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I'm old so I've no idea what an ultimate career mode is lol but without a career mode why would anyone play a game?
I'm old so I've no idea what an ultimate career mode is lol but without a career mode why would anyone play a game?
your preaching to the choir mate. Career mode was always my favorite but ultimate team trading card games are what the kids and 30 year old you tubers are into.
Kids are ruining games...
Have played a bit more this evening. Biggest frustration has to be the lack of pace throughout the game. Every player feels so slow. The ball goes out to a wing that now has massive space and then he gets reeled in by a forward within 15 metres. There doesn't feel like there is much reward for creating space on the field. I discovered you can move your attacking line back, but at this stage I haven't figured out how to use attacking plays and make them effective.
It just doesn't feel rewarding for getting some right. Bashed it up the middle and had some interplay midfield to open up space out wide for the wing? Great, here is ten metres, do the same thing for another 30 phases until your wing/flyhalf/centre on a break gets reeled by a prop again. Rinse and repeat.
Overall i'm pretty positive about this game and I think there are some solid foundations. Of course it is not a complete game and it is not satisfactory, but I feel it is a great step in the right direction. I think it's far better than the broken mess which is the Rugby Challenge series and of course Rugby 18 which was unplayable, and it has more depth than Rugby 08's gameplay.
They need to do a better job of explaining the intricacies of their game-play mechanics in the game though, the tutorials are far too basic and they don't even show you the controls.
At times when i'm playing the game I feel kind of lost. They've moved towards a more structured game which I think is a great thing, the problem is it hasn't been completely fleshed it out and if you want to play an unrealistic wide wide offload game like Rugby 08 or Rugby Challenge it isn't possible. Developing the structure and organisation of play and explaining this to the player and to make it easier to visualise should be developed further in the next game. My idea would be to have play calling and decision making in stoppages of play like you have in the Madden series. So, when there is a scrum or lineout a menu pops up and you decide the direction of play, set/quick plays you will use for the next few phases much like you would in real life. That will at least allow the player to focus on winning rucks and passing the ball to find gaps and space whilst working within the structure of the team.
For me the pod tactics in this game are a big evolution with the 1-3-3-1 and 2-4-2, we've never had this before and it actually feels like you're playing a real rugby game for once. If you use the L1+R1 button together once you have passed to a forward pod from 9/10 you can do a screen pass to the back-line player sitting behind, it makes for some great plays and added realism. I highly suggest utilizing them as much as possible. Check out a youtube channel called Utopisys if you want to see some realistic gameplay.
Further on the attacking side of the game, the set plays are all wrong. They let you use intricate set plays off of rucks but then you can only choose 5 scrum moves with the 8/6/7 without any options for backs, it makes no sense. You rarely see teams trying intricate set plays from rucks in real life anymore, most teams only use quick plays like scissors, dummy switch pass etc. So this could instantly improve the game. I'd like to see some more spontanious running lines from backline players as they currently only run in a straight line and i'd like have to the option to pick and goe with a bunch of forwards instead of just one player.
Defence is ok but I don't get why the player controlled A.I will not make tackles unless you switch to the nearby player and press the tackle button.
The rucks are pretty good if not a little bit too easy. I would like to see more penalties introduced as you only get penalised for jackaling in this game. The system from the 2011 RWC game could be implemented where there was some sort of button mashing meter which at least resulted in some penalties now and again.
Scrums are overly complicated and take way too long. To be fair it's probably the most difficult part of rugby to simulate in a video game. Rugby Challenge's scrums were no better and in Rugby 08 there was no competitive element so props were useless.
Lineouts are very good, I like the fact that you can feint lift. The addition I'd like to see is pre assigned calls/plays brought in and to throw in with the hooker.
The pc version has the RSA,NZ,Eng,Aus,Arg and fiji real kits and logos hidden in the teams_dev folder then you can just replace the fake kits with those files and have the licensed logos
I also found the currie cup and super rugby and world cup real logos in the devs contest folder and under players_dev i found some of the real Springbok players names with face photos
I wonder if we can activate them in game somehow since they are in the games folders
The ratings are still dogshitPatch 1.5 Notes
Highlights
Gameplay
- Updated rosters of following teams:
- France
- Italy
- Ireland
- Scotland
- Wales
- Changed the look of some players
- Updated the stats of all players and teams to reflect the current Rugby season
- Backup mechanism implemented for corrupted save files
AI
- Holding B to add 2 players into the ruck takes effect faster (0.25s, down from 0.6s)
- Sprinting when there is no stamina left is faster
- Tackle distance has been slightly reduced
- Players now have a "blind spot" behind them from which they cannot tackle
- User-controlled players in defense are now facing the opponents when running (whenever possible)
- Simplified the inputs for sidestepping. One "tap" of RS to the left or the right initiate a sidestep. Fending is done by holding RS in the wanted fend direction (360 dodge input for back players is unchanged)
- Players now reposition faster between phases, causing less defensive gaps after a fast played penalty
- Slowdown on some free ball pickup animations has been reduced
- It's been made easier to introduce the ball in scrums and throw the ball in during line-outs
- Added haptics
- Added horn sound at end of regulation time, and music at intro / halftime / outro
HUD
- AI always kicks into touch when winning to end the game
- AI performs more offloads
- Reduced time for AI to choose an action after rucks
- AI ruck tuning (slightly easier on Pro difficulty to turn a ruck over)
Menu
- Added a progress bar for challenges during a match
- The score panel timer goes red at end of regulation time, and now displays seconds
- The score panel in Online mode is used to display running advantages
Network
- Clearer stamina display in management and training menus
- The experience and rewards formula has been changed (lowered required XP with faster level-up on low levels, but greater rewards at higher levels)
- Fixed booster content disappearing after video ends
Bug Fixes
- Improved network gaming experience
- Fixed a possible bug where no one caught the ball during a line-out
- Fixed line-out AI not selecting the right jumper when reacting to a fake or jump
- Fixed an issue where a tackle near the try line sometimes leading to the player getting up slowly while others waited. Ball is now dropped, leading to faster play.
- Fixed fast played penalties sometimes causing softlocks
- Fixed the scrum extractor sometimes not coming to extract the ball
- Fixed AI players sometimes running straight, even when colliding with an opponent
- Fixed referee not whistling foul when players offside at breakdown perform a tackle
The ratings are still dogshit