It looks like once they have the core game figured out. There will have to be sliders, because there are quite a few contradicting statements. Meaning, Users/players like different things. I like a real simulation like play, others more arcade, but that is ok, with sliders you can achieve this. Some like more quick set scrums, others like me like Scrums that have some importance and have a deep system that make a difference in game like real rugby. Honestly the Rucks which I have hammered the Big Ant team on, on and on, I believe has improved considerably, there is still a way to go but I can tell they are listening, must be difficult to satisfy everyone. I try to specialize in analyzing rucks, the rucks are starting to make sense, they have a long way to go , but I can see the system working. Once they have it fine-tuned, and if they can add up to 5 in the ruck, I can see it turning into a very good engaging system that is different from past games. Here is what we need from the rucks:
Allow up to 0-5 in the ruck : this allows for quick ball or slowing the play down so you have time to set up a play. The ability to add 0-5 players determines how quickly the ref will say use it. If you want more time, then add more to the ruck. But take in mind you are risking a push over if you do. Risk vs Reward system.
The timing of when steals happen on the 3/4/25 steam patch seems to be working good on hard with 2 evenly matched teams , the amount of turnovers is good, if you like simulation like play. Again, take into consideration AI is still playing very conservative mostly keeping the ball tight, which should allow for less ruck turn overs because they have lots of forward support, with no passing out wide, once the AI starts passing out wide, turnovers will be more often,(and most don’t want ping pong rucks)so it is good if ruck turnovers are low with the way the AI is playing now. In saying this if you spin the ball out wide with no support, you should get turned over. So what happens in ruck depends a lot on what players do. That is why it can vary so much and we need sliders. For me , if I play realistic type rugby, it feels the outcome of the rucks are fairly accurate now. Still need tuning but it is fairly accurate.
Contest Y tackle stand up and steal, is not working, and I am sure will be implemented at some point. This should be counter balanced by offense ability to hold on with chance of being penalized, Rugby Challenge 3 nailed this. Check it out. Also hands in the ruck, should be implemented. Also nailed down in Rugby Challenge 3.
Many say, why can you only add 3 every time, I hope people realize you can add anywhere from 0-3 (should be 0-5) but you can add 0-3 , I often just add 1-2 on offense and on defense only 0-1 when I know, I have no chance in the ruck. Rucking is a game of patience and striking at the right time. The game is starting to reflect that , just needs more variations in animations and implementation of penalties, and ability to add up to 5.
Scrums need a better reward system when you execute well. The system is good, the outcome is not. The AI needs to get penalized a swell in the scrums. But you should be able to gain ground or cause the other team to be penalized by collapsing the scrum, or other scrum infringement, there is no other way to do a good simulation scrum, without a mini game , because scrums are essentially a mini game, even in real life, just makes it more exciting when you are rewarded when executed well. If the scrums would be meaningful, then, I thinks more player would not mind the time it takes to play them. So I am all for turning them into a deep miny game, and for those that don’t like scrums a simple system of which graph goes higher is fine, option of simplified scrums vs deep scrums, hey they have done that with lineouts, in Rugby 08. 2 systems, one more sim one more arcade. But either way players want to see some good results come scrum time.
As mentioned by many, passing needs tuning , but I think this will be fixed, no doubt. Big Ant has lots of experience with this, so its only a matter of time.
Up and Under: have been playing many other Rugby games, the up and under is better in all of them. The ball needs a higher arch trajectory so that a good kicker has, at times, the possibility to chase his own kick, or time for his own team mates to get under the ball without being offside. It feels like a prop is doing the UP and Under every time.
So thank you Big Ant, (for listing to some things)
Look forward to more updates, and yes I think it is moving in the right direction, just wish it would be with greater leaps. Keeping the faith, while playing this and other Rugby games while this one continues to improve.