Hey Rugby fans…
Let’s start over. I’m JNT_BA Jordan, I’m happy to share with you that I’ve been promoted to the position of Producer. Rugby is now my singular project and focus going forward. This is part of the reason I have not been around as much as I now work exclusively on Rugby 25, working with the team to ensure we make it all it can be.
We acknowledge that there have been some ups and some downs since EA1 and post-launch. While transitioning into the position, I’ve been closely involved in recent updates, focusing on areas you’ve told us matter most, targeting things that you all have specifically wanted changed. Some Quality Of Life, some new additions and some more tuning. But let’s talk a little about what’s been worked on now on a larger scale and what is on the list for the future. These are all works in progress and may change by the time we release them/get feedback.
Contested Marking/Aerial Manoeuvres
I have mentioned previously that the contested marking (what we internally call it) or Aerial Manoeuvres (what some other people have called it) was something I was hoping to get into this update, but there still needs to be more work done on this. Both our internal and some external testing teams gave the same feedback.
But let’s go over some of the new changes around this mechanic.
Before you would have seen a big red… “thing”. Some of you noticed this has been missing in the last few updates. As it provided no useful information, we removed it. But here’s a look at the new system:
In the image above, the Red will be “Player 1” and when against the AI, it will be shown in grey. This will change depending on the player as well. “Player 2” will have the Blue highlight, much like you would see when playing multiplayer matches. This will be a timed mechanic that can initiate when all the pieces align on the field. Requiring controller input for what you would like to attempt in these situations. In this specific case, I used the directional tap.
There are some choices you can make for these plays. Tap Ball Back, which will be a targeted tap towards your end, where the “Contested Collect” Would be the catching option that can be played out. There is also the option for “Tap Direction” for those who want more freedom of where they would like the ball to go. Careful with your placement, you can trigger a Knock on depending on how this plays out.
These will also adapt based on location. The option of attempting a try, assuming you are in the zone, will also appear to give that option during these contests.
Scrums
We know Scrums are one of the mechanics people like to avoid with all the power they have. Scrums lack a lot of understanding, and that’s on us. We do not give enough feedback on what is happening, as well as not really showing what play options you have.
When working with the contested marking and when I was apprised of the mechanic, the first thing I asked them to update was more visual feedback on what the AI is doing. We show it in two-player, let’s show it on AI.
Being able to see what you may have done wrong when it comes to scrums will follow this same line of redesign and is the only way you can get better or even understand what is happening, which will be the focus of the visual side of things. The scrum designs are still with the UI/UX team with new instructions for how these will be displayed and played out, so there are no current in-game-ready screenshots I can provide at this time. As what we have now for testing and what will be in the game will be very different.
Rucks
While a large number of updates went into Rucks over the last few months to make this system function better, there are still some issues with how it is currently. Mainly visual, but also some input issues, as well as feedback to the players about what is happening and when. Some work has already begun on changes to these, but as they will require custom animations for some parts, they will need some time to make sure they are working as expected.
Mauls
Mauls need some updates to functionality, but will not be getting a large update like some of the other systems at the moment. Allowing better outcomes that would reflect the play options will be the main changes to mauls.
Tactics
The current tactics options will be undergoing some updates to make these easier to change based on the plays in question. At the moment, you need multiple inputs to change how these are assigned. These will be changing to a much quicker system and one that you will be able to track on screen at any given time. With the update, it will also allow us to change these much faster or add additional formations you can play with the press of a button.
As we continue to work on this, we are constantly adding and revising more and more potential updates to how this will work to have a larger control over what your team is doing on the field.
While the AI will change around their play style based on a few decisions, the control has always been left in the players’ hands. An additional option to allow your team AI to make these changes will also be added for those who just want to play and not micro-manage.
Quality Of Life Changes
Then, some small things that are surprisingly are a large amount of work, but they help with the little details.
- More referees
- Ad Board Updates for blank leagues
- Team Updates
- New Player/Team Art
- New Stadiums
- An Online Focused Update
While these are not the only updates we are working on/have planned, these are the main focuses of direct updates. Other things like formations, pods, more reactive support runners and a number of other aspects will all be looked at while the individual teams work on their select areas.