Rugby 25 Megathread

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.

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. Fix the dummy to the right , it is not working , only dummy to the left works.
  8. 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.
  9. 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.
  10. 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).
  11. 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.

8 Likes

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!

2 Likes

Just more feedback.

Playing 3 Super Rugby pacific matches this morning I couldn’t help but notice how ā€œBeatā€ 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.

2 Likes

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.

4 Likes

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

@Lachie_BA

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 ā€œDistance to Goalā€ for us to see how far we are from the goal line, to go for Goal Kick or choose for touch,

Is there a ā€œCall Markā€ option, the AI has not marked a ball, I haven’t either but mainly because the AI doesnt kick, please answer this

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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.

9 Likes

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.

8 Likes

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!

5 Likes

Not any difference on console. Keeping Ai scoreless every game I play. Just Not near enough challenge. I even sat today and eaten some food for 5 mins and just watched my players defend against the Ai without me controlling the players. That’s on Hardest difficulty.

My view is the AI cannot currently read overlaps and space, to exploit gaps. Assuming they are working on this, then the easiest quickfix for this is to implement a kicking game to force the defence to turn.

Right now the only way the AI can even be remotely competititve is to just hold on to the ball for 20 plus phases, without you being able to steal the ball, even when being driven all the way back to their own 22, which is honestly tiresome at this point.

4 Likes

Six Nations finishes today and the game, which sells itself on having the Six Nations, hasn’t even got the sponsorship field markings nor the advertising board sorted.

Isn’t that a minor fix which can easily be implemented?

5 Likes

This is why the new holding feature cold be tricky when comes to the AI, holding on to the ball is good, if the AI doesn’t abuse it. We want to lose to the AI from good fends, sidesteps, dummies, and great passing and offloading not cheating. Although, even cheating the AI at the moment still losses by 2-3 tries on 10 minutes/ hard difficulty. They have become a little more challenging by some adding more passing and offloads, but/ I think this is where the problem lies, Rugby league is must be much easier to code for. If the ruck support going out wide is not smart enough, you could end up isolating the AI with them increasing passing out wide. That is why I have noticed them cheating sometimes when being isolated, they should either lose the ball to a Jackle or be called for holding. I believe that is why it took so long for the AI to start flinging the ball out wide because they knew it was going to create another issue, the AI getting isolated. In Rugby league you don’t need so much support at the Ruck as you do in Rugby Union, so the AI scripts in the game have to be very different not based on Rugby League scripts. I really believe Big Ant will get there, as mentioned there AI has always been challenging without cheating in their League Games, but Union is a whole different monster to right scripts for. It will come, but it may be a while. Looking forward to the next update.

  1. 5 in a ruck
  2. Replace all the 1 player ruck steal vs 3 pushover with a simple steal, has improved but it is still there.
  3. Make the Y contest functionable by speeding up the animation of isolated (tackle stand and steal) even the animation looks a little sped up, the function would be there.
  4. Add hands in the ruck and hands in the ruck meter or Ref (hands off) so we know to stop trying to steal.
  5. Increase the height trajectory and speed up the animation for UP and Under kicks
  6. Decrease the strength of the fend, so that it makes it worthwhile to do any other special move, like sidestep, bump offs, or dummies. Now there is no point in doing any other move. other then the fend.
  7. Allow for large number of meters to be gained in the scrum (more rewards for playing the perfect scrum) Increase the difficulty in the scrums, could beat the AI every time. (it does seem like the initial push has been sped up some making it a little harder to time perfect the first set) (this good) but needs more work. Have the AI every know in then collapse the scrum.
  8. fix the dummy to the right, does not work only to left works
  9. Have AI get called for holding if you isolate in the ruck and they don’t release or have a turnover/jackle happen.
  10. Sliders, Sliders, Sliders,
    Game has been improving but still have a lot to be done. But I believe the systems are in place, to make a really good Rugby game. Just needs lots of tuning.
4 Likes

Booted up the xbox this morning to play the new patch to test the differences.
This is playing the the finals of a custom competition.
By far the worst screen colouring issue ive seen accross all platforms. Can barely make out the players.
Litterally looks like theres a filter over the top.


Is there a reason this is such an issue on the console version, compared to PC?

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It will be a great feature to have, a option to create your own custom cup

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Is it just me or is the passing worse again? They are going to hand but look awful and Floaty

1 Like

Personally I think it is better. There are a few floaty passes in there that look a tiny bit off (I think the close flat passes should be a bit crisper and less float) but most seem ok to me. The longer passes especially. They were far to rocket on a string not long ago.

Both rugby challenge and Rugby 22 had bad rocket looking passing. Would be good if this game didn’t follow that suit.

I like the passing in R25 right now for the most part tbf. I am guessing that will be something they continue to tweak for some time yet though.

Edit: After a game some of the short passes are way too floaty :sweat_smile:

6 Likes

AI diffuculty needs to be harder. I have said this for the last few weeks since release but continously been ignored. This needs to be adressed. Ignore everything else please. Story ignoring the obvious issues.