Rugby 25 Megathread

Ummm I’ve been pretty open so far in what has gone in that I have directly instructed. At least the “important” stuff but there will be some not patch notes worthy changes as well. Some audio balancing, some adjustments to some other little things but are big in my book to not take me out of the game when I play.

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I am excited to see the new refs in game. How big is update compare to other updates we had last month.

I will note that with the update to the Aerial changes that we didn’t get in the catch to try functionality. This was dependant on having try’s not always being dives being reintroduced. No idea why they disappeared. They will be retuning with an option to choose either dive tries or just a normal ground try animation. With some safeties removed from dive tries so they will be a little risker based on the plays.

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I am excited for future updates aswell especially when u can update squads.

I can’t go back to union now JNT :rofl: not unless there is some cool stuff that happens. The option for put downs is awesome though. Some simple things like that make the little differences.

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Na bro, you get out of my area then. You go back to the league threads :rofl:

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Hi val. Rugby 25 will get better now jordan working on it.

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But you are in the league area too :melting_face: I need broadcast camera to go back lol.

#lifechanging

And hi Danny @D.1984 :waving_hand:

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Lemme see what I can do.

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So, I’m guessing that some of the safeties removed for dive tries basically means that if the person going for a dive try is contacted by a defender attempting a tackle, that the better the contact the more chance of a knock-on? If so that would be fantastic.

Back to what you said about the punts not being 40m kicks, that kind of surprises me because the best 10’s in the world if set right can kick the ball 50m. I know that’s not typical under pressure but 40m would be well within the clearance range of probably the top 50 flyhalves in professional rugby.

In a video game context, there is currently no reason to punt a clearance kick. In fact it is detrimental. The ground gained is too quickly reclaimed by the receiving side and too easily. Perhaps this is because often in real Rugby when a clearance kick is done if it doesn’t find touch it has often been chased hard by other nearby backs to help shut down the counter attack. There is no increased pace and intent by the chasing team after a punt kick. So the receiving team gets the ball and fends back through the kicking team back to where it was kicked from and beyond.

Anyhow I can’t judge until I’ve seen it but looking forward to seeing some kind of change and appreciate that you and team have taken a look at the implications from a side cam view. Thank you. :slightly_smiling_face:

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Yes finally been waiting for this since day one :joy: genuinely JNT your the goat

Hi ,@JNT_BA!

I know that later on you guys will work on pods so i want to give you a suggestion off a simple basic pod formation !

The screen is from RL26 ,ball was played out of a down !

So here is what i would love to basic see after a ruck in Rugby25 :

A group of 3 forwards in tight position with No10 (flyhalf ) behind them will offer the next scenarios:

1-each one off the 3 forwards and fly-half must be available with target passing( maybe for the fly-half the same like when you drop for a kick rb+lb)
2- after they recive a pass out off the ruck each of the 3 forwards must be able to give the ball to No10 if the tactical option is not to take the contact and play out wide with the backs(i think the double tap pass will work) or to another team mate from the pod (targeting pass since the double tap pass is for no10 ,or feel free to choose what work best for you)

Pods offer a doublethreat since defence is all the time in question on what attack will do ,they provide sometimes, a gap in defence where the split between a heavy man and a back is and if that gap is not there,for sure defence is outnumered wide!

A sort math:

Pod vs backs= total damage (means 1/2backs in that ruck from defence and a full attacking back line available wich means on a side of the pitch there is 1/2fast guys wich have to be defended by heavy players)

Back vs 1/2/3/4/5 = 85-90% sidestep succes ratio
In open space
Backs vs 6/7/8= maybe 70-80% -,-
Backs vs backs=50/50
Forwards vs backs = maybe same ratios regarding hand off and bumb off

Rugby is like a chesse game and everything what a player and a coach want is a fast ball out of ruck and a big guy vs a small one in contact or a fast guy against a heavy guy on a 5m channel I hope we are on the same page🫡

                                                       Regards!

Again, I’m working with the terminology in place, I won’t even say it’s what it should be called.

We need to stop thinking about the name and focus more on the idea and difference between the kicks. Much like how in the past the term “BMI” was used it was not in reference to the actual BMI scale but the name of what we have it in game.

The kicks are meant to be different for different uses. If they were meant to be the same I would just take it out.

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There is no way for me to know when it goes on anything but Steam. I can’t answer that. The only reason I can answer about Steam is because I push the button when its ready.

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Cant wait to test out the new aerial mechanics on the new stadium, which im guessing is in heaven? :joy::joy::joy:
This might be the most striking xbox colour issue ive ever seen in this game.

Like theres kit clashes… then theres this

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I don’t know how you keep getting these!!! I’m going to just go with user error :rofl:

There was some things added to the Xbox version to help with these things… :crossed_fingers:

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Hi JNT are we getting tmo working tomorrow with the risk dives

You should know by now, if theres something that can go wrong, I will stumble into it :joy:

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As I mentioned above

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