Rugby League 26 - Megathread

How hard would it be to add fatigue to the defensive line?.

As it is it just doesn’t slow down. Would be a nice touch for players to gradually lose speed. It would open the line more creating attacking chances.

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Also, if anyone wants to see what the inside of Dylan Edwards’ head looks like, you’re welcome..!

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100% The sliders on the Rugby Challenge series, allowed you to set the game to your liking, because you are never going to satisfy everyone, but the sliders give you a better chance to allowing users to play the game how they like to play. They way I had my sliders on the rugby challenge series, made it seem like a completely different game then the default setting which was more arcadey. Tried to create a more realistic simulation type feel and I was able to that because of the sliders.

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It would really take a lot of pressure off Bigant because we all have our own gameplay preferences and they can’t please everyone or themselves by making changes all the time for better or worse.

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Yes, for me the game has improved in some areas and declined in others, if we had sliders we could customize that. The game is starting to feel like Rugby league 4 but with more offloads, which is good, but a few updates ago it felt a little more free flowing, know it feels like it’s on train tracks some, like Rugby league 4. Hopefully they can go back to a flow, were more users were praising the game. I am glad they increased grubber power. Those complaing about is because they don’t want to take the time to learn how to limit the power, feel like they want automatic grubbers. And you see that is why we need sliders, for those that want a more arcadey feeling versus a more simulation type game. Not that one is better then the other , just different preferrences.

Totally agree. I personally feel there is a pretty good game in there if they can fix the dummy half/play the ball slowness & inactivity, improve the speed players get into position & eliminate the floaty passing.

Managed to string a few good weeks together but the latest update has really hurt the game again:

  • I’ve noticed that my passes are hitting my players a lot more often than before, this is a new issue as I very rarely had it before, this almost always leads to a turnover and has cost me 3 games already in about 2 hours of playing.

  • Big hits are now entirely too common when they were pretty good before. In the actual NRL there isn’t an exchange of ball knocking big hits on a regular basis you may see one a game sometimes not even, I’ve just exchanged three with an opponent.

  • Pro difficulty which is what I’ve always traditionally played on and was comfortable with is now too difficult, I tried to move down to amateur but that’s too easy so the difficulty I enjoyed and was comfortable with previously now seems to be gone.

  • Just turned it off after trying to tap a normal regular pass to my winger only for my centre to hospital pass it over the sideline. Punishing the player for using the designated controls is annoying.

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Hi BigAnt team,

I’m really enjoying the ability to play every match in a single season competition mode switching between teams as I go. However, I’ve noticed that player form, injuries, and suspensions don’t carry over between games when playing this way—even though the competition is meant to simulate one continuous season.

There’s currently no workaround for this, and it breaks the realism when players magically recover or reset between rounds. For those of us who play as all teams to manage the full comp, it would be a huge improvement if:

  • Form persisted across matches, reflecting performance over time.
  • Injuries and suspensions impacted future games, regardless of which team is controlled.
  • The season felt truly dynamic, with consequences that build round to round.

This would make single-season play far more immersive and strategic.

Appreciate all the work you’re doing. Hope this can be considered for future updates!

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That would be awesome. I only ever play one season on career mode as a substitute but would prefer this.
You also can’t change the line up when you are the away team on the home team as the Y button doesnt switch back. Have sent a few tickets re this

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Hey guys was messing around and accidentally messed up some player stats any way to reset this please.??

I was posting about it on here a few weeks ago and it’s 100% a timing thing. Once you get it down you can pop them over with anyone. Effectively you need to start winding up about 48m out (it’ll take five yards to kick it) hold it for a touch longer than you’d think and release. If you wait for the power bar to come up, it’ll go up and back down before you can release so you’re anticipating when it’ll be the right time to release. Basically anything 50-75% of the power bar will fly over with yards to spare

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My thoughts exactly but also have effect on attacking side execution as well…fatigue if done right could bring a whole new and realistic experience.

Pretty happy with what the recent patch has done with the Amateur difficulty, it’s made it more attacking in general, so thank you. Really appreciate the improvement.

I have to say though, please take the opportunity to play it in a 2-player local play context. It’s still pretty bad, as it’s almost impossible to beat the user controlled defender, with either a skill move (fend, sidestep, bump-off etc) or any other way. When you combine the user controlled defender players and the AI defenders, it’s very hard to score against each other much at all. Still getting a lot of ridiculously low scoring games.

It really is best shown by having a 2-player local game yourselves, because it’s hard to put into words how tough it is in this mode. Really hoping to have a change come through at some point.

Keep up the great work!

Defense is way too dominant a feature in this game. Completely suffocates attacking play. All players move at the same speed and at the highest speed or higher. Nerfing sidesteps and fends only makes things worse on top of teleporting tackles. I didn’t realize till recently that attack and defense were separate and different speeds.

Line defense either needs to be slowed down a lot or fatigue slowing the line gradually over a half or all players speeds on attack should be matched to defense. But I personally don’t like how slow the game is on attack now.

If anything a quick fix would be to ramp up attacking play speed so it’s faster than defensive line movement speed to counter how fast the defensive line movement is. This way attack can be more dominant and make defense have to work a bit more.

But again I’d love for sliders to change the gameplay myself.

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Havent played in a while. Did the cowboys end up getting their indigenous jersey and with all the national teams being announced have they officially made it into the game?

Also any chance one of the updates allows you to just play a match but just as the GF? Im sure i could do that in RL4. Cheers :clinking_beer_mugs:

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Seems like difficulty on pro might have gotten even worse after today’s update? Maybe I’m just playing particularly poorly but yesterday I was improving on pro and now I struggle to score a point on pro.

Why couldn’t difficulty just have been left alone? I’d be all for the bump in difficulty if it was fun but I’m not enjoying 11 metre sets and Origin players getting absolutely decimated like they’re an U15s side.

Whatever was done to the difficulty level needs to be fixed ASAP

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Also just turned my game off after a total of 6 errors between myself and the opposing team in the first 5 minutes of a 20 minute game.

Mostly coming from the incredibly overpowered big hit which knocks the ball loose almost every time and the completely random knock ons or throwing the ball into your support player only for it to fly off them to the opposition.

Is BigAnt aware that a typical NRL game will only have 15-20 errors in an entire 80 minute game? I had 22 across both teams in a 20 minute game before this one that I just turned off.

BigAnt, you may want to fix the difficulty and the error rate, your game is pretty unplayable as it currently stands which is a shame because 2 weeks ago it was real good.

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Agree with the recent comments, it is so frustrating that the apparent fixes are all aimed at AI being more dominant or making less space for attacking.

The last NRL final shows that the game still opens up even in the tightest of games, no one wants 1-0 or 6-8 games every time. If that was because both teams stopped tries then great but it might as well be just be a run it straight bro game.

The speed of attackers was better a few updates ago as could get through spaces, now get missiled by AI and can hardly get 2 passes off before you’re walloped. Would not mind if could get a quick pass away but you can’t, AI can but not User.

Doesn’t help every tackle is backwards for User and forward for AI, with every tackle held beyond a penalty for User too.

Simple fixes;

  1. Reactive passing/faster ball speed would make hard defences beatable, at a risk. Currently just pressing pass early or late it is lobbed slowly and never seems to give any space.

  2. For gods sake make defence the same for AI and User, every tackle goes backwards or is held down way to long for User. That would mean that the user can actually benefit from fast play of the balls or creating space.

  3. I struggle to hand off or side step anyone, this needs to be better, and if making a break the full back should not be able to knock you back from every angle. Momentum being correct would improve the tackle then does not matter if make a clean break as getting behind the defence. The hit stick moves should be more successful on scramble defence but never will if always dominated in each tackle.

  4. Offloads button seems to not work until the AI is almost there to take the pass, if it is the type of tackle that allows an offload then let it happen. Otherwise its a button mash which ends up passing to touch as doubles up the pass button.

As a lot of the game is single button presses it means the CPU is deciding situations a lot, so if timing is taken away as cant pass early or late, or can not have the same outcomes as the AI then it is frustrating. It means no skill just a slightly scripted game which shows when AI can do magic skills late and your teams looks like a load of donkeys

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I bought this game on the 24th, and it felt like a significant improvement over RLL4; despite a few significant flaws. I’ve been spending most of my time on Pro difficulty, singleplayer (Pro Teams isn’t my jam), and I really enjoyed the flow of the game. However, there’s a few issues that are still lingering despite some recent patches and I feel like there’s been some backward steps in terms of attack.

  • Passing selection is still erratic. Sometimes it works, sometimes it doesn’t. It’s a roll of the dice if the ball goes to the obviously intended person, or if the passer just hurls the ball vertically.
  • Passing has become a whole lot more unresponsive. The passer will complete the passing animation, but won’t release the ball and gets smashed. I’ve noticed a pattern: whenever the AI wants to trigger a big hit, I can’t pass. I’m locked from releasing the ball.
  • Creating an overlap with fast passing/cutout passes is impossible. The defence felt much slower laterally when I bought the game, which made it much easier to create an overlap. Now, defence feels rapid moving side to side. What doesn’t help is, yet again, it’s too easy to complete a 1-on-1 tackle. You can’t draw people in, because the defence is too good at 1-on-1 tackles.
  • Sidestepping has become significantly harder. I really enjoyed the new sidestep animations, but recent patches have rendered me completely incapable of sidestepping the AI. The AI can step at will, but I’m forbidden from doing so. Going back to my previous point, this is why it’s so hard to beat a tackler 1-on-1.
  • Contested catching feels completely unfair. I probably only win 1/10 contested catches against the AI, even when my winger is significantly better than the AI winger.
  • Markers are too difficult to control when the AI hooker is running from the ruck. They’re locked in place and simply allow the hooker to run past.
  • Kicking has also become very unresponsive. On numerous occasions, I’ve held LT and A, simply to grubber the ball. I initially put this down to my misinput, but it’s happening far too often since the recent patch to be a coincidence.
  • For the love of God, please bring in difficulty sliders. I want AI that feels dangerous in attack, but doesn’t completely suffocate me in defence every time. I want AI that will sprint when breaking the line, but Payne Haas on my team isn’t being driven back in every set by a 5’'6 halfback.
  • My team used to hit gaps at speed, which was the biggest improvement in my opinion in attack over previous entries. However, this seems to have been reversed completely, too. Now, my players are slowing right down and getting tackled when hitting a gap big enough for a lorry.
  • Still numerous bugs, like unresponsive Hookers, playmakers remaining stationary during setplays, cutout passes are terribly unreliable, passes are still floaty etc etc.
  • And please, can we discard of the tackle animation in which the attacking AI simply walks over the line whilst carrying a 17 stone prop whilst the whole team watches for six seconds? It’s terrible and frustrated, please discard it or speed it up to make it somewhat believable.

I only intended for this message to be a few sentences, but I ran away with it.

Overall, this game has the potential to be good. It’s nearly there. But there are many significant flaws holding it back, and I’m only here to give input to help the game improve, because I care.

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I’m finding recently that my 5th tackle is barely responsive. By that I mean: Tackle 5 comes along, so either:
a) I’ll call my playmaker to drop back (which s/he does), and my dummy half to pass it to them … and despite pressing that button at the same point as I did for the previous 4 tackles, my dummy half just picks the ball up and doesn’t pass it, getting tackled on the last instead.

Or..

b) my dummy half picks the ball up and passes to whomever I requested he pass it to, no probs, but whatever my next move is planned to be, it doesn’t happen. Unresponsive.

I’m finding that if, say, scores are tied, a couple of minutes to go, and I’m in a position to launch a field goal, I’m having to do it earlier in the tackle count as my player will actually do it. If I try to chew up the clock, perhaps have a crack or two at a try but on the 5th go for a FG, it won’t happen. He’ll just stand there / run a few steps forward before getting belted and having to hand over the ball.

And yes, as Geese, above, mentioned: contested catches. Every single time the opposition put up a bomb to my player, no matter what buttons I’m pushing or direction I’m pushing, my player will bat the ball directly forward about 5m back to the opposing team. I purposely stopped trying to do anything when they were coming down to my player … but then my player automatically jumps and bats it forward anyway!

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