Not funny. I was just asking a question
Hello Guys,
Nice patch, good new features !
I would like to report a new bug.
The defense on the try line is not in place; it is positioned deep, which makes it easy for attackers to score.
The changes I consider to be priorities for the future gameplay :
- More powerful and faster clearance kicks (the kicker does not have time to clear the ball most of the time); perhaps consider a short slow-motion sequence to adjust the kick.
- Real influence of the wind
- Penalties on rucks (when the defender is on the ruck well before the supports. Maybe a QTE to decide If Itâs a good or a bad contest.
- A wider and more realistic line of attack (the 10 is often 3 m from the ruck, where we should rather find a forward with 2 buddies). Out wide, there is always a second row alone.
- One Player should be present behind the ball carrier, as support but also to allow deep passes, which are present but currently serve no purpose. In caseof line breack, supports tend to converge on the ball carrier to provide him with nearby solutions.
Hope this helps, thank you BA.
@JNT_BA so what are you preparing for us on the next patchâŠ
Hopefully we would like some gameplay updates
Ruck rewarding system/Infringements
Scrum rewarding system/Collapse Infringement not straight throw ins
Line out content mini-game mechanics
Rolling Mauls with rewarding system or infringements collapsing
Set plays
Back line depth and with setup tactics
Forward pods
Running lines etc
Quelle est votre rythme de mise à jour prévu @JNT_BA ?
There are some very good improvements in this patch, side steps probably the most notable.
Although I do have to agree with the other guys talking about gameplay issues, there are still some important areas that need improved.
Obviously the ruck mechanism is poor and really lacks any substantive gameplay.
Jumping for the ball and contesting catches has been removed. Therefore no chance of early air tackles etc.
Very obviously all teams playing a uniform style is also a big negative. There should be 3 different AI gameplay archetypes minimum. Some examples could be⊠A territorial game style where the AI plays for posession and field position. A standard archetype with a mix of territorial play and attacking play. A 3rd style where the AI plays a strongly attacking style with forwards retaining posession and feeding the backs whoâre running fast and elusively.
There are so many clunky things still in this game unfortunately that itâs obvious that hoping for a better sequel is starting to seem like all we have in these areas.
It would be nice though if some minor annoyances were tidied up in this version though.
One such situation is in custom competitions, where EVERY SINGLE game of EVERY SINGLE round is played at 1pm on the same day except itâs a week later. Playing in different weather assigned by the game in these competitions isnât a thing either.
Can we have created teams given their own team lists rather than just all filed in custom. I hope so, my list looks ridiculous with British Lions, NPC and other random teams in the same list.
In any case I hope that a lot more improvements are made on this game before they eventually move on.
Agree with everything you said, if BA can sort these out, we will have a cracker of a rugby game after a year since release!!
First, thank you for continuing to patch and improve the game. We know development under license and schedule constraints is not simple.
I- Gameplay Feedback
We would like to provide precise, structured feedback on core gameplay behaviours that are consistently reported across the community.
The issues are not about realism depth, but about reliability and structural consistency:
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Mauls often form without meaningful opposition or physical resistance. The cluster appears scripted rather than driven by contact dynamics.
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Rucks sometimes create âautomatic linesâ without real contest logic.
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Tackles frequently miss despite correct angle and timing inputs.
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Player selection in defence can feel random or counter-intuitive, breaking user control at critical moments.
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Drop pocket / set play behaviour (e.g. 10 positioning for a kick) is unreliable:
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Input sometimes does not trigger correctly.
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When triggered, the 10 may move forward or position too close instead of setting properly behind the 9.
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In several contact situations, we observe:
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Teleport-like corrections
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Sudden position shifts
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Collision avoidance overriding physical logic
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Taken together, these behaviours suggest that the engine may rely heavily on animation + stat resolution flows, with limited collision constraint handling during prolonged contact phases.
When precise placement or stable positioning is required (e.g. drop pocket), the system appears to struggle.
This is not a criticism â just an observation of recurring patterns.
II- Humble Technical Suggestions (Pragmatic, Not a Full Rewrite)
We understand a full physics rewrite is unrealistic at this stage.
However, we believe some targeted adjustments could significantly improve gameplay consistency without rebuilding the engine:
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Reduce aggressive position warping during contact phases (tackle/ruck/maul windows).
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Introduce a limited âcontact lockâ state once a tackle engages, restricting unrealistic lateral escape.
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Base ruck contest activation more clearly on defensive body presence inside a defined volume.
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Make certain set plays (e.g. drop pocket) fully deterministic once input is triggered:
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Stable fixed positioning logic.
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Temporary override of forward support movement.
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Improve defensive player selection priority rules to favour:
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Closest on-ball defender
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Clear intent-based targeting over probabilistic switching.
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Even small structural stabilisations in these areas would dramatically increase perceived control and trust in the system.
III- Communication and Co-Construction
We appreciate that development is difficult and that pressure from the community can be intense.
The frustration comes from a shared love of the sport and a desire to see the game succeed.
If certain architectural limitations exist, honest communication about them would likely reduce tension rather than increase it.
The community is not fundamentally hostile â it is invested.
We believe clearer dialogue about:
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what can realistically be improved,
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what cannot,
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and what is planned structurally,
would rebuild confidence.
Thank you again for continuing to work on the project.
Can someone tell whatâs in the update ?
JNT posted it here
Thanks mate
really appreciate it from France
@JNT_BA can you update Prem, 6 nations and Top 14 / Pro D2 league and kits ?
I think @JNT_BA said once a month on the 13th but might have misunderstood what he said
Ok so lets clarify one thing which has been 100% annoying for some of you and 100% me. Which even some of you who play the patches early also didnt understand.
When you guys say ârulesâ that doesnt mean anything to me, when you say the rules we literally check the rules that can be broken/established in the game with how the mechanics have been made for this game. What you mean/expect us to understand is you want a âfeatureâ or perhaps mechanic or ability with rule breaks, ok finally some understanding.
Ok so lineouts are quite simple. Too simple to my liking but it is what it is. These will not have âruleâ breaks due to how the base design is. Mid air tackles, again not something that was intended to be in this game, its also not in league, they will not be something that will be added. If you are expecting entirely new bespoke gameplay systems this will not happen.
What we will continue to do is improve what we already have in the game. There has already been some scrum updates, done this week with more work continuing, ruck updates are also continuing as well as the tactics system update. These are the remaining major updates as indicated in the post when I took over this title. Then its fine tuning. The system the AI uses for placements in gameplay uses something that is just referred to as âgraphsâ these will also be continued to be worked on. These are the weird stuff, we just call âjankâ, when the AI cant decide what to do. Get into a maul and drive it far enough and youâll see the ai have no idea where to stand or how to react. Things like that will be refined.
So new game engine for Rugby 2027? ![]()
Having some great close games on Normal difficulty - finding ruck turnovers are making more sense and more influenced by forwards with stats in that area.
Iâm finding âTight Defenseâ also works a lot better than âRush Defenseâ
I would say many were thinking these sorts of changes were an absolute requirement in order for this game to see any of its potential and not remain feeling like an empty shell of possibilities. Not like we were demanding expectant children, more that for what was expected as a quality result, these sorts of changes were essential. Every single person here that took their time to follow this game and additional to comment or give feedback had the same wishes for this game to succeed I believe.
While it is commendable for a company to continue to try and approve things that are in game, if this is largely where this game is stopping, I personally think it would still feel well off mark and under done compared to expectations based on the images and descriptions in store. I am interested to know (Though I understand unlikely to see a response on) whether Big Ant consider this end result reasonable? As in this is about where you expected the title to sit when complete?
Hopefully, if there are any follow up titles they are done on a totally different engine then. The current one seems too restrictive and not fit for purpose in 2026. I couldnât see any future iterations getting any better of a reception unless drastic changes were made.
Just my 2 cents.
Hey @JNT_BA have to agree and disagree with you here. Yes there are these features (which have rules attached to them) that people would like implemented to give the game more immersion (tackles in the air etc) and if they canât all be implemented that is a real shame. However as you say on lineouts these are too basic and that unfortunately is the issue with large parts of the game. Systems (whether lineouts, catching, scrums etc) do the bare minimum with no jeopardy or impact on the game. Every decision in rugby has an outcome which impacts if your team will secure the ball and right now that is glaringly missing. An example I had yesterday, on a line out the ball when thrown missed all my jumpers and hit the ground behind. Iâm not sure if a glitch or not but I immediately went wow that adds some jeopardy to line outs. I want to see risk and reward brought in, I want to see knock ons in tackles, when attempting to jump and catch a ball, penalties for basic rugby infringements. Advance features would be great but please get the basics in.
Where I disagree is on some basic rules. We are 18 months in there are glaring issues still. I had this forward pass by the ai not register, another where the ai offloaded in a tackle, ball went to ground and my player picked up and was blown for offside and finally the dreaded offside player standing down field who can go for the ball. Had this on a game yesterday where I was losing by 2 points on 80 mins. AI box kicked and I thought one last chance but no offside player caught the ball and kicked it out. These things really need sorting as shouldnât be issues 18 months later
Ok so the term engine, thats kinda a nothing burger. Changing to unity or unreal or whatever others ones you may be familiar with. Changing to something else doesnt mean things just get better. Itâs the same process either way.
I literally said a few days ago forward passing needs work. I completely agree.
Oh, I thought I saw Ross state you guys had your own bespoke sports engine. I thought if things were all very complex and with large restrictions it may have been due to the restrictions of your bespoke engine and that switching to a universally used one may benefit the game. But if that isnât the case mb lol.
Na its nothing to do with the engine. Each game we do we do more bespoke updates. As a hypothetical say we change to whatever engine. It quite literally means a new start, theres a whole process of tech debt and a whole bunch of other things. By keeping our bespoke engine means we control the updates we change what we need and our tech debt is our own that we control. Every game we make is a update to the previous engine version.
Even changing engine still means restrictions. Im not ârestrictedâ by the engine from completely changing something but adding in say air tackles. Thatâs thousands of work hours. It can 100% be done. With enough time. I would love to literally rip out some things and start again. But thatâs months of work, its why games take such a long time to make.
Rucks are the perfect example of this. The engine isnât stopping me, how the base game works, with the timing measures I mentioned, are the reason itâs so hard.
