Hi @JNT_BA will we still see a possible HOTFIX patch this week, or have you decided to wait till next week?
Itâs already out. As I mentioned itâs not gameplay related its something that doesnât need an actual full patch and went out with the online token.
@JNT_BA does this not still have to be downloaded? Havenât seen an update downloaded this week on PS5 so I also assumed we hadnât had it yet
Edit: ok just read that hotfixes can be delivered without the need for a manual download. Learn some new things everyday
Yeah somethings can be done on the fly with specific functions its far from all of them but will help some of those having online issues mostly.
A slider would be best for offload possibility, I think if your hands are free and depending on the tackle, you should be able to " attempt" in offload, and then depending on the circumstance the ball could go to ground, but we should have the control, if you make the mistake of attempting it while getting wrapped up then pay the consequences of it by creating a knock on. But I believe we should mainly maintain control of this. Nothing more irritating then trying to offload and your player stands like a statue. At the same time, more balls to ground from bad offloads will help to add more scrums. Now that the scrums are being worked on and are going to be awesome it may be a good thingđ. But sliders for offloads would be the best. Rugby 08 had two options simulation offloads and arcadey. To each there own.
Yes was thinking the same mate lol is there any news whatâs been fixed @JNT_BA
My PS5 version crashed last night on one of the extremely rare occasions I tried to view a replay ![]()
When are the team line ups being updated? And kits? If nothing elseâŚ
Quand Gripsocks ?
Quand Estonia winning RWC27 ?
Not sure if this hotfix made some bugs worse or itâs just coincedenfe.
Played a URC game and never had so many buggy offside penalties etc - then at half time a âruck of deathâ and had to quit the game and simulate the match on the competition screen.
Everyone stood around, no way to progress the ruck - timer just kept running.
I dont know if anyone else had this problem.
But my game keeps crashing, It goed literally 5 mins even on home screen and then it just shuts down.
Played one match this morning, the game crashed after the first try (PS5).
Also had some crashes on PS5 yesterday. I hope it will be fixed after official release ![]()
I haven had the hotfix patch
, not complaining after reading comments about crashing iâm on ps5
JNT has already confirmed that the hotfix has gone out. Some things can be patched in without a manual download
Hope we get some sweet sweet stability in the new update ![]()
Umm guys, why is Tom West (Northampton Prop) black? Like his game face is completely different from real life.
I know there has been a lot of complaints with the game, but I found the last couple games to be fairly fun and enjoyable, there feels like there is starting to be some strategy in the rucks, and strategy with quick pick and go type ball, not sure if some of the new stuff is causing a few hang ups in the game, but hopefully they will be resolved, every 2-3 games get the untackeable AI player and the game hangs. Things most needed
- Better and shorter animation sidesteps
- Rucking penalties, separation of ruck steal and counter ruck push over, make them two separate action buttons. Timing and best moment to apply each for better result.
- Set plays
- Have offloads go to ground more if attempted really late being wrapped up
- Have AI use more variations of offensive attack, kicks, up and unders, grubbers, dummy passes, ect, ect (make the AI more creative)
- Improve scrums to have more impact, more risk vs reward, penalties, and more advancement causing the opponent to infringe. Make them harder to win. To easy to time the meters.
- Mauls are a mess, although I scored some nice Maul tries of the Lineouts.
As mention before , as long as the game keeps improving over all, will continue to support the game. Have been playing a Rugby Championship tournament on Medium and overall have been enjoying the game, having to kick for touch and out my own half, game starting to want to play like real rugby. Rucks are getting better and better, but still missing a few actions, if they continue to improve , could have the potential to be the best rucks to date. Add a few more distinct push over animations, and quick grab or steal with the AI opponent not letting go, and getting penalized, and it will feel much more complete. But the amount of turnovers at the ruck although a little more often then real rugby in a 15 min half game, its acceptable (not ping pong rugby if you do not run away from support or get isolated) easy to retain the ball with 1-3 players on offense when you stay with your rucking support. If you go out wide and use forward wide formation , it does seem to help you retain the ball more when you go out wide, again , maybe a placebo, but it really does feel like it help to use the proper forward formation, to retain the ball more. Big Ant , is this a placebo,? Or is it playing as intended?
9.
Ok, letâs talk a little about the Scrum changes. Instantly⌠well, maybe not instantly noticeable, as even I avoid scrums the best I can, we have additional UI in the formation to give a better understanding of expected inputs. Looking at two places at once is just not good, so these will change on the expected button input. You will also be able to see what the AI did, much like what you would see in multiplayer. These arenât as balanced as I would like at this very second, but I will see how it goes between now and the update based on the difficulty set on the match.
The timing and what each phase has undergone a complete change in initial mechanics. These will still be very stat-based, and even if you get a high rating, you can still lose the phase of the scrum if their stats still outweigh yours.
Phase 1 (Set) will now give you a slight bonus to your hook rating so that you can have a higher chance when the opponent is feeding, rather than at the moment, it feels very one-sided.
Phase 2 (Hook) has had a number of balances, as well as an expected input location change and a light change to the vibration to give you slightly better feedback on expected timing. This was previously .1 second, which is nowhere near enough time to make sure you hit it. This has been changed to .5 to give a little more time, but this will still need to be prepped mentally ahead of time, as there is a limited amount of time for the formation phase and input timing.
Phase 3 (Drive)(Repeated) Some changes have been made here to increase the drive distance of a successful drive. As well as the chances of collapse have been reduced, especially at prolonged times of input. So far, I havenât had many collapses yet, but of course, it can still happen. If the scrum turns heavily during this phase, it can be called for a reset, as well as a stagnant scrum is possible in this phase.
As for the UI when getting into later phases you would be unable to even see when the input is required since it would happen so fast, this has been cleaned up a little there are still some changes I want here which is better feedback on potentially why you failed even though you âwonâ on the input bar as well as better quick feedback on the response to the user inputs as this happens very fast.
@JNT_BA will you be able to play the ball quicker to the backline, lets say after 1 or 2 hits without it just collapsing. Currently you can only play quickly from the scrum with the number 8 pickup and something when pressing the left pass (this does not always work though).
You mentioned that you will be able to push the scrums further, this should not just make the scrum move further, but rather give the team pushing a penalty advantage because the team going backwards will be under pressure and possibly collapse the scrum.
The mauls definitely need to get the option to drive further quicker imo.
Looking forward to see the changes.


