Rugby 25

Rugby 25

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Mr Castrol Jun 28, 2024 @ 2:46pm
Feedback (Thread) (not a hate on game thread)
Kia ora big time Rugby league live player here.. and love my Rugger so thought why not try and have a proper feedback thread going on so it's easier for them to hunt down stuff.

https://board.bigant.com/t/launch-ea1-feedback/1712/41 (also this is the forums) for more feedback


- Kicking (RRL) Rugby league live 4, Had a great kicking system grubber's,bomb's,etc
do find it alot easier in this which is good.

- Forming of ruck's my team will not bind at anytime seem's they rather stand around or do i have to do it manually?
When the half back on the ruck get's the ball passing is either on the chest of player's or out the try line lol.

- Switching of player's has 2 button's which is annoying (A) or (X) or top R1 button's making it abit of a mess trying to get to near the ball maker.

-Tackling is there a button? RRL4 (has below the feet tackle and a few other button's for different type of tackle's,like ankle tap etc

- Audio i have Com's turned up all the way still pretty quite also.

That's all i can find for now will update more as i test away.



Cheer's ET1980
Last edited by Mr Castrol; Jun 28, 2024 @ 3:04pm
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Showing 1-15 of 23 comments
Martonie Jun 29, 2024 @ 1:04am 
-Call 10 for clearance
-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
lionmaul Jun 29, 2024 @ 5:02am 
When your try to pick from the ruck, does the player do a weird one step forward animation before you can move in the direction you want , is everyone else getting this weird animation?
wiehan112 Jun 29, 2024 @ 5:52am 
Played my first match and have to say that there is a lot of room for improvements. Firstly the graphic is not too bad at all. quit happy with what they have at the moment. Game play on the other hand is a bit in the begin phase of development. the ruck are impossible to turnover no matter what you try. while attacking your number 9 is never at the ruck to pass the ball, it always another number. when passing to the next play there is a stutter when he receives the ball, which is not very smooth play as rugby should be. The tackling mechanism needs a lot of work as the stick tackle way does not work. just revert to what it was like back in Rugby 08. i feel if Big Ant can put attention to detail and make the game play more smooth, then this game could be a hit. It all depends on the development team to sort this. I'll rate this game a 2/10 to this point. hopefully i can change this rating to a 10/10 in the future.
Martonie Jun 29, 2024 @ 6:32am 
Originally posted by wiehan112:
Played my first match and have to say that there is a lot of room for improvements. Firstly the graphic is not too bad at all. quit happy with what they have at the moment. Game play on the other hand is a bit in the begin phase of development. the ruck are impossible to turnover no matter what you try. while attacking your number 9 is never at the ruck to pass the ball, it always another number. when passing to the next play there is a stutter when he receives the ball, which is not very smooth play as rugby should be. The tackling mechanism needs a lot of work as the stick tackle way does not work. just revert to what it was like back in Rugby 08. i feel if Big Ant can put attention to detail and make the game play more smooth, then this game could be a hit. It all depends on the development team to sort this. I'll rate this game a 2/10 to this point. hopefully i can change this rating to a 10/10 in the future.

Need quick fixe too. Rucks bugs need a patch really soon
GreyAvenger Jun 30, 2024 @ 3:41am 
The top 3 priorities to sort next which took enjoyment away from playing, for me.

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.
Hutchy Jul 1, 2024 @ 9:55am 
I fed this back via their form. Hopefully we will see changes implemented gradually to make this the game we want it to be!

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.
Martonie Jul 2, 2024 @ 12:33am 
Conversion/Penalties system:

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.
lionmaul Jul 2, 2024 @ 6:03pm 
Punt and UP and Under should not be the same button press.
Doe_36 Jul 3, 2024 @ 2:06am 
It would be cool if, occasionally it would say or show the pack weights when going in for scrums.
Last edited by Doe_36; Jul 3, 2024 @ 2:06am
lionmaul Jul 3, 2024 @ 5:13am 
Offload , we need offloads , I think it is the single most important feature missing to have dynamic play. In Rugby 22 , you could offload as you were being tackled sometimes or going to ground. Offloads, offloads, offloads, the lack of these will ruin the game. Please prioritize offloads.
Last edited by lionmaul; Jul 3, 2024 @ 5:14am
lionmaul Jul 3, 2024 @ 6:19am 
Quick play of the patched version, passing improved and receiving the pass on the run tremendously better, I noticed when I try to combine sidestep followed by sidestep and other moves it works but the game crashes when you have a really good break with these moves. Binding players to the ruck is quicker, but not sure if it is random amount of players or how long or how often you add players makes a difference, would like to have more control of this. The contest tackle Y is still slow to add a player to try and jackle, it seems like it really is more of a clear out so the rucking player behind you can pick up the ball and steal/jackle. Will do further testing. Can the developers please release some notes on how these buttons are intended to work in the ruck, bind, contest the tackle, and steal. Do we tap buttons or hold down buttons. Can you offensively hold on to try and prevent the steal with possibility for holding on penalty. This really should be in the game, and its the only way to defend against the steal/jackle. Still no offloads, this is the worst part of the game. The game would play fairly well for early release if offloads were implemented, maybe even a short window popping when the opportunity to offload comes up and a particular button press? Anything is better then current status of offloads. I don't know if its just a flaw of this RLL4 like engine? Offloads must be implemented with risk of knock on if you do it at the wrong moment. Otherwise you feel like the ball is super glued to you.
Martonie Jul 3, 2024 @ 9:19am 
Originally posted by lionmaul:
Quick play of the patched version, passing improved and receiving the pass on the run tremendously better, I noticed when I try to combine sidestep followed by sidestep and other moves it works but the game crashes when you have a really good break with these moves. Binding players to the ruck is quicker, but not sure if it is random amount of players or how long or how often you add players makes a difference, would like to have more control of this. The contest tackle Y is still slow to add a player to try and jackle, it seems like it really is more of a clear out so the rucking player behind you can pick up the ball and steal/jackle. Will do further testing. Can the developers please release some notes on how these buttons are intended to work in the ruck, bind, contest the tackle, and steal. Do we tap buttons or hold down buttons. Can you offensively hold on to try and prevent the steal with possibility for holding on penalty. This really should be in the game, and its the only way to defend against the steal/jackle. Still no offloads, this is the worst part of the game. The game would play fairly well for early release if offloads were implemented, maybe even a short window popping when the opportunity to offload comes up and a particular button press? Anything is better then current status of offloads. I don't know if its just a flaw of this RLL4 like engine? Offloads must be implemented with risk of knock on if you do it at the wrong moment. Otherwise you feel like the ball is super glued to you.

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.
pascalj95 Jul 3, 2024 @ 9:23am 
my game is crash during the match...after the MAJ...
euphoreonz Jul 4, 2024 @ 1:27am 
A rugby game needs fast rucks and fast passing. Rucks are not scrums and it just looks awkward when players join rucks as if they're packing scrums

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.
Last edited by euphoreonz; Jul 4, 2024 @ 2:49am
wilkieblacktj Jul 5, 2024 @ 12:44am 
The new update has improved things a lot. Agree with all of the comments in this thread.

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.
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