SLIDER SETTING THREAD - Your settings here!

Okay, so we need somewhere where we can all post our settings to test and compare them to try and find the best settings we can for RUGBY 25.

I recommend using the L2 and R2 incremental adjustment options and always branching out gradually from DEFAULT to test these and please try not to allow single individual incidents out of a single game to influence your views on a set of slider settings. We’re looking for repeated incidences of anything that may need ironed out, we all know one off crazy things can happen in this game.

I’ll start with mine

These are just my temporary adjustments for HARD, that you might like to try. PLEASE TRY THEM AS A WHOLE, not just a few of them as one thing can affect another.

Only adjust the following from default and check others are at correct default on HARD by pushing Triangle.

AI EVASIVE MANEUVERS SUCCESS CHANCE 1.050 (DOWN 1 L2 Press from default)

AI CONTESTED COLLECT ABILITY 1.000 (DOWN 1 L2 Press from default)

AI PASS EFFICIENCY 2.040 (UP 1 R2 Press from default)

AI OFFLOAD FREQUENCY 1.040 (UP 1 R2 Press from default)

AI HIGH TACKLE FREQUENCY 0.850 (DOWN 2 L2 Presses from default)

KICK BAR SPEED 1.500 (Up 1 R2 Press from default)

MAX PLACE KICK DISTANCE 1.200 (Down 2 L2 Presses from default)

MAX KICK-OFF DISTANCE 1.150 (Up 4 R2 Presses from default)

MAX GENERAL KICK DISTANCE 1.200 (Down 2 L2 Presses from default)

HIGH TACKLE FREQUENCY 0.650 (Down 3 L2 Presses from default)

SPRINT SPEED 0.910 (Up 2 R2 Presses from default)

COMPOSURE RECOVERY 1.748 (Up 2 R2 Presses from default)

RUCK BALL HOLD PENALTY AGGRESSION 0.710 (Down 1 Press from default)

Check that AI SPRINT BOOST TIME and your own SPRINT BOOST TIME are set to STANDARD. Mine were set to REDUCED for some reason originally.

Please test as a whole and see how it plays for you. More adjustments to make obviously as this is all new.

10 Likes

Can I please confirm your still getting High tackle incidents In a match with your setting ?

Thanks for positing this will try it when I get time.

I was yes, but much more reduced than with the earlier settings. I have since taken them down by one more L2 adjustment since and only had one in two games.

It’s a shame that they are instant Reds as it does affect the outcome of the game more heavily. Optional “yellow first” would be a good new slider if possible.

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Using these sliders, I still fond that the AI break first tackle way too much and also offload too much. So I decreased evasive maneuvers by 2 and offload by one, and I am currently in my 2nd test match, but it seems that the AI is still always breaking first tackle.

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Yeah I totally agree that they do break the first tackle a heck of a lot. Shame that’s not really anything we can adjust as yet. I haven’t tinkered with AI Pass Efficiency enough yet and seen whether it might also cause the AI to pass the ball a little more as that might be better than just a chain of off-loads.

I hope that in any future game that it would be taken into consideration that there is a lot of yardage play in Rugby where teams play phases of taking the ball off the back of the ruck and surging at the line to make metres before recycling through the next phase, either with pods of players or your basic pick and go plays too. Often players are tackled but making a couple of metres off momentum, This is largely not present in this version of the game and metres are often made through offloads, which is less Rugby Union like at times, although it does happen in the real game from time to time.

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It would be great if Yellow cards would get issued for Borderline high tackles or at least hitting bottom of neck. Shoulders. I have seen a few. Some examples
These got Red Cards.

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My settings after extensive testing.

These provide a solid fun game with a gameplay speed that allows rugby strategy.

Far from perfect as we don’t have all the slider settings or base development done. but better than we’ve had for a year and these settings make me want to play the game again.

Hope you will agree.

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Just from looking at these it looks like the AI will.be breaking first tackle a lot?

If you lower ‘AI Evasive Maneuver Frequency’ AI will no longer break any tackles. This Slider affects AI regarding side steps, fends and bump offs. Then lower ‘AI Evasive Maneuver Success Chance’ removes AI success in beating your defenders. However, if you want a little challenge from AI, you can place the sliders from ‘Never’ to a teeny weeny up to at least allow AI to side step you so at least they can beat a defender or two in side steps rather than being bumped on every tackler. I hope this helps.

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It wouldn’t let me post all 5 screens at once. Here’s part II:

Would these work on hardest

You can adjust it from Medium at the top. Here’s part III

I feel if you set it that low THE AI cannot generate an offense.

Part IV

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I am close to finalizing a faster set of sliders that provide challenging yet fun gameplay. Also eliminating the constant high tackle, providing a challenge on conversions and creating a competent kicking game where CPU will kick for territory and 50 22s for CPU/user as well.

This set also shows a difference in difficulty allowing USER to set own skill Level from Easiest to Hardest. I have seen low and high scoring games where the outcome is often in doubt.

Nothing though seems to fix the hands in ruck except the user being less aggressive.

I will be typing it all out on my laptop instead of posting screens.

EDIT: Ok here are the sliders:

Base Game Difficulty - User Preference (you can change this without affecting sliders below)

AI

Base Difficulty Hardest

AI Defensive Line Spacing 0.610

AI Evasive Maneuvre Frequency 0.800 (Lower this too much and AI cannot generate offense)

AI Evasive Maneuvre Success Chance 1.100

AI Scrum Ability 0.800 * this allows User to win some scrums

AI Maul Clerance Aggression 1.750 Neither side can push a scrum for now, Big Ant needs to patch

AI Contested Collect Ability 1.000

AI Max Box Kick DIstance 1.350

AI Max Placed Kick Distance 1.350

AI Passing Efficiency 1.500

AI Failed Pass Spray 7.320 *this allows CPU Passing errors that a human would make)

AI Offload Frequency 3.200

AI High Tackle Frequency 0.960

AI Sprint Boost Time Increased

KICKING

Base Difficullty Hardest

Kick Bar Speed 3.637 *this makes User Time the meter on Conversions, possible to miss)

Max Box Kick Distance 1.820

Max Placed Kick Distance 1.055

Max Kickoff Distance 1.060

Max General Kick Distance 1.235

PASSING

Base Difficulty Hardest

Player Passing Efficiency 3.960

Player Failed Kick Spray 4.780 (causes more dynamic gameplay, with turnovers possible)

TACKLES

Base Difficulty Hardest

Injury Frequency 2.295 (allows greater frequency of minor injuries, and a rare major)

Injury Severity Standard

Player High Tackle Frequency 0.500 (keeps high tackle a rare event)

Ruck Use It Timer 2.130 (keeps gameplay moving, forces CPU to Use It)

Maul Use It Timer 2.440 (since no one can move scrums, this stops the unnecessary time of push)

MOVEMENT

Base Difficulty Hard

Sprint Boost Time Increased

Sprint Speed 1.166 (faster gameplay, have to watch CPU carefully or they will get away)

Composure Recovery 2.846 (allows CPU speed, but keeps in check unrealistic stamina)

REFEREE

Base Difficulty Hardest

Kick Too Short Call Aggression Low

Forward Pass Call Aggression Standard

Held In Tackle Call Aggression 2.000 (MAX)

Ruck Ball Hold Penalty Aggression 1.810

Note: Feel free to tweak a bit from these numbers for your gameplay preference. Also you can change the Main Skill Level at Top to a difficulty to alter gameplay further to your level.

4 Likes

Thanks for your service. I have not even attempted to change due to time constraints.

My biggest challenge is to succeed to make the AI more dangerous by adjusting the passes. But for now, they keep offloading floaty passes for players not even close from the ball carrier, sometimes far behind them. Do you found how to avoid this ?

Yes floaty passes skipping 2.. 3 players is so frustrating…

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Try lowering the AI Failed Pass Spray slider.

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Even with max accuracy and lowest spray, It is still floaty and skipping players.

Think we all must ask jnt to fix maybe they eill then lol