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-Defense control/Attack control (combination, change of line widths etc...)
-AI need ajustement and for example, more clearance in a mid field situation. The AI can play during all the match in the half field and for the moment, ruck system isn't clear. So we were stuck defending hoping to miraculously recover the ball
Need quick fixe too. Rucks bugs need a patch really soon
1) Lateral passing - after breaching the defensive line. This needs work as supporting players sit too far behind rather than race up into the space to allow that final pass to score a try. What happened to me was the player passed directly back to a player so far behind him they got tackled and this makes the defensive break feel pointless.
2) Rucks - a couple of things happened to me in this area. The players seem to stall after the tackle for nearly 2/3 seconds before a ruck is even initiated. This needs to be immediate. The other thing that happens is I have no idea if I should keep competing. The ref could be used here with a 'Leave it!' which would let you know to stop trying or suffer a penalty. Lastly as I cannot tell if I am winning the ball successfully, I end up sometimes winning and then hoofing the ball over the top of the ruck. 'Y' on the controller, of course, is to compete for the ball but when you win it then becomes punt ... maybe consider changing the load out to avoid pointlessly kicking possession away or maybe making it clear whether you are winning the ball which could help here.
3) Dominant Tackles - Like Rugby 08 the option to dive tackle (dominant tackle?) is there.. this does need work, maybe some kind of nuanced assist with it. The problem at the minute is you have to be SPOT ON to actually initiate a tackle. Rugby 08 seemed to have this mostly right in that you had to completely and utterly miss to not actually tackle the intended player.
The positives:
When the above issues didn't impede my enjoyment it did feel much like Rugby 08, which is the benchmark for an enjoyable rugby game. Kicking and conversions being fairly simple; this should be kept. No need to make that as complicated as I have seen in previous games and the Rugby Challenge series.
Loads of nice touches and the music seemed pretty good on the whole. Commentary was ok for now, maybe needs the odd tweak here and there.
Player positioning seems ok which I was surprised about. In other rugby games the defensive line would just disappear and it was players scattered all over the place. Good to see that defensive shape sustain.
Star players - yes! I love that element in Rugby 08. It allowed the game to open up when they got involved.
Keep line outs simple much like kicking. Competing for it should be the case that if your jumper is slightly in front they have a chance of slapping it down/back towards your team.
Things for the future:
Offloading was near impossible and passing just before a tackle was not happening. These things should be in place in the future to allow the game to break up.
Fitness or stamina needs to be introduced as I was able to weave around the opposing team with my fastest player who seemed to have unlimited fitness.
Defensive patterns:
Blitz/Drifting/Sitting/Tight/Loose - these styles should be considered for teams and set at the "team" level. As you will notice teams in the real world are renowned for having a style of defence and attack. Japan for instance are fast and offloading constantly.
Attack:
I assume some form of running plays will be introduced. What I haven't seen before is a cancel the call option which might be useful. So for example you make a play and then realise that just running it is best and just pass/offload. This will allow you, as the player, to be as complicated or as simple as you like when playing the attacking side of the game and both styles should be effective when done well.
Rucks
A random number of players join these. This is not determined by player input.
These are near impossible to win and are only won by sheer luck.
The ball often gets stuck if you long hold RB/LB then move off of it for a quick pass.
Rucks near the edged of the pick lose the icons above players heads when long holding RB/LB.
You cannot join a ruck as the first person at the ball, it pulls in players beside you first. This results in no chance to steal.
There is almost a delay as players "set up" to ruck then multiple players (or none at times) from both teams join the ruck.
Mauls
These are non existent in the game.
Tackling
Input B on "Xbox" controller makes a tackle despite not being noted on the controls.
Tackling with right stick actually connects with the opposing player 1/10 times. More often than not the player dives right past them.
Randomly the game will stop the AI from tackling you allowing you to run the full length of the pitch. When this happens you also cannot pass the ball. Similarly this happens with the AI and you cannot tackle them.
Lineouts
These are non contestable and even if you guess correctly you more often lose them. Rugby 22's lineout system was considerably better and allowed for "fake" jumps.
I have so far been unable to maul despite pressing X.
Scrums
These are in effect free handovers to the AI. I have been unable to win a single scrum despite maxing the bar out on every input.
As a result, I do not know if any of the other functions work.
Wind
Wind has been non existent despite the AI's kicks appearing considerably more powerful than mine.
Passing
When receiving a pass players halt allowing the AI to catch them.
When through on goal the AI randomly passes the ball back to a player that can be tackled.
Running
I have been unable to shoulder charge or hand off any players so far despite multiple attempts. I simply get tackled.
Penalties
I have not been able to experience a single penalty. No high tackles, no offsides (even when I run 10m ahead!) and no ruck penalties.
There is an "offside indicator" in settings which does not work at all! I am able to consistently "jump the gun" and make tackles begin the gain line. This I suppose is a benefit because the only consistent way to get the ball back without a lineout is to force the AI far enough back that they will kick the ball.
I would like to propose an idea for this phase of the game. At the moment it is not a satisfactory thing. The animation is great, the ball is nice to see flying in the air. But it's not a challenge.
The use of the right stick to reproduce the kick has already proven itself. The timing, speed and trajectory of the stick should be highlighted. It would make us feel like we were hitting the ball. In my opinion, this phase of the game should be very close to a PGA swing mechanic.
Totally agree with you about pass.
Passes after contact also depend on the style of play.
The northern hemisphere does not play rugby in the same way as in the south. For example, Rugby Challenge is for me abusive regarding passes after contact. And this game was developed by an Australian team like Big Ant. Rugby 22 and eko software (notrh Hem) They found a good balance but for some it lacks the possibility of movement.
Couldn't we have a possible style of play. If you want a team more inclined towards hard play or on the contrary towards a more important movement game. We need, I think, to have quick access to the team composition. And to be able to adjust our attack and defence formations. We have to be able to test game plans.
The worst thing about rugby games is when you string passes together there ALWAYS ends up being that super loopy pass that gets intercepted.
I wish there was some actual skill to getting good passes away and fluent timing. Quick passing should be smoother if hit when the player actually receives the ball. If you just spam L L L L then it should be messy.
Offloads should be completely timing based, not random button mashing.
Long passes should be long presses to pass further, not selecting a runner with a face button.
Analog Direction = pick and go with forward/halfback (need a modifier)
Quick tap of pass = one-off runner
Anything longer should be timing based, and players to the side you choose to pass to should rarely be flat-footed. It ruins rugby games.
A few minor things -
1. when defending inside your 22, your fullback often starts behind the deadball line (as if you were defending further up the field)
2. the 9 is VERY slow to the ruck
3. you can't really pick and drive or dart with the 9
4. the collisions aren't all that satisfying - which is true of rugby 22 as well. Taking some of the collision/dominant tackle/bump mechanics from Rugby League Live 4 might help.