Just putting in an idea for adding a bit of depth to the tackling mechanics and in turn the gameplay as a whole. Shoutout as always to my rewording assistant CHAT GPT.
Tackling Mechanics & Penalty System
Adaptive Tackle Height via LT
Proposes using LT as a “lower tackle” trigger, similar to preparing for a return in TieBreak.
Timing the LT press determines the tackler’s body position and the resulting tackle height.
Early LT Press
Achieves a lower body position, minimizing the risk of a high tackle penalty.
However, the attacker’s arms remain free, increasing offload opportunities.
Late LT Press
Maintains a higher tackle position, making it easier to stop or disrupt an offload around the chest area.
Increases the risk of a high tackle penalty if mistimed.
Risk vs. Reward
Encourages strategic use of tackle height.
Offers variation in both offline and online play.
Enhances realism by simulating the split-second decisions defenders make in real matches.
Considerations
Implementation Feasibility
May be more suitable for future releases if not aligned with current development timelines.
Could be integrated into future rugby or rugby league titles for added depth.
Overall, this concept introduces a new layer of defensive strategy by tying tackle height to user timing, creating meaningful risk-reward scenarios and aligning with real-world tackling techniques.
Thanks again for taking the time to read feedback. Looking forward to the next update!
Another very well put together point, can big ant not take you on in some sort of consultancy role? If so all I ask for is 10% of your earnings as a mitigator
Again just putting ideas out there that are unlikely feasible for this game but maybe in a future? CHAT GPT as always the articulation hero.
Below is a structured breakdown of the proposed Scrummaging Mechanic This approach emphasizes depth, authenticity, and varied outcomes—all of which reflect real-life scrummaging battles.
1. Introduction
The Current Issue:
Existing scrum mechanics rely heavily on simple, static timed events that don’t reflect the real back-and-forth battle in a rugby scrum.
Scrums in real rugby showcase pack dominance, technique, timing, and power generation—all elements that make rugby unique.
High-Level Goal:
Introduce a more interactive, skill-based system that rewards coordination and timing.
Capture the sense of “winning or losing” one side of the scrum, not just a binary single-event outcome.
2. Proposed Scrum Mechanic
Overall Concept:
Top-Down View: Switch to a distinctive camera angle during the scrum to give players a clear overview of the scrum’s “shape” and potential movement.
Controller Inputs:
Triggers (LT & RT) represent the left and right props, respectively.
Analog Sticks (L & R) drive each side of the scrum independently.
Face Buttons (e.g., A) used for power generation.
Layered Timing Events: Engagement, hooking, and subsequent shove phases, each with their own timing window.
3. Key Interactions and Phases
3.1 Engagement (“The Hit”)
Timed Button Press
Press LT and RT simultaneously at just the right moment (the “hit”) for a perfect engagement.
If perfectly timed, your pack gains a slight advantage; if mis-timed, you suffer a penalty to scrum stability or power.
Why It Matters
Real-world scrums rely on the initial collision to set the tone for dominance.
A well-executed engagement gives you a head start, but it’s only the first step.
3.2 The Hook
Hooker’s Timing Event
A separate, smaller timing window to “hook” the ball back through the channel.
A successful hook provides an additional scrum performance boost to the attacking team.
Failure or mis-timing can let the opposing side disrupt possession.
User Feedback
Might see an on-screen meter or timing bar.
Perfect timing glows green; partial success is yellow; complete miss is red.
3.3 The Shove (Driving the Scrum)
Independent Side Control
Use L & R analog sticks to balance power across each side of the scrum.
Shifting too much force to one side can wheel the scrum—good if you’re attacking from that side, risky if you lose control.
Button Mashing for Power
Press A repeatedly to generate forward drive.
Overdoing it on one side (e.g., focusing only on the loosehead side) might cause the scrum to spin, leading to potential penalties.
Varied Outcomes
Perfectly balanced power = more straightforward drive and stability.
Intentional or accidental wheel = could earn a penalty if it’s deemed illegal.
Slipping or losing balance = might result in a collapsed scrum or reset.
4. Post-Scrum Attacking Options
Simple Set Plays
Y Button: Number 8 picks and goes directly from the base.
A Button: Scrum-half (9) picks and snipes around the fringes.
X Button: Number 8 breaks then offloads to 9 running a wider angle.
B Button: Scrum-half picks, then passes back inside to the 8 on an angle.
Why It Matters
In real rugby, the scrum is often a platform for creative set plays.
Giving users multiple quick-access options mimics real-life attacking variation without needing an extensive playbook menu.
5. Gameplay Feel & Authenticity
Risk vs. Reward
Overcommitting power or mis-timing the engagement could lead to penalties or loss of possession.
Successfully coordinating triggers, sticks, and button mashes across the entire pack can dominate the scrum—visually and mechanically.
Visual / Audio Feedback
Pack shifts and commentary highlighting the scrum battle.
Subtle on-screen indicators if one side is starting to wheel or if stability is compromised.
Complexity for Depth
Beginners could still “button mash” to shove, but more advanced players learn to nuance power distribution on each side.
Encourages practice and mastery, giving scrums a skill ceiling.
6. Implementation Considerations
UI & Camera
A brief cut or zoom to a top-down camera helps distinguish the scrum from open play.
Simple overlaid prompts for triggers and sticks to convey real-time scrum balance.
AI Behavior
AI must respond to user inputs with a sense of counterbalance—pushing back harder on one side if the user focuses there.
Difficulty settings could adjust AI reaction times or emphasis on perfect engagement timings.
Penalty Logic
If the user repeatedly wheels or collapses, the referee may penalize them.
Balanced timing and strategic distribution of power keep the scrum legal and stable.
Online Multiplayer
Scrum mini-game between two human players would intensify the psychological battle.
Latency must be carefully managed so timed events feel fair.
7. Conclusion
This Scrummaging Mechanic proposal brings a new level of tactical depth and skill-based gameplay to rugby scrums. By combining timed engagements, independent side control, and authentic set-play options, it elevates a crucial aspect of rugby that is too often simplified in video games. The end result is a dynamic, immersive, and rewarding scrum experience that aligns more closely with the real sport’s complexity.
Thanks again … again … for taking the time to read feedback
Does anyone know that if we get patch updates that improve gameplay for example “Ai attack or passing” , will those changes be seen in a saved coach career or competition ?
Would I need to restart a new coach career or competition to see the new changes ?
Obviously gameplay is the main thing that needs to be fixed right now, but I noticed some things this evening while playing that really cements the fact this game is not fit for release.
The commentary is comically bad. There’s constantly generic lines that have nothing to do with the context of a match. My favourite is the “terrible kick” comment when you’re going for touch on a penalty.
Another thing is the lack of weather conditions. I missed this because I’ve been thinking about what would improve the gameplay, but come on, the weather options literally do nothing. Why have a “showers” option if it doesn’t do anything. All that happens is the commentators mention it’s going to rain, and it never does. So there’s no rain or day/night settings which is a real shame and should be a minimum in a sports game with a AAA price tag.
The game really is essentially just the licensing and a beta version of some rugby video game mechanics. I am having some fun with it, but I just keep finding issues.
@JNT_BA A quick suggestion for you seeing as I’m new to this type of gaming so finding it extremely hard to even win a game even on “easy” and “easiest” (until I get the knack of the game then I’ll go up to “medium”).
Firstly, I’ll see how passing update goes because I just can’t seem to get many off due to how quick AI comes up onto me,. target passing isn’t easy for me either because it’s always a “forward pass”.
Rucks are also so complicated, once I am on the ground I get 3 options, the one for bind; one for tackle contest " and the other for "steal ". Which one is it?? The same happens when I’m recycling the ball during rucks, as soon as the player picks it up, the AI is up on them like a shot meaning I’m getting no forward foot ball!!
For someone knew to this game, it’s so complicated to get wins, I’ve even tried what I got suggested last week but none of them worked :(. I am going to persevere though because I fully trust you guys to get it right soon ;).
I’m not sure if I’m the only new rugby gamer here so I thought I’d put my point of view across, hopefully I’m not being to harsh with my post!
I’m actually really encouraged by the updates and looking forward to today’s. The passing needs to be more fluid and the last pass to the winger actually going to hand will instantly improve things.
I won’t go on about the other things that have been said as many other improvements needed.
I do want to call out that I am having fun with the game and think it has even more potential.
I feel there’s a lot of mechanics that have been built into the game but for some reason aren’t working as intended yet. Example is I saw a player duck to get out of the way of a pass when in an offside position! If that actually were to work that is a pretty deep design and really quite cool. The bump off that the AI can now pull off is great, but I can’t do this as a player yet. I also struggle with side steps.
If all the quirks can be ironed out then this is going to be pretty great.
Tip for getting some almost flowing rugby - hit a short runner from the ruck into midfield. As you are about to be tackled double press pass to pop behind to a support runner who can then run through the gap created by the tackle. Feels good to string a couple of passes together to break the line rather than just a one up runner handing off and breaking through.
Please keep going Big Ant!
Once the passing is resolved, the biggest other issue in my view is the defence. When playing online, against guys who can attack it is almost impossible to stop them due to lack of responsiveness when changing defenders or wanting to tackle. Defending is very easy agains AI one passes, but online gaming not effective.
Need to change the positions also just have lock and wing no left wing right wing also I find kicking it to touch quite hard the defence rushes to fast and can hardly get a kick off
With regards to this, as well as letting us customise rosters and lineups, is there no way to do regular updates to lineups anyway? You know the way FIFA downloads the latest squads and form every time u play it, I know bigger more advanced system but just curious
Just had another game, and there does seem to be some sort of issue in relation to the skill moves, (the handoff, side steps etc) particularly on side cam.
I was playing as the All Blacks up against Japan and you would think that I would be able to get one skill move out on easiest difficulty with those two teams but no, not one step, fend or hand off. I can see the steps happening, but no timing seems to beat even a weaker opposition, (on Easiest).
I also noticed when trying to kick out of my 22, that when my player receives the ball he can’t kick immediately, I have to release the kick button and push it again to get him to kick it. General kick directions when I can get it away are usually fairly accurate though.
Really hoping that the new patch will enable the wingers to add themselves to the back line, as I’m still finding them in a useless position several metres behind the centre.
A bit of a fancy idea, but if they do get the wingers running much better support lines, it’d be very cool to be able to call for the winger to run a support line cutting in off the centre. Could probably do this by calling it when the first five-eighth has the ball and activating it with something like clicking in the right stick 3 x quickly, like a variation on the skill moves. Maybe doing it 2x would send the fullback there. A bit much I suppose with the state of the passing at the moment!
Anyhow there’s an enjoyable base there, really looking forward to seeing how these patches progress!