Rugby 25 Megathread

Well Val has absolutely smashed it in the feedback for this one. I had a bunch of notes down and hes covered 99% of them. So utilise his feedback 100%

Couple of other things I wanted to mention in addition. Ive been playing on the xbox version all evening and noticed a few other issues going on that I think are worth drawing attention to. (sadly no clips because i cant record the xbox footage but have had all happen on PC too)

1. High Tackle Issue
Theres a current issue, where when the AI is passing from a ruck, if you get off the line quickly to make a tackle (effectively running your own manual blitz defence) theres a really high % chance of conceding a high tackle. I would say 80-90%. Im guessing high takcles are registered based on the speed difference the players are travelling at in order for the tackle animation to have momentum, and a stationary player being hit by a player at full speed in defence causes it to activate. However in this example, the game is effectively punishing you as the player for having superior defensive timing. I have also noticed these happen from a defensive linout, after the AI collect the ball and passes wide, if you rush off the line (fully onside and legally allowed) when you make the tackle on the stationary guy collecting the ball, it will be a high tackle penalty.
This can lead to compound penalties lopping to more linouts and losing loads of territory for simply being better in defence.
Proposed fix
Maybe have a look at changing the tackle height based on the user input. Have B be a consistent lower risk tackle that players can use as a safe option for running a better defence. And as Y is alreayd used for higher risk tackles like tap tackle. Maybe Y can also act as a big driving tackle too, that allows you to drive a defender back but comes with the higher risk of a high tackle, so the player can mae the decision how the hit should work.

2. Touch Line not being judge correctly
Had a few incidents tonight, where kicking the ball out on the full (both from hand and from box kick) the ball lands relatively close to the line but is still out. yet the proceeding lineout is taken from that position, rather than where the kick was taken from. Im guessing theres an issue on how the touch lines are being judge, and may be registering the wrong way within a 2m channel.
Because on the flip side I have had incidents with the ball rolling (in field) along the touchline, or a player running down the wing jarringly switch to a lineout, and it never touched the line, its like the wrong side of the touchline is being recorded by the game as in and out of play.

3. Ball not being collected
Plenty of issues in recent patch with Fullback not collecting the ball when being kicked, and not picking up a loose ball bouncing on ground. Have also seen players not collecting kickoff, and is damaging to online play the most becuase no one on your team catches it, and the opponent sweeps in and grabs it.
ball bounce
headbut
This was an issue in EA5 and was fixed so assume theres already something ready to fix this.

Val mentioned about no ball control in his post, so to piggyback on that I also think it would be great to have an input for contesting high catches. Ive mentiontioned it before. But Rugby 2011 for me had this nailed. Where basically when the ball is in the air, you can hold X and you player will jump to catch the ball. The timing press is entirely up to you as a player, if you jump to early the opposition can leap higher and get the ball, jump to late and you might drop the ball, run too far before pressing it and you miss th eball completely. No QTE, but purely down to player skill, timing and positioning. High risk but very rewarding from a gameplay standpoint whe you pulled it off. Highly urge once again to take a look at that mechanic and see if it can be adapeted to Rugby 25.
I also think it would look so much more visually pleasing to go for that type of button press from kick off aswell, rather than the huge circle graphic that appears when competing for the ball, which still looks dreadful to me onscreen.

4. Quick Lineouts
Quick Lineouts are encountering a lot of issues, AI in particualar seem to have a pathing issue where players will stand infront of the pass but not able to receive the ball, and the ball will bounce off them, and the player still stood in touch will pick it back up and throw it again, the most cycles ive had of this is the player attempt 6 throws, which all bounced off the player and looks rediculous.
linouts glitch

5. Target passing issues
These passing pathing issues, also extend to rucks, I have had a number of incidents using the target passing trying to pass to 1 player but a different player is in the passing trajectory line, and they instead steal the ball and throw me off completely.
I have also had a number of issues in this update with the Target passing selctions swapping multiple times, a player will have the B icon above their head, and as im pressing B, the option will switch to a different player and thus changing my pass wildly. The target passing choices also feel strange compared to Early access. In Early access they were consistent.
A - closest platy
B - 2nd receiver
Y - Normally in the middle of a “pod” or would be in a position closest to resembling “in the pocket”
X- Always the furthest selection available from teh passing player
But they have now changed and dont always make sense, and the players running around cause the target passing selections to shift as you are selecting them.
X target from a linout also seems to result a lot in a 50m bullet pass along the ground and bounces in to touch.

6. On screen cue for players
This is a broader one, I mentioned in my recent video but fully understand not your guys job to watch the videos, so ill try and break in down in text. :joy:
For me, one of the biggest flaws this game has, is not having enough feedback during the game to explain to the player what they are doing right or wrong.
Rucks - Theres been plenty of complaints about the rucks from basically the entire community. But one of the biggest frustrations is that there is nothing in the game to show you as the player what you are doing right or wrong. There is an on-screen ruck bar, but it doesnt mean anything, the bar can be fully orange, 50/50, or fully blue, and makes no impact on the result of the ruck, it feels completely unconnected from the actual actions at the ruck. And almost feels like its behind the ruck by a couple of seconds and so the visual is pointless.
There is nothing to tell the players why a ruck is run, why a turnover has happenned, whether to use the ball quicker, or an option to defend your own ball. Everyone has spent hours basically trying to work out the button combinations for ruck steals, and latest update has made them easier. We understand the button combination. But there is no on screen logic to know WHY im stealing the ball.
I understand B adds players and X steals it (sometimes). But nothing else, players involved seem to have no impact, speed to the ruck isnt something I as the player control but seems to matter a lot.
I would recommend revisitng the ruck system and once again take a look at what Rugby 2011 did with their rucks. You had to spam A to fill a bar, first team to fill the bar won the ball [how simple!!! an easy visual onscreen showing your own and your opponents actions, the impact, and the clear end result of how the ball was won by either side]
Better teams had more impact at the ruck and won it easier, lower rated players didnt have as much impact and so you had to spam A like a maniac to stand any chance. You could also spam too much resulting in a “hands in the ruck” penalty. Again BRILLIANT! A negative consequence for pushing ruck too far.
I really think Rugby 25 could benefit from looking at that system. Keep B to add players, and just make X the button you spam. The ruck bar can fill up as both players spam X, and first one to get over 50% wins the ball. And defensively you have to play it away while the other person spams X to steal it from you, speeding up the game. Adding players can change how much impact each X button has on the bar, and the skill value players have can also impact the ruck.
A clear onscreen visual that displays both players action at the ruck telling the player why the ruck was won or lost, and their actions directly impact it.

Kicking at posts - Seen a number of people mention the converson feeling inconsistent. Ive experienced the same thing. The ball being barely kicked off the tee should only ever be something that happens if the player kicked with really low power. Otherwise it looks rediculous and immersion shattering. I just doesnt happen in rugby.
People also dont know why the kicks dont work, again because there is no onscreen visual to feedback to the player what they did wrong. We all understand its pull back the stick to power up, then push forwards quickly. But 1 in 10 times it just doesnt work.
Rugby 22 had a great onscreen visual that showed exactly where you had pushed the stick forwards, in order for you as the player to realise you aimed it incorrectly and that why you missed.
Recomendation - remove the function of not flicking it forwards fast enough completely! And just allow the kicking power to determine distance. And if you HAVE to keep the trajectory line at the posts. I would add a 2nd line on screen to show where you have pushed the analog stick to show if you are on track or not.
That way the White trajectory line becomes a “perfect kick” line that you are the player are aiming for. And then a 2nd Red trajectory line could appear to show you where you actually kicked, so you as the player know how far off you were on the stick to understand for the next kick. And will also help with things like the player undertsanding the power of the wind on the ball when its eventually implemented in to the game like other rugby games have on conversions.

Overall Update has been good. Still seems easier on end on camera, as hand off is broken on Side camera, and ruck turnovers are harder on side camera. And from putting 6 or 7 hours in to the Xbox version tonight, the Xbox version turnovers seem much much easier than on PC.
Enjoy the new lineout steals. Steps in the right direction. Looking forward to the next update. (appologies for most likely a bunch of spelling mistakes, its 2am, and Im typing this in 1 shot before bed, so hopefully all makes sense :joy:)

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Thanks, will test it out!

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Okay, okay
 I will admit it. Last update won me over! Good on you BA!

But still some way to go!

Please help us add players to the international lineups or clubs!

Thank you.

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Hey everyone, might be lack of knowledge on my side but why does the Romanian Kaufland League only have 5 teams and I assume the other Romanian league is the 2nd division. Is it accurate to real life? And if they’re two divisions could we link them for promotion/relegation for career mode please?

Played another couple of games and really now think that the biggest blocker to this game kicking on is:
A) the way the backline lines up after each ruck
B) the support lines when you make a break
C) the players float about (doesn’t feel like they’re running) too quickly (I think unopposed, the players could go from 1 try line to the other faster than Usain Bolt)

If I were a developer at BA, this would be what I’d focus on next

Then:

  1. Turnovers at ruck, animation is always a pushover even if you jackal steal
  2. Tactical variation (using d pad maybe)
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Hello devs.

Thanks for making a rugby game, even if it seems a bit hard.

Just to signal what seems a bug : The Perpignan Stadium (Aimé Giral) in game look completely different that the one in the stadium selection menu.

The one in stadium selection menu look more or less like the real one, but the one in game look nothing like the real Perpignan stadium.

Regards

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Really think this is a key point and challenge I find with enjoyment in the game. Too many things feeling “unclear” or “out of sync with a players inputs”. I think rucks are such a painful experience because no one actually knows how they are intended to be played and no one knows how to influence them. There’s debates in this and other threads of how to influence the ruck.

Ideally the animations would give you a good sense of whether you are winning/have a right to win or not and if you hit the button to bind, your player that is standing right next to the ruck gets involved (especially if the attacking player is isolated). Then if there is a contest there would be a gradual winning of the ruck rather than a sudden “you win” animation, which further adds to the luck of the draw feel of it. If that isn’t possible, then having external graphics to give a sense of this. Currently there is the bar next to the ruck, but again it currently feels really disconnected from any action a player is having.

This is the most glaring example of this disconnect (as it’s a key part of gameplay and you encounter it a lot), but you feel it in attack (lock in to tackle animations rather than it feeling like a fluid situation - which I think Rugby Challenge did well but overdid it with offloads prior to sliders), you feel it in kicking (honestly I’ve just avoided it for a while, so not sure it feels better) and you feel it in passing (the hold down bumpers is effective at identifying who you are passing to, but often there is too big a delay between holding the bumper and the icons popping up to be useful).

Anyway, just wanted to emphasise the point Mad Dragon raised (hopefully also on the same page and I’ve not taken his comment on a complete tangent :sweat_smile:).

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Whatever animations and alerts they would add to the game, I would hope they are not too invasive and then make the game instantly arcade pinball looking. The off side lines (while functional) were terrible, having the ability to change the opacity of them or turn them off completely would be important. The current ruck metre would be fine in my opinion to reflect any battle for possession, as long as it directly reflected inputs.

I agree with Dragons point about the contested catch ring being too invasive and something more subtle would be far better. There needs to be a balance between making sure the player is aware of when they are required to do something and not making the screen feel too congested with lights, bells and whistles.

Tutorials (Which seem to be ignored sometimes) go a long way to reducing the need for the player to be told what to do at every single step. Icons and alerts should only really be needed for either a timed or button mash mech to be sure you know when to execute it.

I would dread this game looking something like Rugby 22 at the end, that game was just instruction book rugby for me :skull: but clarity for players around the ruck is definitely important. If it worked using real world logic the game showing the status of absolutely everything would not be as important. For example if you were the first one there you were actually likely to either get the ball or a penalty for them holding on. Or if you have 3 forwards there and they have 1 back for example a counter ruck would be very likely to succeed.

At the moment the issue is you do not actually know what is happening or what actually wins rucks. Maybe that will change by the time the game is finished being worked on.

I guess as always, having the option to have these things 
 or turn them off would be best as everyones happy then.

When Patch.

7 Likes

Game is definitely getting better with each patch.
Still a ways to go, but keep up the good work :+1:t3:

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Game has got completely unrealistic after latest patch, half time, wales are leading 13-10 against Ireland!..
oh wait!

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Great rugby 25 dive by Tom rogers

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:joy::joy::joy: fantastic shout! Ireland haven’t mastered the shoulder triggers for scrums either!

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I know there are bigger issues and main focus should be gameplay BUT
 I did a test career mode and noticed they have got Team of the Season and different awards at the end of the year. I like this, not sure if it was in from the start,

HOWEVER

The team of the season is a bit of mess, all the players are wrong positions, the number 15 for TOTS in my career was Thomas Du Toit whilst Charlie Ewels was the Fly Half? Please adjust this, great feature when done correctly :muscle:

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I still can’t play online since last week Saturday’s update

Hello Big Aunty,

build V1.0.2588

-nice to be able to steal lineouts, still a mess once the jumper lands on his feet though. Defensive lineouts players don’t seem stuck after a throw, which is new.
-players catching the ball running seem to be floating, that’s new and pretty lame. It feels as if they are on skates for a few meters.

Other than that, still a mess everywhere: rucks are a pain, with players waiting for no reason before binding, one against 0 rucks that you still cant win, bad referee calls all game long, sometimes in my favor sometimes against me but most of the time the calls are wrong, being kicks in touch, or forwards or offsides for no reason. Passing is still random, running feels even worse now that players skate when they receive the ball


I’ve been through the whole early access, and it feels as if this is going the same way: we don’t know where you are heading, and we don’t feel like you take the gameplay feedback into account. It is as if you spend so much time working on resolving huge game crashes and blatant bugs that we barely feel the game evolving in terms of gameplay. Sure the game doesn’t crash anymore, but I get so bored i turn it off myself.

So the announced roadmap would be much appreciated. I sure would love to know when you plan on working on rucks fro example.

Cheers

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Sliders are desperately needed in this game. This would be a great start.

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Yes Sliders please , Amen, Amen. These will help us fine tune the game to our individual liking.

Weird after I praised the rucks were working better particularly on the Steam version 1.02568 with more variety and accuracy that it felt like real rugby, another patch V1.02588 steam comes out, which seem ok, but did not have much time to test because another patch comes out within 24hrs that puts it back to the previous patch that was before the good rucking patch.
In the current patch, Now the AI on hard difficulty goes 25-30 AI phases, on a Hard AI difficulty to go 2-3 meters on the pitch., With it being very difficult to turn the AI over, and slow ruck reaction.
Current patch, playing on defense is really bad,
Ruck, tackle the first player AI passes to, repeat, Ruck, tackle the first player AI passes to, repeat, for like 25-30 phases, with AI making little to no progress. Extremely repetitive and boring. Hopefully this is all part of a great master plan for tuning. This is what I am sticking with. :slightly_smiling_face:
If not, please go back to steam version 1.02568 ruck settings. So much better for simulation ruck play. The AI would get the occasional Ruck turnover, the player would get the occasional ruck turn over. The offensive team had the ruck advantage all things being equal, but if you played smart on defense and picked your moment with the correct rucking player , you could get a good ruck turnover, or breakdown steal and the AI could do the same. This was my experience with V1.02568 steam update at the ruck. All that need to be added in the ruck was , individual standing tackle contest steal of isolated player with offensive player having oppurtunity to hold on with chance to get penalized, with the animation to support it.

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When we apply logos to kits can they not get streched because it makes it extremely difficult to make the logos look right.

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Did you get a chance to play steam v1.02568 , it was only out for like 48 hrs then it was updated to another, and about 24 hrs after that to another one that was not good for the rucks. But I thought V1.02568 worked well played like 3 15 min halve games. With Argentina vs Samoa on hard difficulty. Argentina rated just slightly better, so two fairly even teams on paper. Being from Argentina , played as the Pumas.

Edit: after some more testing on steam, got the rucks working pretty good now with, V1.02588. See post below:

Can you add real players into your team or is it just your custom players? If you can how?