

If you are very late there seems to be a chance that the opposition will be able to steal at the following ruck and if so that’s a good thing too.

Once they get the difficulty of doing fends more challenging, it would be good if they enabled the strongest 10% (approx) players in that stat category to be able to do more than one skill move in a run. If you are over 90 in the Skill category that creates fends and bump offs, then you should be able to produce more than one if you time it correctly/close to perfectly.

Perhap if you are in the 80s and also in the 80s for the skill category that influences side steps, then you should be able to do one of each in a run.

I guess the key is to make sure that tackling is effectively timed from the right distance from the offensive player.

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I guess, by balanced I mean the % of times they happen, I will agree that it should have more variations on when, it does seem a little to heavy on the first tackle, should have more success with sidesteps in open ground, but at least it feels that both the normal tackle and the higher tackle are more balanced now, for me it does seem like lining up the tackler you have a better chance of completing the tackle, early on if you tried to line up with tackle they would break through every time, could it use more work, yes of course, but I think there are other parts of the game that need more attention. Take in mind, I try to play the game as much as a simulation as possible. In comparison to Rugby Challenge were you almost had to use the aggressive high tackle every time to stop the hard level AI, the normal tackle was almost useless, unless you adjusted the sliders accordingly. Are you using the shoulder button to strafe to line up tackles? Would be good for someone from Big Ant to chime in, to see if it is my imagination that the tackles work better when lined up or are they random and sometimes it feels like that, does angle proximity and lining up the tackle give you an advantage? Big Ant??? I think it does, some think it does not.

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I’d love to see videos of the game you’re playing. You seem to be having totally different experiences than the majority of other players.

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Totally different experience? have you checked my posts, I think most agree, with the main points. Do, I play the game more simulation than most, most likely, from what I have seen with videos of other forum members that have youtube channels. But to each there own, if you like to play the game more arcade style, good for you that is fun as well, if you like to play more simulation style, then good for you as well. Most YouTube videos I have seen, 90% of the time the user is throwing the ball out wide and playing more of a hot passing rugby. I probably do a good 50/50 mix of smashing down the middle as I do passing out wide. And depending on what I do, I will try to use the different forward formations. Whether or not this is a placebo effect, I can’t say 100% but the different forward formations do seem to help in different ruck situations, also aggressive defense also seems to get your players into the ruck quicker, helping with ruck turn overs, but it leaves your back line more vulnerable. Again, Big Ant can chime in and correct me if I am wrong. But what would be the point of adding these different forward formations and tactics if they make no difference? Example: I was one of the members that pushed so much for the ability to add up to 5 in the ruck. Do you know how often I use this? About as often as they do in a real rugby game, it is rare but needs to be in the game. Most of the time on offense will use 1-3 in the ruck and defense will use only 1-2 in the ruck, but there is that correct moment when to rarely throw 4-5 into the ruck both on defense and offense. Many will slam 4-5 into the ruck every time on offense and defense, and again it is your choice to do this, but my point being is there are many different ways the game can be played and interpreted.

Post a screenshot of the final stats of any game you play against the AI since you play “simulation” and let’s compare that that to a real life game. I bet your tackles missed will be nowhere near the amount in an any real world example.

Here’s the final for the Super Rugby. Looking forward to your example where you manage to have less than 20 missed tackles for both teams.

Have nothing to prove to you brother! As I said, to each there own, been playing rugby and rugby video games probably longer than you have been alive. This is my experience. You have your opinion I have mine. I have been highly critical of the game in the past, but I do see them making strides in the right direction, I respect that they did listen to us when most of wante up to 5 in the ruck, I respect that they did improve the Arc on up and unders, I repsect that they did improve dummy passes, and ect ect, got to criticize but got to also acknowledge when they do make improvements. Do they have a way to go to make this a really good rugby game, yes, but is it possible? I believe I have seen enough improvements for them to continue to go in the correct direction.

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Playing games longer than I have been alive proves nothing. Everyone has a phone and every phone has a camera. You talk about being happy with the balanced tackling yet you can’t prove you have better success than others, even though you talk on your high horse about playing simulation like.

Prove it with a screenshot, it’s not rocket science.

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I like to think I play simulation ish. I have played a little bit of rugby, so sort of understand the game a bit. Although I will say the game doesn’t support anyone in playing REAL simulation rugby, it simply doesn’t behave that way yet in my opinion.

To answer your question I always use strafe on defence in tackles absolutely. I never use Y to tackle. I do not think I have pressed Y in defence once since EA1 lol. It just looks janky and seems highly ineffective to me. Always some AI sausage diving like a clown in try replays :rofl:

I still stop the defence from scoring almost every game on hardest when equally matched or close. I don’t see any point in the Y tackle. I think they should change it to a low and high tackle. Have given in depth feedback on that before though so would say they don’t agree :sweat_smile:

To be honest, a whole heap of the game “features” and mechanics could do with in depth explanations from Big Ant … having people actually understand how to play the game rather than just be left to guess the nuances would probably help a little.

From memory some tutorials did not actually work as intended and some were vague at best. Maybe just me ha ha.

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Oh my sweet summer child :joy:

I used to always play this way as well but I’ve recently found that if you can land a Y tackle it actually has a high success rate of stopping your opponent braking the first tackle. It definitely is janky and doesn’t look great, especially if you miss but if you land it seems to be much more powerful in slowing down your opponent. I try to use it when I can run in a straight line at an opponent, if you run onto them diagonally you have no chance. It definitely needs work to make things look better and smoother.

Hell maybe it’s just in my head :joy: Maybe @JNT_BA can clear it up?

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Would be weird if only a rando lame looking dive tackle actually works first time and normal tackles don’t :sweat_smile: although it wouldn’t surprise me as not much in this game makes actual sense.

Like this gem
9yyru5
User: I just paid €60 for this …
BA: You’re welcome … :smirking_face:

Currently still rather play Rugby Challenge 4 #iykyk #woat

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