On the new update if yoy run stamina bar basically depletes instantlt I am playing on hardest and I am beating argentina 42-0 at halftime when substituting olayers cant there be like a cutscene piece scrum time you still have to mash the pick up button for the eight man to pick up I don’t know anymore
Yeh really unhappy with the stamina drain, it just seems to have taken all the speed out the game, plus its not like its made the game any harder. It just looks rubbish, and i am still dominating the AI on hardest settings.
i hope the devs can implement a kicking game for the AI ASAP to try and up the difficulty as it is a little boring knowing that every game is a blowout.
Also, when on earth are we going to be able to edit our teams? It’s crazy having a licensed tournament where you cannot even use players who are playing in the actual real tournament.
Yes I think we all are a bit shocked about the stamina drain.
When this was put forward to the developers I think what people meant was after the game the players stamina take quite a while to go back to full as you had to take players out of the match day 23 for a few games for it to go back to full but instead I don’t know what’s been done but for me the only person who can sprint more than twice in a game is the scrum half and the forwards stamina gets depleted really fast as the game doesn’t know when to put the forwards in rucks and the backs in a backline as at ruck time what should be my outside half is always a prop or a lock and the center is always a flanker.
I know sometimes in real life games backs get dragged into rucks but the game is constant with backs in forwards positions and vice versa.
Needs to be addressed and hopefully with yesterday’s patch only being a stability patch then we may have something big for Tuesday
I really hope tuesday is something better
@MattW @Lachie_BA guys please look at sent offs and sin bins, i got a yellow card, but automatically a substitute is put on and makes my forwards 8 again, which should not be the case,
And nowhere it shows that a team has a yellow card or red.
After the yellow card, where the number and position shows, it shows the number but the position name changes to “preferredrole sinbin” for all the players
Technically it’s correct if it’s a front row player being yellow carded - got to have a full front row at all times (sacrificing a player for the duration of the sin bin to get the replacement prop/hooker on). Get it logged as a ticket either way.
How did you get a yellow card l have never seen one to be honest i haven’t had a penalty for me in a while either
I have a feeling they’ve locked this up for now as it makes diagnosing bugs and issues with how the game plays. Once they open up all the Squads to changes (created players & line-up changes) then all of a sudden they have an audience playing with an unknown quantity of variables. It can be hard for them to know what changes actually need made and which are just due to gamers putting in players with unusual skills etc.
Not ideal for us right now, but it’ll help make a better game. I’d just prefer Big Ant to say so if it’s the case. Most gamers could understand if in the long run they’re going to get a better game from it.
Yes, this is why I feel the game needs to be programmed to:
1 - Only allow two backs to enter a ruck at most.
2 - Not allow the 9 or 10 into the ruck unless they have been tackled or if they are the tackler. In those case the 12 comes into the role of half or first receiver.
This would help promote more structure as the forwards would be directed to fulfill their role most of the time.
This does need tidying up. Firstly we need Yellow and Red card graphics up near the score when they happen and possibly a countdown timer for yellow. Secondly TheJackSmit is right they do need to replace any front rowers who are carded and this does tend to reshuffle the forwards with one having to leave for a replacement front rower, but it needs to be handled better in the team management screen to reflect this.
And we do need more cards possible! The best way would be for them to turn rucks into a more playable game and have players pinged for “hands in the ruck”, “continuing to push for a counter ruck clean out when the ref has called leave it” (would be great to hear the ref say that!) and of course the one they’ve recently introduced which is a little too easy to get called “Holding On”.
Hi Team,
I decided to test Super Rugby Pacific coach career after a number of people in the community this week said they had not got any injuries in coach career mode on Realistic setting for Injuries. I played first 3 games as Highlanders. Hardest Difficulty. Nil injuries to any players or Ai opposition players.
I even did not rest or rotate the players between matches keeping the same 23 players each game. There is definitely a bug issue as I been playing URC and Brazil Super 12 Coach career and you sometimes get 1-2 injuries per match and the Ai too. This is great and for me realistic injuries work in these career competitions.
Also a lack of high tackles is noticeable too. I saw none from anyone. I lodged a ticket but thought I just share my experiences in the forum.
Screenshots below. Thanks Team
Xbox-s patch date 3/13/25 The AI has stepped it up moving in the right direction, starting to pass, offload, sidestep. Now the only thing is I know it will take time to build the AI, currently on difficult, I think they are using holding on to cheat a little, plenty of times I isolated their offensive player, and should have jackled or have the AI get a penalty for not releasing.
- Number one: easy fix, can the holding on in the ruck button be switched to the left analog down button? (This would allow you to continue adding players to the ruck as you hold on, putting the hold on left analog down button so you can continue to add players to the ruck with the other button.
- Eliminate all together the 1 player vs 3 push over in the ruck, turn this into just a jackle or steal, get possession or have the AI hold on for a penalty.
- Bring back the 3 man pushover in the ruck(without having to press steal, looks like it was lost the last patch) We want options at the ruck please, once the ruck is formed if the opponent does not properly stack there ruck, allow the 1 to 1 pushover to happen without having to push steal, occasional 2 vs 1 pushover, 2 vs 2 pushover depends on timing, and occasion 2 - 3 pushover (depending on timing) and 3 on 3 pushover if they take to long to play the ball. There should be some kind of meter for this, so we know what is going on in the ruck. Also, the ref should say release or some kind of meter that tells you to release or get penalized, at this point your only option would be a push over not the steal. For some reason the last patch got a little agitated with pressing steal like a mad person. I should know to stop or get penalized for hand in the ruck. Hand in the ruck should also be called on the AI occasionally.
- Please fix (for the love of Rugby, the Stand contest and steal Y button still does not work. Animation is way to slow. See how Rugby challenge 2,3,4 does it, almost to perfection. Even though the animation in Rugby challenge looks weird because it is abnormally fast, for some reason the Jackle works very, very well.
- Balance out the sidestep, bump, and the fend button, there is no reason to use sidestep or bump, the fend is a way to powerful, it has almost become like a pattern like the old games, when its a trick that work every time. If you do a quick ball from the ruck, bind 1 and then pick and go and fend you alaways get at least 5-10 meters. The special moves should be balanced better with each working better depending on the tackle the defense uses. Fend is overpowering at the moment. Making the game to easy even on hard difficulty.
- Make sure the holding on is not converted to a cheat for the AI, they should be able to pass, offload, fend, bump, dummy, and sidestep their way to victory, not illegally hold on to the ball longer than normal to cheat.
- Fix the dummy to the right , it is not working , only dummy to the left works.
- Allow for more meters to be gained in the scrum, (if you play it to perfection with a team with a good scrum) or penalize the opponent if you out play them in the scrum. The scrums have to have a better reward, the AI is to easy, to easy to take possession from them in the scrum.
- The AI is worthless in the Maul, The USER is overpowering in the Maul, if I get a lineout near the try line , I can get a Maul try with a 10-15 meter push every time. Should be able sometimes if timed perfect , but not all the time,
there really should be like a mini game or graph for the mauls. - AI still choosing scrum over penalty kick, at least if the AI were good in the scrum. But they lose in the scrum witch makes it worse. (And this is on hard difficulty).
- Last but certainly not least, one of the most requested items, (PLEASE ALLOW THE POSSIBILITTY TO ADD UP TO 5 IN THE RUCK.) will change the games dynamics for the better.
Overall the gaim is progressing , Thank you Big Ant for addressing things, looking forward to continue updates. As mention before , pass support is starting to get really good along with some great offloads, this part of the game has really improved, In the rucks, just have to make sure when you add a good feature like (holding on), you don’t remove a good feature like 3 vs 1, 3vs2, and 3 vs 3 pushover contest at the ruck, once you can no longer jackle.
It seems on the last patch we lost the push over without having to steal move.
Plenty of times I had 3 arrive to the ruck vs 1 or 2 on offense which should have been a pushover without a steal attempt. So just bind, bind, bind, push, maybe they could add a bind, push button, bind, bind, push, bind ,bind,bind, push button, push button could be the Y contest button once the ruck is formed, that way we can choose to bind 1 and steal, bind and push, bind, bind push, or bind, bind, bind, then push, let us try to either push or steal, with steal sometimes cheating , sometimes getting called for hand in the ruck. Risk vs Reward. There is a really good ruck system in there, just have to add the ability to add up to 5 in the ruck, and get the steals and pushovers sorted and holds, and hands in ruck implemented better. And use some kind of graph visual system or audio signals from the ref, so we know what is going on in the ruck.
Here’s looking forward the next update. Thank you Big Ant
Response to : [Nesreviac] The forward vs back into the ruck, could be Easly sorted by having one button for forwards and one backs, this could actually play to the strategy of the game. User would have to determine when to send a forward or maybe if no forward around send a back in to the ruck, this could add to the fun and strategy of the rucks. Rugby Challenge sort of had this with quick bind vs heavy bind, Big Ant could one up it be splitting it to an actual bind forwards or bind back button, two separate button to bind. So it would be up to you to make the correct combination each ruck phase. If you make the mistake of binding 3 backs, and your left with little in the backfield, then that’s on you. But if you quickly send a back in a unsupported ruck for the steal, that could work as well.
Totally agree with ALL of that Lionmaul! The rucks are the core of Rugby and the heart of the possession game. It needs some serious attention and it could make the game brilliant!
One point I have to make though. Y (Triangle) is not entirely useless. It’s useful in one minor way I’ve found and it’s happened enough that I think it might be how to use it.
In a one on one tackle that does not immediately go to ground, if you are the defensive player (tackler), hit Y, Y, Y quickly. Then when the tackle goes to ground, bind quickly B, B, B and you should have a much increased chance of a turnover. It’s like during that standing phase of the tackle, you’ve perhaps ensured that the attacking player is turned towards your side of the ruck when he goes to ground, enabling the binding players to win possession from him. It’s happened to me about 4 times now, so still not officially sure if that’s how it works.
As for your point on the fend and other skills moves, you’ve got it 100%. On difficulties of medium and higher the power of the fend needs decreasing, yet still having the opportunity to do it twice on a long run (can’t currently).
This is the usefulness of the skill moves as they appear now:
Fend 9/10
Side-Step 5/10
Bump Off 2/10
How they need to be: All 6/10 (but with Fend able to be reused). I don’t actually want Fend de-powered much, I just think it needs to require slightly better timing.
The focus on doing these well should be all about timing. Right now you need next to none for Fend, you can hold it down.
I like this also. Would there possibly warrant some kind of indicator to let you know who nearby is a forward and back while you’re binding (as we are a long way from the action), perhaps player numbers under or above them? Or even a Red colour under for forwards and a Blue one for backs?
Or would you just have to realize that if you were choosing Forward Bind and a couple of players weren’t coming in, that they were likely Backs?
Overall, some excellent points made Lionmaul!
Just more feedback.
Playing 3 Super Rugby pacific matches this morning I couldn’t help but notice how “Beat” the Ai is by 2nd half. This was Hardest Difficulty on coach career.
I was Highlanders vs Waratahs (Ai). The Ai Waratahs basically quite good defensively in 1st half, almost scoring , but then in 2nd I think because of low stamina and no replacements they drop their intensity with attack and defence. The Flyhalf by start of 2nd half , Tane Edmed, basically gave kicking duties to David Porecki , No2 Hooker for kick offs and restarts. And I hardly noticed Edmed in 2nd half with attack or running even he not injured. Wararahs did not score a try. Lost 24-6.
I know it must be very complicated working out Stamima management , rate of decrease or increase (Perhaps when players not tackling or running) , When Ai replacements needed but I hope you can code the game right in the future or working hard on this now. It’s just another big issue I can see with making it challenging.
To eventually have sliders would resolve things like this, that’s why they should spend more time on actual things that would not be affected by a sliders. A stamina slider would help us play the game how we want to play it. Some want all out arcade no stamina effect, others more simulation , managing your substitutes and sprinting. Sliders would help the team focus on all other aspects of the game that can not be affected by sliders. Rugby challenge 3 had some great sliders.
I agree with you on this, when it is a front rower yes, thats the rule, but in this case it was my Second Rower, and when I saw again number 16 was on the field (A prop by the way) on a second row position, which is crazy, i should have 7 forwards while having a yellow card
@Tigersmad83 I actually got three consecutive high tackles and got warnings for the two
Watching the Crusaders vs W Force, can you perhaps implement double jumping in lineouts, where you choose your primary jump(front, middle,back) with the necessary button, and a fake jump option to make lineouts a bit interesting, also maybe with the hooker tab to get it on the marker for a straight throw?
Also with the bit of penalties we currently getting, can you please implement the “Distance to Goal” for us to see how far we are from the goal line, to go for Goal Kick or choose for touch,
Is there a “Call Mark” option, the AI has not marked a ball, I haven’t either but mainly because the AI doesnt kick, please answer this
Every time i make a quick sub…My game crash…
Fix the unaccurate offside penalties when do a box kick or offload to support runners.
Is knock ons still in the game
I don’t see advantage for penalties
AI is miles offside but don’t get flagged for offside
Is sin bin in the game and red cards i dont see refs hand out cards…only the player gets suspended…
Fix those stuff its very annoying to enjoy a gamw who are not even ready to play
AI seem to be back to more scrums than anything else on their penalties, should take the 3 when necessary
@Lachie_BA @JNT_BA
Guys please look at the attached
This is the second time i am attempting a dropgoal and this is what is happening,
Its because the one in pocket is running forward but could also be the height of the drop goal, you cant say this is a charge down
Been holding off on my feedback for the latest update but I can’t hold off anymore.
Gameplay is horrible now.
AI KEEPS GOING FOR DAMN SCRUMS!!! I had a sequence of 6 penalties (did them on purpose) where AI only took scrums on each of the penalties…cmon Big Ant…These penalties were even right in front of the poles. The AI does not have logic coded into them it seems to want to go for 3 points, or even go for lineout.
Then…the stamina. Oh my word the stamina. I only play on hardest, but players run for about 10 meters then boom, out of stamina. Yes it regains fast but how are we expected to make proper line breaks now if everyone is out of stamina…
And AGAIN I ask…please for the love of rugby make the AI more difficult. Cmon guys, we’ve been asking for some time now. No offloads from AI and only a few passes. Been playing Tackle simulator here to the point where I get them like 30-40meters back in their own half then they box kick it away. No line breaks from AI.
I can not play this game again until this is sorted out. Sad thing is I was actually very optimistic this whole time and been giving positive feedback with suggestions, but now it is getting to a point where I am getting fed up.
PS. I play on Steam. Seems like console versions are a different experience.
Hi folks and Big Ant,
The problem of the game is that’s unfinished. The advantage of the game is that’s … unfinished.
The I can hugely and strongly suggest to include in it a very cool and necessary feature in future days / weeks / year ===> a real MAUL system!
So many trys are scored like this and so few, even none rugby video game have built a fun system on this phase.
I suggest
You mash RT if you want turn it right and progress (the defenser do the same, the quickest wins, depending on stats from the players). Same for the opposite side. Both triggers if you want push straight forward. X when you command a departure from the last guy behind.
It would be cool, simple and as fun as a Mario Party minigame, also very rewarding for rugby fans that expect this from decades!
Wait and count on you for this. Thanks for reading.
Currently, when a kick is made, there’s no visual indicator showing where the ball is going to land. This makes it difficult to anticipate the play, especially for positioning players correctly. A small marker, like the one FIFA used to have for ball landings, could really improve clarity and gameplay fluidity.
I believe this addition would enhance the overall experience and make kicking more intuitive. Looking forward to seeing how the game evolves!