Rugby League 26 - Megathread

I still can’t fathom how the sliders are suppose to work. I presume any slider settings just affect how the gameplay of the AI team plays.

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Yes, the sliders are already making a big difference. Now to fine tune them, maybe start a new topic just for sharing slider settings. Thank you Big Ant for adding this. My biggest gripe now is the defenders standing around while on the try line, and the AI and User getting weak drive over tries with defenders standing around. In an earlier build like 12 patches ago, it seemed it was easier to get the second or third defender envolved to help to turn the player, so at least the ball was held up. It seemed like pressing the left shoulder button and tackle would help the second or third defender to get involved this no longer seems to work. Would be good to have designated button that when timed correctly you could add the second or third defender, to produce a hold up. This seemed to work better in the earlier game version. The struggle tackle try, is an extremely annoying try, both for the user and AI, a second player should get involved if close to the action, in earlier builds there would be a 2nd tackle at the legs causing the player to turn to the back, this action seemed better , we need more try line held up animations, when a second/third defender is there for support. Maybe the sliders could help with this, or they can add a slider for the probability for a second/third defender to get involved when around the drive? Most tackles involve at least 2 tacklers, earlier version of the games had this. Now it seems to go back to a Rugby league live 2-3 lots of one-man tackles, which is not as realistic. Would be nice to have a way to control this. Or put it on a slider to tune. But having said , I am enjoying the game again with the new sliders.

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Do you have problems with getting big hits causing ball spills it happens nearly every run and I made big hit at 2% not that I want to have It that low I originally wanted it around 20% just want the big hit to feel rewarding maybe 1 or 2 a game not every set

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Yeah I am, whatever I did my last attempt seemed to cut the rate of drops by half but it still happens to much.

The sliders haven’t changed many of the issues and there seems to be some new ones like passes going to no one on out the back plays. We still need better support from backs and depth of attack in the opposition 20 and especially 10 meter zone is way to shallow.

For me the sliders have improved the balance which has increased enjoyment to a degree but I feel like they should be describing what the sliders etc do a lot better. because right now it involves a bit of guess work. for example if i put passing on easy does this effect anything outside of the offload slider, do passes stick more, is ball control improved?

I would also like to see sliders for backs, edges, middle forwards and halfs that change speed, stamina, endurance and agility.

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I’ve got the big hit slider set to 0%, which in game seems to translate to 80%. Solid effort testing again boys.

Well after a bit more time it’s hard to still not be frustrated with this game. I can’t just excuse how on backlines 80% of the time the centre and winger just stop and end up 20m behind for no apparent reason, or how a pass will just cut out the most logical receiver.

This game could be so enjoyable, it’s so close to being good but there are just things that break gameplay. For example the scrum formation and back line play. The 5/8 feeds, the fullback is first receiver and the halfback was standing outside the center for some reason and the open side winger was standing where the fullback should be. So the ball goes to the open, the fullback catches and I press pass, it goes to the halfback who is running at a right angle back towards the scrum. So I try and straighten him up to pass to the centre who should be hitting a gap but for some reason the winger who has come round from the back but is covered gets the ball, why? Because all the running lines make no sense and are crossing paths so the game decided the pass was intended for a non runner. I know about double tap for deep tap for flat but this doesn’t always work. Other times a runner who should be outside you will decide to run behind you after you pressed pass and then the ball will be thrown behind when the gap was out wide.

I had multiple chances for great running rugby league for it to only breakdown because of poor running lines or outside backs randomly stopping and being left behind.

I don’t think sliders are going to fix these issues. So my frustration with this game will remain. There is improvement which is good but it’s not enough to even give the game a pass mark at this stage. When after a few games in a row the frustration with game mechanics mount and the enjoyment gets sucked away.

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That is a great point, I see the same with offloads by the time you pressed the button (well when the button press reacts) the support line changes and end up passing to CPU or ground.

Support lines need to be fixed so can pass to players or as you say more predictable. Sometimes a single button press on say the shoulder will fire a miss 3 or pull almost directly back so how the hell can you guess or judge where to pass.

I have noticed when looking to pass the ball wide all the timing and angles are off, with players tracking toward the ruck on angles opening up slower acting players. They also over run and have to check their runs making this very clunky.

If the pass speed is improved as well as being very reactive, maybe adjust player movement so not like a boat turning as well, then make it predictable and smooth who to pass to that would improve everything.

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100% mate and I know I sound negative and people just want to enjoy the game. I did for a bit yesterday but it seems the more you play the harder that is.

Passing is all over the place because the off the ball movement is. What works one play may not work again. Passes you expect to happen don’t, I have had passes cut out three guys for no reason. Why should I have to double tap to not cut out a player, I am fairly sure it was always double tap for flat cut out passes.

In regard to what your saying over runs are a big issue also. I know why and I have said it before, everything is predetermined off the set play, so if you try and be add lib or in a position like close to the try line the attacking game collapses. So people who like sticking to and learning just the set plays may have a more enjoyable time to a degree, but from the youtube vids they are also frustrated because the tempo on them is wrong, or players out wide who use to be there for a ball are stuck 20m back for no logical reason.

I get frustrated because you recognize an attacking opportunity like an overlap on one side of the ruck, to only have my first receiver switch to the opposite side of the ruck. Because the game made that decision on the fly. Today I consistently had guys out wide who if they got the ball on the predicted running line could have attacked, but once the pass was executed they either stop, automatically move towards the ball or cut right back into the ruck often into oncoming defense. I am not even talking about a few step either I am talking about a good five meters. When this happens sometimes the receiver makes themselves airborne. In all scenarios you have no control of the receiver until the animation is done.

I used the replay function a lot today and it really highlights the confusion in the code. Things are not moving in a predictable logical rugby league way. The attacking game outside human control is a complete mess right now.

A sports game needs to have the base structured play down pat and everything else like set plays should be an addition. For example the base formation for all rucks should look something like ^ a staggered upside down V. There should be a slight variation to this like two forwards on the open side and one on the blind directly in front of the v to provide a hitup option on early tackles at minimum. The halfs should generally be sitting somewhere just behind the first forward to distribute wide if the player choses. Like it should always be predictable for basic play, if I hold down the pass button I should expect to see the same exact face button for a close reciever, the middle, the long and the hail marry pass. If I want a set play I should be able to press one direction button, that gives four options out of the box, 8 with a modifyer such as L2 or R2 to make it more player controlled for direction of the play.

To bring the Fullback into the game on a normal play all he/she has to be doing is following the play wide as the second option. Just trailing the V to the outside of the ball carrier, if you want to hit him at any time you can hold the pass and hit him with the pill. You then have a fullback sprinting onto the ball adding to the back line or hitting the gap. On hit ups he should be running an inside line around the ruck and the half should be either bringing up the v to still provide a second option for the prop to send it wide or the third option being the tip on for the second forward who also has the option to send it wide because the v is still coming up in a staggered predictable way.

That in my opinion is something how the basic bare bones run of play should look. The player has the freedom to do what they want with a generic predictable formation. That still provide ample opportunity for some creative add lib play. Then when the player has hit the field position they want or sees an opportunity they can go for they can engage a set play of their choice to capitalise.

I don’t think any rugby league team is doing a set play every tackle of every set. It would cause chaos as is evident in this game. You will find that there is a general structure, with a few shapes core shapes and lines. Tackle 3 and 4 will usually be the moment for set piece movement but a good 75% of rugby league is a simple formation with options for what the defense is responding to. That is what makes league so great, it allows for the ad-lib that stems from structure.

I am frustrated because the game just really isn’t rugby league in it’s current state. Rant over……

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Anyone got tips for field goals? Can’t seem to kick them more than 15 metres and sometimes get not much height on them. How long do you hold the button for on field goals? Do you have to press button twice to execute a field goal?

I hate field goals, should just be hold button to power up, aim then release.

Anyone having issues with opposition ai not being able to get any post contact meters on hit ups? Almost every tackle now results in a one on one push back tackle. I have been tinkering with sliders all weekend and still can’t seem to fix this.

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Change all difficulties except passing to rookie or amateur then bump up evades to around 65 and ratios to about 50.

It’s weird, the lower the difficulties the more effective the AI is at breaking your line.

Having ovr line aggression on zero also opens up the game for both sides. More space to work with.

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Anybody have any A.i vs A.i realistic Sliders? Or suggestions?…

I get plenty joy watching simulation matches in career mode manager,

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The most annoying thing right now is. The user or AI one man drive score while the other defenders stand around watching the offensive player put the ball down, not a satisfying try at all. Wierd because in earlier builds you would have the other defenders near by join in an at least you have a chance to hold up the ball. Although weird the 2 or 3rd player joining in and tackling the legs and turning the offensive player for a held up , was much bette then now when you feel helpless against this one on one drive, while other defenders just stand around. Please fix this in earlier builds if felt much better, it felt like you can add a 2nd or 3rd defender to create the hold up.

Thanks again for the sliders, now we just need to know what they do. And if the above issue above can be improved by the sliders.

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Does anyone have some suggested sliders to make the game more fun? I’ve turned the defensive aggressiveness down and followed the suggestion above to set everything to amateur or rookie except for certain things but I still can’t really attack well at all.

I’m not a newbie to these games at all having played a ton of RLL4 and I was doing well on RL26 before whatever update they made. Lots of games ending 6-0 or 0-0 at half time with 10 minute halves…

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Looks like you have decided to ignore the problem where the majority of the defensive side move beyond the dead ball line when a try is being attempted leaving the defender alone with no help. This is a major problem that needs fixing ASAP. How you have let this continue for months is ridiculous. Bad optic and shows a total lack of knowledge of the game. I will stand corrected if you can show me a video clip from the last 100 plus years that show a grade side ever doing this. You won’t find one. You don’t have to retreat 10 metres in defence of your line ever.

I’m generally positive on rl26, have found ways to enjoy it, mainly by dropping halves and wingers tackle ability down so there’s chances in attack but since slider patches came in player stats are officially broken. And as far as I can work out through trial and error sliders aren’t working properly. I’ve set big hits and drop ball % to zero and even put all backs and halves big hit tackle and drive tackles to zero in player stats, yet I can still put big hits resulting in ball spills and drive Payne haas back to nsw at will, with any back whenever I choose. I think big ant have put sliders in but the code is overriding inputs. Please fix this issue. The games become way too easy and boring in defence since last couple of patches ai on any difficulty just hit up and do nothing with the ball.

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Yeah I’ve almost given up on the sliders, been over a week and I still can’t get the balance right for myself. Really just hoping people start posting some custom sliders in that I can copy and try out.

I was planning on having a go today or later tonight. Even with sliders things ain’t going to get better until passing and support play are fixed.

But maybe if you tell people what you are looking for in gameplay then someone might be able to help you improve your experience. The last thing you need to do mate is have a bunch of different customs thrown your way. Peoples idea of “fun” is completely subjective.

For example my idea of fun is being able to spread the ball with sharp passing and have predictable support play. I want gaps to open up in defense because I took a player into the line and got a good draw and pass. I also want to be able to put a hit on with a player who should be able to put a hit on. But I don’t want cheese where I can just smash anyone with anyone and get the ball back. I want fast players to be fast, I want kickers to be able to kick better than everyone else. I also want to play against an ai that is creative and doing all the above against me. I want to be able to choose when I tackle so if I read the play wrong I get punished if I get sucked into a draw and pass. Things like that are fun for me.

I don’t want to play against a difficulty level that is purely based on ‘artificial difficulty” which these sliders actually prove this game is based on. There is no intelligence going on here, the reality is you are only tweaking how much the game hampers you when playing, the timing of a tackle, an offload, the step, the hit up. How quickly your players get gassed.

The underlying fundamentals are not changing, so all the frustrations I have with this game remain. The artificial difficulty issues are improved now so there is a type of fun you can have but it’s minimal. Because you are not doing anything else with these sliders. To be honest this is how BigAnt has always done these games, difficulty has always been about getting the player to face the ai with less tools or become perfect with timing etc it’s never really been about facing a smarter more creative ai.

Hence why there is no real fun to be had eventually as you either win every game or lose unfairly because you can’t do anything you expect to do, so feel cheated.

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Has anyone played Rugby League Raw yet and if so how does the gameplay compare to RL26?

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