Rugby 25 Megathread

Another very quick one from me tonight before I play this again :slight_smile:

It’s one looking for advice fwiw :stuck_out_tongue:

I discovered that the best defence option is to go with ā€œrush defenceā€ so what is the best attacking option and what are the options available?

I’m a side cam player myself and what Ross is saying about more players playing end on is true and it goes back a long time now.

I was an admin on The Rugby Forum for several years and we conducted surveys with nearly every game that came out and after a LOT of feedback we discovered that the End On cams would have something like a 55-45% advantage on average. This increased a lot more when side cam was poorly implemented and depended on how poorly implemented it was. Some games where it was terribly implemented it got massively higher percentages.

There are certainly people playing End On on Rugby 25 right now through lack of choice and better end on implementation.

This said, given historical data for other games the percentage of users who use side cam cannot be so insignificant that it’s worth stalling those customers and ignoring what are flat out bugs?

Ross’s answer explains the poorly implemented angle (lack of height and angling down towards the players more), it’s simply they’re catering to the bulk of their customers. Understandable, but surely an approach of ā€œfor now we’re stalling a decent subset of our customers with actual buggy issuesā€ is not the way to go?

Some of the issues they are currently exploring and fixing are issues which will only matter to a subset of their customer base and not so much others, this is always going to be the case. So I’m hoping they will help out us side cam users at some stage?

One last thing, side cam is so much better for local or couch multiplayer, as the whole screen doesn’t spin around for every change of possession. It’s much better for both players having a similar and tv broadcast like angle to play the game from.

Big Ant are generally doing a great job with fixes so far, piece by piece this game is getting better. I really hope they can help out us side view players.

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This is so stupid isnt it, if you cant be assed to implement it properly then dont have the option in the game :joy:

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But…broadcast camera… :sob:

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Anyone know who’s the guy getting face scanned players and releasing them on the Fanhub/Community?

I know you have to be on PC to do it.

Would be nice if we could also pick either a default UI or real UI from other comps when creating a custom comp. And have different custom comp UIs to select, such as centre bottom of screen with the team’s full name displayed

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It’s you lol?? Or am I wrong

I find you can spot space on side cam, but you have to move the defence around attacking different sides with forwards and then try and move out wider with quick ball. It tends to work better as the opposition tire (this feels like a legit thing - and would be improved when the AI can make subs I guess).
If you select a runner aligned to a slightly wider gap in the defensive line you can get through - esp if they have pace and you can get the hand off working.
Keep at it - it’s well worth it when you get a break and some passes together.

Broadcast camera means they the E-SPORT players can do their thing. It’s a non negotiable in modern sports gaming, look at how EAFC’s competitive scene has gone. Tap into that market and the sport of rugby gets in front of new eyes.

Rucks turnovers happening at the proper time now. You do have to manage your rucks. When to send 3 players when to send 0 on defense and when to send 1 or 3 on offense. (Would open up the gameplay if we could send in up to 5 on rare occasion) Just have to have better animations for the end result. 1 defensive rucking player should be able to Jackle or Steal the ball, he should NOT be able to plow over 3 offensive rucking players in the process. The only way to steal in the ruck is by plowing over the other team, this is unrealistic, again the end result is good, you gain possession, and the timing is good but the animation for it is not good. I have 1 or 2 times as the AI has stolen the ball in the ruck without plowing through other players, but that was because there was no opposing rucking player in front. Fix the Y to function like it should and like the tutorial states which is contest the tackle, stand up and steal, (ā€œWITHOUTā€ the plowing animation) don’t get me wrong, I like the plowing animation when it’s under the correct circumstances.

Good thing is, we are headed in the right direction. Have been playing lots of Rugby 22 and Rugby Challenge 3 to compare.

There are many things Rugby 25 is doing better. The control of players and animation is better at times when the players hit the gap, they really hit it with good, exciting pace, better than Rugby 22 and Rugby Challenge 3. The animations for sidesteps and fends and bump offs are better, when they work. The multiplayer tackles in Rugby 25 are nice, just need more variations. The different animation for getting up from the tackle is also nice, just have to implement it correctly so that when you do a standing tackle you have a better chance of a Jackle if isolating your opponent (and I mean jackle/steal not a plowing through the other player animation) so there are a lot of good things, but things like, mauls, scrums, and lineouts need to be given more importance, and deeper systems are needed, if you want to make a great ā€œRugby Unionā€ game.

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The passing is starting to feel like rll3 which is a good thing, it’s so much more enjoyable. If we can now smoothen out the animations and bugs and ai attack we are onto a winner here

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AI need to have better options when they get a penalty instead of opting for a scrum ALL the time

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Loving the player in the pocket, making the kicking aspect better.

Passing is ok, had a few loose passes when theres an overlap with good support runners, tap the tiggers and lobs the ball into touch. Similar issue with offloads, getting a 20yard bullet pass into touch. Or should i be using targeted passing here?

Main issue i have is the rucks are very hit and miss, from game to game, even with same teams and level. One game I’ll win 55 to their 49 rucks. Then repeat game, I’ll only win 15 all game, never keep the ball, the AI wins 70+.

I would love a probability weighted rucking system, or something similar. For instance imagine that the base level of a turnover is set at 10%, you could then use the gainline on how this is controlled. If you fail to make the gainline the chance of a turnover is increase to 20%, then again to 30% and so forth. I only mention this as recently i have tackled teams from my 22 to back into their own half. Strange how they kept the ball.

Penalties are also an issue. I keep getting off side and forward pass for no reason. Checked replay, still none the wiser.

Also i haven’t figured out a system for the scrums yet, lose or contest them. I have read the advice on this thread but still can’t get the timing right lol.

9lxy86

Lmao… where did the ball actually go to?

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Constantly being blown for offside when offloading/passing to support runner. AI don’t pass. AI always go for scrum. No rules being enforced, only ones enforced are not correct.

Lots of work still to do, looking forward to this weeks 2x patches. Game is still miles from where it needs to be to be a representation of union. I don’t think it will get there, but needs to be at least 80% there.

The custom competition/tournament really needs to be expanded.

Maximum number of clubs allowed is 8, so you cannot replicate any proper competition. Makes to function useless in my opinion.

There should be a min. of 24 (RWC - set to expand in 2027) and an ability to create pools. 8 is pathetic and gives no ability of customization.

You can recreate the rugby championship and that’s about it.

I don’t see what the limitation is here as career you are simulating much more.

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Hi @Lachie_BA

I don’t remember if it has already been mentioned, but it seems that we can’t search by ā€œName Containsā€ in the Academy for the Logos (ex below with Adidas)


An other bug in the Academy for the Logos: we can’t see all the logos when scrolling down (it’s automatically going back to the top)
Enregistrementdelcran2025-03-01221029-ezgif.com-video-to-gif-converter

An other bug in the section My Logos: we can’t see the logos

Cheers

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Thats very interesting. So it has been a thing in rugby games in the past that end on is just overall an advantagous method the game. Having no research of my own, ive always just thought of it in a similar way but purely off gut feeling with nothing to back it up.

My own experience from playing with End On cameras has always been that I felt it was too easy to punish the opposition (which has always historically been AI because online has been rough in basically every rugby game ever). The ability to see all of the back field and position of the oppositions back 3, meant kicking to find space was always far too easy and felt personally like I was cheating vs AI. Whereas side camera you have to pay attention to the oppoistion players in the ruck and defensive line, and you can completely misjudge kicks when looking for grass and felt more realistic, drop goals are also trickier because you might not be directly infront of the posts, along with representing what a game looks like when watching on TV.

As you mentioned, side camera is much bettter for local multiplayer, always been the camera choice when Ive played with mates for multiplayer matches at home.
Fully agree, I think there is a legitimate concern for the idea of prioritising one set of players over another. If I didnt have the YouTube channel, I would never swap the camera angle, and always play side camera, and as such my opinion of the game would be loads of stuff just doesnt work or is broken. And my belief would be people online were able to use mechanics that I dont have access to for some reason (which is technically true, but wouldnt be able to work out the camera angle was why).
I also feel like its a self-fulfilling prophecy right? Lets say 60% play end on and 40% play side camera. If you cater for the 60% by awarding mechanics that currently make the game easier, meanwhile the 40% have a glitchy mess. Some of those 40% will stop playing, and some of the 40% will just swap to End on camera to gain the same advantage of the 60% to make matches equal.
And in doing so, the balance switches to 80% end on vs 20% side camera, because people dont want to be disadvantaged when playing the same game. And in doing so, BigAnt’s data would show 80% of people use End on camera, and thus targetting those 80% makes sense.
But if you swapped it around and hand offs and other mechanics exclusively ONLY worked on Side camera. I wonder how many people would swap to that camera to make the game fair again, and in doing so would switch the bulk of the player base to the opposite BigAnt are targetting.

All very interesting, Im sure fixes will come to balance it out, personally I think it would be better to keep the game level for all, rather than target a specific set of players. But im not a game dev, and im sure theres a bunch of different complications I have no idea about, and it needs to be split in some way.

I just find it a shame that there is finally a rugby game with an Online multiplayer I can actually play, but basically get forced to use a camera position I personally dont like, OR have to face an enormous disadvantage for the full 80 minutes. Im sure other players will abandon online without even knowing the camera angle situation, just because they dont find it fun not being able to compete.

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One option could be to make the right stick moves absolute similar to NBA 2k games where left and right would always be sidestep, and down fend regardless of which camera you have selected.

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Yeah I thought thats what they would be by default. For example, make the stick defualt options:
Push stick south - Hand Off
Push stick left - Side step left
Push stick right - Side step right
Push stick up - dummy pass (or something similar)
Click stick in - Bump off

And that way everyone uses identical controls, and players would learn muscle memory on what direction does what action.

At the minute the action taken by using the stick corresponds to the direction the camera is facing. Because the right analog stick actions seem to rotate 90 degrees clockwise when you swap from End On camera to Side Camera, as the camera has rotated 90 degrees too. But doesnt take in to consideration you swap sides at half time and as such people have experienced mechanics working 1 half and not the other.
No idea what the background pathing is for all that functionality to work. I wouldve thought it would be simpler to just make the stick actions be set in stone by their own direction, independant of the camera angle or which way the player is running, and cut out the middle man. But im sure its much harder from a programming standpoint, than just me thinking about it when playing :joy:

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To me, making the effort (and considering the expense) of obtaining a vast amount of licenses and likenesses in order to create a realistic representation of rugby in 2025, and then not making much effort with a broadcast camera view/decent side on camera that looks how one would expect rugby to look when shown on television, feels counterintuitive.

Just playing a game and it is starting to feel more fluid. There’s lots of work to be done on the AI which I hope to come back to in another post. What’s really bothering me at the moment is the refereeing/enforcement of the laws and the game’s ability to recognise when to intervene; there have been three clear knock-ons in the game and no reaction from the ref - no advantage, no stoppage, nothing. AI needs more contextual awareness in line with the physics engine to understand when a ball has gone forward legally or not.

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