I would say around 5 months ago
Yes @JNT_BA more slots for kit logos would appreciated ![]()
How often do you search?
I didnāt search since 5 months, I only test offline now.
I will play online again when the game is finished and if I have a lot of fun playing it, which is not the case now
The reason why I asked is, because I am battling to find any online games since last week, so I wanted to determine if it is only on my side or have others found the same issue, I know there are not a lot of online players currently, but I usually managed to find online games every night.
@JNT_BA are the roster and kits likely on this update?
As for the scrum collapsing it should have two different ones ideally, one they fail to push properly (or bad timing to the push properly) 2 the user vs the AI has a very strong timing and push that causes the AIās scrum pack to go back causing the collapse, awarding the penalty for the USER. If both pushes are fairly even then the team feeding the ball should be the winner, with better scrumming teams having under the hood scrumming bonuses. Or maybe make the ruck meters go slower the better the team is so that you can time it better and better chance of winning the ruck? Have the ability to push early for advantage vs risk of penalty, risk vs reward sort of like the hands in the ruck, risk (penalty) vs reward (get away with it). Hey, itās in the game:)
Canāt wait to test new patches as usualā¦
When scrum like this flawlessly crafted to capture the true essence of rugby ?

When fun lineouts to immerse me in the world of rugby like no game before it?

When quick side step and running so fast that even Shep could not tackle us ?

When great support and top speed from my friend on the wing ?

When gripsocks to unleash my skills upon the world, rise through the Leaderboards, dominate the pitch, and prove Iām the ultimate Rugby 25 champion!?
As Cricket 26 is announced for November⦠When Cricket 28 ?
The steps towards a better scrum look reasonably promising, but nothing quite like a real life scrum contest where the right amount of pressure can cause a collapse or penalty for one side or the other. Despite them almost never happening anymore, having a small chance of a tighthead hook for the defensive side would also be great.
That lineout in the gif though! Amazing creative lineouts just arenāt going to happen in this iteration, but some kind of re-work to make the existing lineouts feel fun (AND CONTESTABLE) would be awesome!
Finally the fast outside backs (AND SUPPORT!!!) in those gifs perfectly underscore the difference between what should be and what is unfortunately.
Still, I feel like the game is inching along in the right direction, or is that because RL 26, has spent the last 6 weeks messing a lot of things up?
Great to see all these changes coming to the scrum.
When a ball is lost forward will that be a knock on awarded with a scrum? No point on fixing the scrum if there are no scrums ![]()
Career Mode suggestions
When looking for players can we look for certain ages and certain nationalities.
Can we get the stats for each player in the lineup section rather than going to the recruitment side.
Liking the sound of the scrum changes. Definitly needs a few more option around it than pick up with 8 or collapse no matter what, so excited to check it out. Has it also been addressed that you as a player dont need to do any inputs if the AI wins the hook? You cant win the ball back, but theres also no punishment for not engaging as the non AI player once you lose the hook last time i played.
Oh and also, the flankers sharing shirt numbers being on the same side? I cant remember when that changed, but it was a long time ago, while in the modern game, a lot of back row players can play all 3 positions, and teams do have 6 and 7 swap sides as needed in scrums. The general setup for a scrum is the 6 to be alongside the 4, and the 7 to be alongside the 5, for each team respectively. So wouldnt have both players in a 6 shirt staring at each other in every scrum for every team. There are examples that break the rules like PSDT for South africa. But more often than not 6 will be on the left, 7 on the right for each team respectively, rather than as a scrum as a whole.
Contept Idea:
Something ive not tested to any extent but just thought of now when you mentioned the idea of stats being involved.
On the āDriveā section, does the LT and RT inputs have any bearing on the respective Left and Right side driving forwards?
Like most people I feel like i probably hit both triggers at the same time to get the QTE to be counted.
But would there ever be the opportunity to have the triggers be independantly representing each side of the scrum? For example:
Scrum has finished the āHookā section and now on to āDriveā. If a player hit a perfect green timing window with RT, but a red timing window with LT (or not hitting the LT at all) , then the scrum would be pushed forward from the Tighthead props side, but not the Loosehead prop. Resulting in the scrum wheeling or maybe collapsing specifically on the Looseheadās side (as that side had a bad QTE) regardless of who won the hook?
On the face of it, you would imagine most people wont mess up that timing, because you will hit both triggers at the same time. But obviously there will be ever so slight delays between the 2 different presses. If you then compound that with it being contrasted by the QTE timing on the opponent on their 2 sides aswell, you could make for some actual hard fought scrums. If the way the Scrum QTEs worked was similar to the Contestable Catches timing for both players.
So ifā¦
Player 1 wins the hook, both players have 1-2 equal drive phases so the scrum holds in position, but then on the third QTE -
Player 1 has great timing on LT and RT
Player 2 has great RT but only good LT
Then the scrum gets a push forwards from Player 1s Tighthead prop side, slightly wheeling the scrum. Allowing the scrum to move forwards, or collapse on that side if the tighthead prop gets 2-3 slightly better shoves, or 1-2 MUCH better shoves?
Could the bar speed filling up also be impacted based on the previous one?
So in the example above, after the first successful shove by player 1. Maybe player 2s Bar fills up quicker on the next QTE, to show that the player is under pressure, making it harder for you to hit your timing window, and you have a kill bar at the very end, so leaving it too late to input the QTE means you missed the shove and immediately collapse on that side.
Meaning with each subsiquent shove loss, it becomes harder and harder for that side of the scrum to hit good QTEās, making it more likely to collapse on that side.
The speed differential could also be tied in to that players scrum stat, so is a Prop is rated 99, even after a shove loss, the speed difference isnt too much, so show that even they lost 1 QTE, they are a composed scrummager, able to regain the scrum again.
But a 20 rated prop, might have the speed increase by a lot, to show this low stat scrummager cant take on the power of a superior prop, once the advantage has been lost.
I think it could lead to lots of different outcomes at scrum time.
- If 2 players are equally good at the timings, the scrum just stays stationary, and eventually the player you won the Hook will just have to play the ball, either passing, running with the 8 or the 9.
- If a player doesnt have good timing inputs with their triggers vs a player is good at both sides. The scrum can be driven back square like a Springbok side blowing the opposition out the water, awarding a penalty, whether they won the hook or not.
- If 1 player is good a both sides vs a player who is good at 1 side, the scrum is likely to wheel around, and collapse on the side of the bad QTE inputs.
- If both players have bad timing, it can collapse in all sorts of ways awarding penalties.
- If a player is skilled enough, they good have a slightly mis-timed QTE, be put on the back foot, but regain composure, meaning the scrum still stays up, and the ball has to be played out. As with outcome 1.
It could also have other impacts, props with minor injuries may have to deal with fast QTE because of the injury making it harder. 1 side of the scrum collapsing multiple times can award a yellow card to THAT specific prop, rather than the Red card for the number 8, how it stands now.
But the much broader change would be, there would be a whole other bunch of ways a scrum could be won, rather than it needing to be played straight away, marching forwards robotically, or collapsing randomly.
You could end up with players becomming amazing at scrums and want to keep the ball in the scrum aslong as possible, backing their own QTE input ability, as kind of reflects teams like South Africa in real rugby.
And players who dont like scrums, who want to win the hook and play the ball as fast as possible, knowing the other person is better at scrums. And adds a level of player skill and tactics into the mix.
Dont know if this classes as a āfull reworkā, but thought it might be able to tie in what alrwady exists with the QTE system, but just applying a trigger to each respective side.
Im sure in coding terms its way harder than ājust change itā. But hopefully you get what i mean ![]()
Haha yeah thats a from the ground up rework haha. While weāve been doing all these updates bit by bit weāve also been redesigning or designing complete new systems for if we do another similar title in the future. Even just yesterday I was like āhey i want to do insert crazy ideaā yeah months of work on just one little area. So it goes on the future board.
Just a thought on mauls, perhaps for a future iteration of the game. Once bound, mauls could be controlled by the left stick as you are advancing or defending. By moving it in one direction or another, the opposing player/ai must match this input to counter it. This will allow the maul to change directions and throw players off the side if the input is incorrect (these discarded players would then need to rebind)
Itād add a bit more jepordy and strategy yo the mauls rather than just bind/push/pass
Hey @JNT_BA thanks for the explanation on the scrums. Is this the final version for scrums in this game? Obviously hard to tell from a picture but also share some of the disappointment that this isnāt more complex. To me a few basic things Iād love to see; pack weights shown at the start and them having an effect (replaced by scrum wins later on), warnings and free kicks for very early engagements, ability to wheel scrums and even a meter to show which team is dominate.
The scrum weights being shown at the first scrum
The meter showing the Springboks starting with a larger % of the meter due to having a heavier pack (+5%) and greater scrum skills (+5%)
The initial engagement setting the tone for which team is in control. The team that wins the hit gets +15% on the meter. Engage early and itās a warning or free kick to the opponent
After the hook the first good hit gets +10% and each one after gives +5%. At 95% itās a guaranteed penalty. A good team can easily get there in 1 engagement and 3 pushes
@JNT_BA Is it possible to get an updated roadmap please? The last one I remember seeing was the 27th June āFuture of Rugby 25ā.
I appreciate the reason for not including time lines for implementation, though the direction of the game over the coming months would be great.
Quand gripsocks editor ?
1500kg per forward pack! No, please ![]()
Almost 200 kg for every single forward, ha ha.
@keo15 haha my bad. Thats why I shouldnāt rely on ChatGPT to give everything correctly
Well I think JNT said he had things planned up to January or February 26, if Iām not mistaken.
So I guess 4 or 5 more patches and here we are with R25.



