That’s unfortunate, will there be any other changes/addition to look forward to? Or is it mainly only the mauls that gets reworked.
Mauls are the big rework. Updates to lineouts and quick throws as well. They’ll be visually the same but some of the weird decisions and passing have been cleaned up.

The show must go on
Do you think it would be possible to have the new kits for international teams like France, South Africa, Scotland, Wales, Ireland, etc.? Would it be possible to integrate custom logos onto the pitches using the stadium and logo creator? Would it be possible to update the kits for the Top 14, the Gallagher Premiership, and the squads
Hey,
Any chances there will be something on the sidesteps ? It is fustrating to see a winger with stats above 90 or scrum half like Antoine Dupont not able to perform one. It kills a lot of gameplay possibilities.
Cheers,
Thanks, for the reply @JNT_BA, is the the ruck mechanic still being tweaked/worked on? I know it is a lot better, and some guys are figuring out ways to time it and it feels better, but I am more interested to know if the Jackal/Steal option will work better in future? If next week is the next update, it seems that it is likely that we will only still get one more update after that before you will be closing for the festive season, hopefully some of the smaller issues (Punt kicks, Scrum inputs, Side step, squad & kit updates) can still be addressed in the next two patches.
I assume formations and tactics will only be introduced in the New Year?
Correct. I have a estimated date for the URC stuff to be completed as its a whole bunch of new art. Hopefully that will all be approved by then if not ill drop it as soon as I can. Rucks are still something im not super happy with. Punts, not going to make promises on anything. While yes some people want them to be more powerful in general. They’re actually working as intended based on timing inputs and player skills and are getting the amount of distance intended. There is lots of counter feedback to some people’s feedback here and until im happy with a middle ground I wont be changing them.
Especially with my new Rugby data guy who started recently to update lots of the player skills in the future.
I guess as an added point to punts. As we get closer to more conflicted individual feedback. Just means it will be on a slider.
And the Top 14 and the Pro D2 ?
A Rugby Data person joining your team
This is positive for player stats/skills.
Look forward to seeing future updates of player stats.
I said a good while ago that I can appreciate that sliders cannot be added until the team ascertain the low and high limits of each parameters “scale”, and what the increment gaps decreases/increases the sliders will be covering. So until u know the limits, for all the parameters that can be given sliders, u cant introduce them i guess. Hopefully that is sooner rather than later, and many of us will be very happy.
Have uploaded the kits for the team was uploaded last night unfortunately not badge or sponsors on
I’m sorry @JNT_BA but this is just not what I and many who have commented on here are seeing with regard to punt distances. I’ve had a go today at testing this out and I’m not able to get a punt to go more than 40m-45m (point of kick to first bounce). This was trying with both NZ and France, on the easiest setting, skill based in-play kicking enabled, dropping the FH into the pocket and kicking in a straight line down field. With Ntamack or B Barrett I’d expect a simply kick straight downfield to be closer to 55m-60m every kick but I’m yet to see these distances achieved.
There is also a clear difference between distances from different restarts. Kick off I can kick it just into the opponent 22m (max distance 40m) but then on a goal line drop out I can kick it into the opponent’s half (about 55m). These are the same type of kick with the same player so there shouldn’t be a difference. Same on a punt from a mark or penalty. I can kick these 55m but general play kicking it’s maxed to 45m.
I just don’t see how this is the intention when it’s well known that top international FHs can easily kick 55m. If the human player is punished for not timing it correctly then that’s fine but it’s possibly set too high a punishment right now especially as the difficulty goes up. I’d also argue that mistiming should have more impact on accuracy than power.
I guess the counter-feedback on punting distance is likely to be in-house testers, because I have seen almost all of the forum feedback say that the punt distance needs to be a little more powerful.
Of course we are the paying audience not the in-house testers so I’m guessing our say is possibly not quite important enough.
Right now it’s far too easy to play a possession game and go the length of the field passing and recycling the ball at rucks and kicking the ball away only results in the opposition reclaiming all that territory usually within a phase or two. Especially in two player games.
I’m glad that there is going to be a slider option because even if as the end user we did somehow slightly increase kicks beyond a realistic range, at least then tactical kicking would have a good strong useful purpose.
What about the ball physics upon landing after a punt? The ball always seems to lose a lot of momentum and doesn’t ever seem to kick on end over end to roll into touch. There’s nearly always a very halting reaction to the bounces after landing from the ball. I suppose we’ll hear that we’re probably wrong on that front too and that the rugby ball bounce is realistic.
The game has improved significantly, but bugs continue to frustrate the player experience:
-
It’s impossible to defend near the try line. The AI can dive and is unstoppable, or the last two defenders spread out to the right and left, leaving a huge gap for the AI to score.
-
The selection of the first defender is still random and irrelevant.
-
Rucks and turnovers are also random and not based on who arrives at the ruck first. It’s impossible to quickly extract the ball and create gaps in the defense.
-
After a knock-on in front of the opposing team’s try line, the referee blows the whistle, and I find myself on my own try line (at the other end of the field) having to clear the ball as if I had grounded it in my in-goal area… even though I was 2 cm from the opposing try line, on the other side of the field.
-
Kicking (chase kicks, up-and-unders) during play is still ineffective, and player movement/positioning remains chaotic.
-
High tackles are immediately penalized with a red card.
-
All teams play the same way.
-
Career goals do not update.
-
If one player is injured in a match and another is injured in a different match, the first player’s injury will change, and their recovery time will be affected based on the second injured player’s injury.
Thanks again for the improvements ![]()
Interesting recent posts on punt kicking mechanics and length. I generally like to use the kicking game over the passing/recycle ball possession game. I do very well with box kicks. There’s lots of (gameplay) time to get them off and they can travel quite a distance (estimated 30+ metres)…..although it’s not usually beneficial to boot them that far.
A well directed box kicks can relieve pressure when defending goal line or start a cheeky attack.
I don’t have enough skill/ confidence of how the game plays to use more of the take ball into contact areas and recycle. Although I would like to play more of this game style.
@Gillymore sure I get what you are saying but box kicking isn’t the issue I was getting at. It’s one of things that I think actually works very well but to me is completely separate to general punt kicking (especially as the mechanics are different)
I find that you can’t exploit those little bits of space behind as that extra bit of distance is needed to properly get it over the heads of the wingers or fullbacks. I want to be able to kick over a FB/WG’s head and chase up to pin them back or get the 50/22.
Box Kick works pretty well, but kicking during an action, kick over the top and kick to follow are very tricky and the wingers and full back are always too far or too close…
Yes, kicking is pretty good now I’d say, certainly in comparison to earlier builds. Have you ever taken a mark though? I haven’t had a single one since they were brought in. The AI never seems to kick in attacking positions, which is a shame and something I hope Big Ant look at.
I think the last kick thing to fix is actually making I more stat based - that should affect point distance, accuracy etc. it still feels like everyone kicks the same (I can do the same scrumhalf box kick with a forward as my #9, and my outside centre kicks as well as my flyhalf all whilst having different kicking stats.)