I second Peters question
Can you guys maybe also look at the ball tracking with regards to when AI kicks,
One tend to misjudge where the ball will be when you select the fullback or wing, but none selected ones go straight to the ball.
I have to screenshots and this is just minor to what others have requested, but will satisfy some wants as well.
The standing still in pocket.
I havenât managed to get any injuries at all in career mode
What career competitions are you playing ?
I been playing URC and Brazil Super 12. Usually get 1-2 injuries in nearly every match which is fine. Realistic injuries are set.
Reading the recent feedback perhaps there is no injuries in Super rugby on realistic setting. I havenât tried it yet.
There has been a slight improvement but still il say it again AI needs to be harder to play against but i do appreciate there has been a slight improvement in difficulty.
Can you please fix that i cannot edit some teams such as leinster or munster. Or that you cannot add players to created teams this is very frustrating. And also that my edited teams never save unless if i started a career or tournament.
Because they would have to physically reach each team with missing face scans and do scanning sessions for each individual player. It is a very expensive and time consuming job. They will probably start completing the face scan when the gameplay will be acceptable
game is feeling much better but i swear bump offs never work
Alot of good recommendations in the chats above. I think these have been mentioned as well a couple of times. But here are just 3 suggestions from my side.
- Can you please fix the issue where every tackle in the goal area is being ruled as âheld upâ there is clear evidence of the ball being dotted down for a try, but just because it happened while being tackled, it is given as âheld upâ.
- Mauls, let the mauls gain more ground when you push, those tiny steps are killing it, and allow the ball carrier to break off from the maul. Mauls from a lineout, maybe L3 can be used as a sack option, to prevent a maul from happening, but might result in a penalty if sack is not done correctly. (Timing based)
- Scrums, more yardage as well if you hit it perfect, after 3 decent shoves, the opposition should be under pressure and collapse the scrum resulting in a penalty to the team controlling the ball.
Would be great if these were on your to do list for an upcoming patch
This is the best looking rugby game ever hands down. Something simple to boost it further would be logos and ads on the pitch. All Customisable.
when a pass is missed and the ball falls to the ground, it rolls far too hard, would be nice to reduce it
Just a detail, but these achievements arenât working on my side
@JNT_BA if you guys can please fix the different competition logs as well, it does not show how many games the teams has played, it just starts with W -Win etc
Well now you mention it another referee would be nice âŚ
New to this forum lol just a quick on how on earth you win the ball back? Im probs just doin it wrong. But just cant win it back from ruck. Help us out someone please? Cheers
Hello,
Iâm making a request regarding licenses.
Could you please make an effort for the RCVANNES TOP 14 team, which is licensed⌠The stadium name isnât correct, so I created the stadium myself, but itâs impossible to change it in Manage Team (RCVANNES).
By default, the team plays at the Stade de France⌠itâs a joke ^^ .
It would also be good to add the playersâ faces, and especially their real skin color.
PS: The names of players in matches (TOP 14) still donât appear (only their positions). thanks
Congratulations! From what Iâve read here, You Tube, Facebook and Twitter, you have the problem which many of us have!
Possession at the ruck seems to be decided by a mysterious guessing game based on things like:
Why are my player not joining the ruck - theyâre at it!
Who did I just add to the ruck?
Is pushing the Bind to Ruck button making a difference once youâve added three players?
When is the best time to push Steal?
Is Steal actually something I (Push Once) (Hold Down), (Tap Away At)?
Is pushing Steal actually doing anything at this ruck?
How does the Contest Tackle button work?
Does it work at all (or is it like Bump Off and doesnât)?
Does the Contest Tackle Button only have some effect whilst in a standing tackle attempt as some form of influence on the following ruck giving you more chance of possession with Bind?
Is Contest Tackle actually something I (Push Once) (Hold Down), (Tap Away At)?
Do I just rapidly mash Bind Player (Circle), Steal (Square) and Contest Tackle (Triangle), all at once in the hope of posession changing? (This seems to work at times).
Is all of this fruitless? Is it just a battle of Stat vs Stat (stats of players added vs stats of players added once three have been added?)
If it is mostly just a battle of stat vs stat, then possession has ceased to be a game and is just for the most part a product of luck. There are days in real rugby where someone whoâs not the worlds best player at turnovers can get one against better players.
Big Ant MUST refine this into an actual game we play. A swiftly timed skill based mechanism needs to be employed with player stats a minor-medium influence in the background. If it needs a meter or a differing coloured circle around the feet of the players contesting the ruck or attempting a steal then so be it, the purists can switch it off if they want.
None of the above is helped by players standing around near rucks despite controller input. There are MANY instances of my player making a tackle alone, or being in a standing tackle and button input of contest tackle or Steal is doing nothing.
In a one on one standing tackle situation, we could be pushing contest tackle rapidly in a standing tackle to attempt a strip (it could come down to how quickly we got to pushing contest tackle in the first place, followed by minor influences of player position (Lock on Winger for example) and stamina).
In a one vs one tackle that has gone to ground, Contest Tackle should be performed the same way, but we should be seeing our tackler very quickly getting back to his feet and going for the ball (but we donât see this animation at all).
Steal should be attempted by the first players coming to the tackle just as it is about to become a ruck. With these players we should be tapping steal swiftly and if there is a meter above (like Rugby World Cup 2011) or below you could see it filling with each steal attempt. If you do it rapidly enough, then you could potentially hit a green zone where youâve stolen it, or a red zone (youâve done it too often over filling the meter or taken too long and been spotted by the ref). The amount of filling the meter gets with each press would depend on the ruck ability of the players in the ruck attempting the steal.
This would actually be a game! This would demonstrate visually to players what is going on! And to those who dislike meters, it could be switched off!
I really think we need to make rucks a game!!! Bugs with players standing around need fixed and we shouldnât have to release the left thumbstick to bind players to the ruck in the first place.
By the way, the recent HOLD BALL IN button needs a bit more leeway as far as how long you can hold it down, not quite long enough in my opinion. Iâm not currently using it, because itâs almost an instant penalty.
Some observations from a few games this evening - Playing on Xbox Series X, hardest difficulty:
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If you kick long into the oppositionâs 22 on kick-offs / restart kicks the AI will always kick it out on the full.
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Around 40% of all my offloads are now incorrectly pinged for offside. This is quite game breaking.
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I donât notice any real difference between players based on their identity and skill settings. I just scored a fast, athletic Louis Bielle-Biarrey style try with Finlay Bealham. This kind of thing makes it feel like a mobile game honestly. There needs to be some depth to the player attributes.
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The game is plagued with a seemingly endless amount of bizarre animations, glitches with ball and player physics, and blatantly incorrect referee decisions - issues that feel more fitting for a beta build than a product on general sale. Itâs honestly hard to understand how these problems persist. Every time a new patch is released, we get the standard âimproved stabilityâ note, and I can only hope that this refers to fixing these issues. They really do feel like early build problems, and Iâm eager to see them addressed soon.
Overall, Iâm noticing improvements and trying to stay optimistic, but the lack of attention to some glaringly obvious issues is hard to ignore.
On a side note, there are some great suggestions for improving the game in this thread, and I just hope none of them are getting lost in translation. I wonder if we, as a community, could come together and create a big spreadsheet to compile all the defects and issues to help BA. At this point, weâre practically their QA team lol
Seems like players are now running in treacleâŚi can understand with some of the fowards but why do the outside backs feel so slow all of a sudden?? part of the allure of the rugby is the mismatches. There is no way a prop should be keeping up with a winger.
I see quite a few people mentioning stamina drain, unrealistic speed of certain players or rather a lack of variety in speed of certain positions, etc.
My question is, how would programmers go about building up each playerâs attributes and skill set? Are ratings and figures decided based on a thumbsuck or is it based on actual data?
For example, Iâm sure there could be quite a lot of data for player performance based on each playerâs GPS stats during a match. Would this data be accessible to the programmers? If so, if it is not possible to taylor each specific playerâs attributes according to their GPS data i.t.o fitness, acceleration and speed, it could be worthwhile to focus on having the âmarqueeâ players attributes as close to real statistics as possible, and then taking the average of the âmarqueeâ players and applying that factor to every other player who plays the same position? I.e. all props will have more or less the same fitness level, speed level, etc. Not all wingers will have the same acceleration or speed, but they will definitely be faster than most forwards.
When looking at strength, Iâm sure real data should be available on what each playerâs gym stats are and based on this the âmarqueeâ players stats will be accurate and an average less maybe 2 or 3 points will be used for the rest. In that regard most props would have a higher strength rating than most other players with some exceptions.
Speedwise, Iâm sure data is available for 100m run times for most players and this can be applied to each individual player and thus factored into the game? This speed factor can probably also help in the flow of the game as it might not come across as frantic if the players speeds are more accurate? The speed factor should also start to decrease as the game progresses and fatigue sets in, for example if a playerâs speed is 11 seconds over the 100m, then a factor of -0.2 seconds can be implemented after every 15 minutes of play and depending on stamina levels of the player. This negative factor is then reset at half time or something like that.