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EA Rugby 2008 Discussion Thread

Righto guys, from what we're hearing, the absolute confirmed status of the game is......unknown. So what.

We still should discuss what features the next rugby game should have. It's better to hope for something and have an interesting discussion on what could be, than to dwell or mope about what might not.

At the end of the day we just have to express as much interest in the ***les future as possible, if there's even to be a glimmer of hope that EA will grant our wishes.

They improved mightily from '04 (they couldn't miss), '05 (crappy, but solid foundation) to '06 (launching pad to greatness).

I want some nominations from you guys, for a poll I'm going to start soon for the top 10 wanted change's for any future EA rugby ***le.

Then after we have those top 10, we should get as many of our real names e-signed to it and send it to EA and HB Studios.

Some of you will say "for all the good that'll do" and you may be right. It's worth a shot.

Maybe nothing will happen, but it might be interesting seeing what the top 10 are.

So,

1. Name your idea as a feature, eg; "Manual Rucking Technique"

2. Write up how it works.

3. Describe the attacking and defensive repercussions of this feature, (if it's a gameplay, non-options based feature)

4. Sit back and see if your a genius.

We should have a month of nom's before we vote on them.

What'dya reckon?
 
Righto guys, from what we're hearing, the absolute confirmed status of the game is......unknown. So what.

We still should discuss what features the next rugby game should have. It's better to hope for something and have an interesting discussion on what could be, than to dwell or mope about what might not.

At the end of the day we just have to express as much interest in the ***les future as possible, if there's even to be a glimmer of hope that EA will grant our wishes.

They improved mightily from '04 (they couldn't miss), '05 (crappy, but solid foundation) to '06 (launching pad to greatness).

I want some nominations from you guys, for a poll I'm going to start soon for the top 10 wanted change's for any future EA rugby ***le.

Then after we have those top 10, we should get as many of our real names e-signed to it and send it to EA and HB Studios.

Some of you will say "for all the good that'll do" and you may be right. It's worth a shot.

Maybe nothing will happen, but it might be interesting seeing what the top 10 are.

So,

1. Name your idea as a feature, eg; "Manual Rucking Technique"

2. Write up how it works.

3. Describe the attacking and defensive repercussions of this feature, (if it's a gameplay, non-options based feature)

4. Sit back and see if your a genius.

We should have a month of nom's before we vote on them.

What'dya reckon?
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That sounds good. I'll probly write up something later tonite or tomorrow.
 
i think all the good ideas have already been put forward numerous times in this and former threads.
my vote would go to a new turnover system, when tackling the tackler has a window of opportunity to steal the ball, i.e. the better their rucking ability the bigger the window. and they have to hold down on the right analog stick to get their hands on the ball.
factors that would influence this window would be the number of opposing players (and their counter rucking ability) joining the ruck, making the window that much smaller. say a player gets tackled away from his support the window would be huge but the tackled player could also hold on to the ball long enough till his support arrived but risk giving away a penalty. you would know when to stop trying to steal the ball by having the ref yell out "hands off!"

another good one would be fine tuning the set plays, and maybe the ability to create your own plays. also the defence needs tweaking, have actual defensive patterns like "man on" & "man out". have the opposing team actually mark their player and not run straight for the player with the ball.
 
i reckon having a turnover control similar to taking a catch on codemasters ricky ponting cricket. Just as the tackled player goes to ground, depending on the rucking stats/form, etc, a quick scale pops up and if you get the gauge in the middle you get the turnover. not saying it should happen every tackle, but yea something like that from ricky ponting cricket. what yous reckon??
I think something simple but tricky like that would be ideal. Ive got the cricket and im still having trouble getting catches!! so yea it would get harder with the difficulty... :huh:
 
So safe to say that one of the major polls will be to find out what is the most favoured rucking system on the forum.

It's probably one the more important suggestions we could put forward as a forum.

Who knows if we get 300-400 of our members to put their name to an endorsement of our top 10 changes, they may just listen. Ok they might not, but it can't hurt.
 
1. Offensive/Defensive Tactics

2. Each team playing a realistic style of defense/attack

3. Offense - each team plays realistically to their strengths eg... keep it tight in the forwards, kicking for field position, spread it wide, flat backline, deep backline etc.
this should be able to be adjusted to the conditions of the set game - eg if its a wet the option to play the tactic of keeping it tight could be chosen. if its verse a rush up defense then maybe the option of running a deep backline
Defense - The ability to change the way your team plays on defense. For example maybe a slide to set aggression of your defense. along with this a system similar to offense, with the ability to play a realistic style of defense according to your team. eg - rush up defense, slide defense, man to man defense etc

4. ahhh



is ea's stupid ai smart enough to do this? no way who am i kidding
 
Well, thats a perfect candidate for suggestion.

That would cover the AI/Tactics section very well. Anyone else got any suggestions on how an AI offense/defense could work well?

As BOKean has pointed out, this is a major issue for single player mode.
 
even multiplayer would be better with this - because you can only control 1 player at a time - without some sort of ai tactics there is no way in which to control your teams strategy offensively or defensively
 
Maybe EA's AI is pretty stupid, but it could be at least twice as intelligent as it is now. Even a 20% improvement in diversity of tactics would be invaluable.
 
Is it just me....or do the EA Rugby games pitches seem crowded, compared to games such as Rugby Challenge 2006?????

It's just me isnt it............


-Random mauls forming in tackles

-more forward play, ie pick and goes, carrying defenders forward (espesially little blokes) that kind of stuff

-more varied tackles and tackle outcomes, ie more multi-person tackles, more missed or half tackles etc

-BETTER BLOODY CAMERA ANGLES!!!!!!!!!! why is the end to end view so zoomed in...no sense of depth.
 
Is it just me....or do the EA Rugby games pitches seem crowded, compared to games such as Rugby Challenge 2006?????

It's just me isnt it............


-Random mauls forming in tackles

-more forward play, ie pick and goes, carrying defenders forward (espesially little blokes) that kind of stuff

-more varied tackles and tackle outcomes, ie more multi-person tackles, more missed or half tackles etc

-BETTER BLOODY CAMERA ANGLES!!!!!!!!!! why is the end to end view so zoomed in...no sense of depth.
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The default for the players is to follow the ball. So in broken play they crowd rather than line. It's a bit irritating. It's strange though, it didn't happen in previosu rugby games so it seems strange that it's not easily sorted out.

Right. Here goes.

1. Scouting players. Please please please get somebody who knows their stuff rather than rating people such as Sharky Robinson at 55. Also wingers overall attributes should be determined by factors other than just speed. Such as y'know, tackling? It's why Varndell's shite (as well as the failure to catch the ball). What also annoys me is that they've poorly implemented the "player out of position" thing. I mean...players don't drop the ball EVERY f***ING TIME when they're not playing in an alien position. That implies they're retards.

2. Offensively, I've been brought up to love and cherish the forward orientated game, 15-20 phases of pleasure, 50m rolling mauls (as knackering as they may be). I think teams should have different styles of play. Most basically split by NH and SH I guess but it's so frustrating that the forward play in R2006 is so minimal. We need to set up rolling mauls, to hold onto the ball, set up forward drives from the ruck (not the silly short pass thing either). Also should include the "Welsh special" set move where you put your front row in at key stages of the backline. Just a small point regarding lineouts: please please please have the option to select jumpers. Would help in the lineout.

3. This leads on to rucking. It's a difficult one because it's not an easy piece of rugby for newcomers to understand. So. First things first, you can switch to auto rucking in the menu. Also there needs to be scope for quick ball at the breakdown, if your flankers are in support and clear out quickly then you should be able to ship it out quick smart. The ball carrier should have the option to hold onto the ball if isolated. Hold it too long and the ref blows up but if you get it right it can buy you a little more time to let your forwards get in there. For the rest of it...I'm not sure, but it'd be quite cool if they had a system where you select which players get in there (they have to be in the vicinity obviously). Just so you can send in your most effective ruckers available and keep ball carriers out. They could call it "Scrum Half ***** Control" or something. Talking of scrum halves maybe they could implement something relating to scrum half awareness so better scrum halves will have more options at the breakdown or can create more stuff.

4. Animations. It's got to be seamless, more like Madden (although even that has its own problems). With this we have player moves. Maybe they could do a combo system for special moves - which would be controlled by the second analogue stick - so you could do nifty stuff like a show and step or step and spin, hand off and charge. Of course, if you get it badly wrong (doing all the twirly stuff) you could find yourself getting wrapped up and isolated. BUt that would open up the running game most definitely. Oh, and the set plays need to be quicker and slicker. They're pretty constipated in R2006. Oh, on the dummies somebody said they could do something similar to play action in Madden. Great call.

5. Passing. Slicker and I don't want f***ing rainbow passes which go right up in the sky. See WCR for great slick stuff. Also offloads need to be done better. It's more to do with player positioning (which, due to the crowding AI makes it difficult). Players receiving offloads need to be coming in faster and there should be more erratic passes out of the tackle and the scope for a Dmitri special (which involves a nice slip to Robbie Kydd for an 80m interception). Actually interceptions need to be taken more in stride to give the chance for the try. I was thinking for the fly half and maybe inside centre there could be options for who to pass the ball to and choosing running lines. A bit complicated but it could be good. So you could have the great fat boy ball, or a crash ball to the inside centre.

6. Momentum rating and slippery rating. Important. Makes for such brilliant things as this:

http://bruno.douin.club.fr/hernandez2.avi

Never gets old. Gets me everytime that Hernandez is in pink.

7. Tackling. More options in the tackle. Possibly a hit stick (with danger for a high tackle especially with ill disciplined players) but as you'll all agree with a must use on wingers down the touchline. So much fun. Ability to wrap up ball carriers, especially on the fly half/centre. Momentum rating determines how much ground lost/gained in the tackle.

8. Kicking: kicks in open play should be easier to take (grubbers/garryowens etc.) and the scope for a quick chip. Then there's the obvious Jonny problem.


That's all I've got for now I think.
 
I cant really think of much but anyway:

1. The backline should spread out more to the end of the field and it should be easier to intercept a pass.

2. Make strength have more of an impact as players like Shane Horgan are useless.

3. More accurate stats because I definitely dont thnk Jonny Wilkinson can tackle about as good as Jerry Collins.

4. Player editor if we still dont thnk the stats are good.

5. Roster updates
 
With regard to your second point, maybe they could have star defenders and star attackers?

1. Idea - Special Star Players

2. How it works:

With Star players:

A gold/yellow star could mean an excellent all round player on attack and defence (much as it is)

A blue Star could be an awesome attacking weapon

A red star could be a punishing defender - these players could injure a player with a special tackle (the current aggressive tackle) or lower their stats to under half, for 10 minutes. This would depend on how fatigued the targeted player was.

3. It's effect on the game:

This would mean that the real-life opportunity to target dangerous attacking players with even more dangerous defenders would exist.

Where a player has been slowed but not injured, the obvious choice would face the affected game-player, "Do I take him off now, or wait the 10 minutes for him to come back to normal?"

To reduce over-targeting, the Star defenders could only do this every forty 30 minutes (When the red star would appear over their head again)

What do you think?
 
great ideas lads but i think realistically they are rugby 2012 stuff

ea first needs to get the simple things right

game play must be smooth, open and fun - none of this scripted, stupid, animation based running

they need to clean up these main areas:

-smooth running attack

-smooth realistic defense

-more in depth forward play

-passing

-rucking

-smarter, harder ai (on opposition and on players team)
 
The concepts are good but I don't want stars all over the field. I don't really like the ones in 2006. It would fine if the stars were in the corners along with the names or something.
 
The concepts are good but I don't want stars all over the field. I don't really like the ones in 2006. It would fine if the stars were in the corners along with the names or something.
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Huh? Don't you get rid of the stars from the display?
 
Well, wherever the stars go, the principle could work the same. Wouldn't it be good to know that you could use one of your defensive stars to perform a superhit?

It'd like be having an ace up your sleeve. Or a crowbar.
 
What about having varying grades for the special abilities (eg gold, silver and bronze), and people with gold rated special abilities are classed as star players. That way they will be stars at different aspects of the game.

RC2006 did so much right in terms of player movement and slickness of control, thats its a huge bloody shame that there wont be another one.
 
RC2006 did so much right in terms of player movement and slickness of control, thats its a huge bloody shame that there wont be another one.
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The passing in RC2006 really impresses me. It's incredibly responsive and works wonders compared to R2006 (don't you just love slinging those miss passes in R2006 :rolleyes: loopy loo! )
 

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