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Rugby 2012

At the end of the day (and we'll probably say this a lot) it's highly likely that HB will not be able to incorporate every thought we all have, but there's no reason why we can't all suggest and hope. :)
We're all doing it in our heads anyway, so we might as well share it with other people who care. :)
 
Cheers for the reply C A Iversen! Glad to know its all being worked on by you guys here.

My personal suggestions would be:

1) Far improved breakdown areas. In almost every rugby game of recent times the ruck and maul mechanics and controls have been pretty awful. If you have an inferior team you just get turned over with no say in what happens, isolated or not. I would like to see some sort of balance system incorporating how the ruck is formed as a whole from how the player went into the contact, how isolated they are, the skill of the opposition tackler(s) and ruckers and the skill of your own players that are trying to retain the ball.

I have often then thought how the physical winning/retention of the ball could be implemented. WCR had the button mashing which really didn't work for me because if you had a mate who was faster at pressing X than you, you were screwed, and JLR sort of hinged on the amount of support and power of that support. The EA series doesn't really differ, it just depends on the momentum and an arbitrary animation that will just decide if you get turned over or not which never worked for me. I have thought of 2 possible mechanisms for the breakdown.

i) Have some sort of random button combo that could pop up on the screen and depending who completes theirs first will win the ruck.

ii)
As this is a next gen release why not implement the analog sticks within the rucking? So for instance after the ball carrier has been tackled pushing the stick down and then around to the direction you are playing would perform a drive over the tackle area to push away opposition players. A straight push of the stick in the way you are playing would simply bridge over the ball to seal it off. Pushing away from the way you are playing would remove players from the ruck. The skill would come in deciding when to seal off and when to drive over because if you seal when the other team are driving you would get simply pushed off the ball. You could only seal when you are clearly first to the ball and have numbers or when you have driven the opposition away from the ruck. The defensive team would have to press a button to roll away as the tackler, and likewise the offensive to release/present the ball. The ruck area would then play a much bigger part of the game (as it should be, and is in real life) as holding onto the tackler/ball for a split second could be the difference between turning over the ball and retaining possession when isolated.

Potentially both of these could be implemented as when I have looked through this thread many people have been saying they would like the game to be accessible to anyone and easy to pick-up-and-play. I personally would prefer a game that is hard to master and have that depth that will supply longevity for the experience rugby player. In the options menu if you are an amatuer or playing for a bit of fun you could simply select the button combo system. Experienced players could select the stick system allowing for a much more thoughful and tactical game.

2) Far better running/attacking system In the most recent EA rugby games the running has been ok, though it can get very boring when the same gap always opens up in the midfield allowing for easy tries again and again. I think there needs to be a total overhaul of the way attacks are constructed (such as set plays, as they pretty much useless in the last games) and the way you can use players specific traits in attack.

EA need to do away with the 'star player' system, its far too arcade and makes some players almost god like. For instance Wilkinson should be good at kicking and passing but not very good at running. Basteraud on the other hand would be very hard to tackle and clearly a physical presence, but his kicking far worse than a seasoned fly half. Rugby Challenge 2006 managed to capture the difference between a lumbering forward and a slick back quite well (for a bad game) and meant that trying something a player would not usually do, such as a side step from a prop, would more than likely be close to inneffective, whereas a shoulder charge would not, and vice versa.

I think there should be a lot more emphasis on the scrum half and fly half also. They are the pivots in attack and are where the whole play will be decided. I would like to see a sort of american football style set play system where a play will be set by the fly half (say a simple dummy scissors pop) and instead of the player setting the play and then being simply taken along with the animation you should control the fly half so you have to run the correct line with him across the switching reciever and the pop to the 2nd reciever. However it should be your choice what you do and if you want to do the switch when you are running across by simply pressing pass you will operate the switch and assume control of the 1st reciever. Likewise after selecting the set play if you see a gap in the defence you could just run straight with the fly half and ignore the set play to exploit it. The flyhalf is the the 'quarterback' who runs the whole play. This could mean like in Fifa 10 you could set running routes from players in the back line and create your own set plays.

The running move in the previous games are awful too; just scripted animations which if pulled off at the right time render your players paralysed far more akin to a game like fifa street than rugby. If anyone has played the new Madden game then I think a running mechanic should be implemented similar to that. Though it is not perfect the players arch and lean as they run and feel heavy meaning they cannot just turn on a sixpence at full speed as in previous EA rugby ***les. The special moves should also be physics based not animation timing based. The moves should be handoff (L+R), charge, sidestep (L+R), hitch kick (if you're wondering what that is look at Ryder in the Fiji 7s), dummy (pass + kick) and possibly spin.

Passing needs to be improved and definately offloads. I would like to see something like JLR bought back where you hold the pass button before the tackle and release it when in the tackle to execute it.

3) Improve career mode and team set up Career mode is simple really, just make it pretty much the same as Fifa 10 but for a rugby game. Obviously its not perfect but it is pretty damn good.

For the team set up there should be plentyful options as to how to set the team up - from the lineup, captain and kickers etc to things like what set plays will be assigned. The slider system that is in Fifa 10 is great and should be used to change things such as how often you would like forwards or backs to take 1st phase ball, what type of play you want to opt for (kicking, forwards, inside runners off 10/12, wide play) and how often to adopt this and in what areas of the pitch, how agressive you are in defence and how quick you would like ball from the scrum half.

These are so well implemented in Fifa and work so well because it varies completely with the team and formation you are playing. The sliders should all be adjusted depending on players your team has. This would allow for so much more depth in the game as each player will set up a different style and would be brilliant to see online.

4) Online play
Pretty much speaks for itself.

5) Improve defence Tackling should be like it is in JLR and Rugby Challenge 2006 with a normal tackle button which would have a higher success rate (especially if big v small) and a smash tackle which would have a lower success rate but a large chance of forcing a turnover if successful. Obviously again if used by small v big you would just be bounced off.

In the defensive line i think there should be the formations as there are rugby 06/08 but with the shoulder buttons you should be able to initiate either blitz or drift defence depending on the opposition play, and the harder you hold it down the more aggressive/fast the defence will be and if you let go the defence will just approach normally. If you get it wrong then you can get caught out wide (blitz) or hit with an inside runner (drift) so you should judge in accordingly as in real life.

Instead of selecting one player and contolling them for the whole defence or frantically trying to select to the closest defender the CPU should just automatically follow the ball meaning you always have the closest player selected.

6) Accurate player stats and DEVELOPMENT The player stats on 08 were abysmal. You just have to look at games such as Fifa, PES and Madden to see what stats should be like. Also young players should develop and likewise older players depreciate as in games such as Fifa and PES which have implemented this very well.

7) Goal kicking I think kicking kings on BBC (here) would be awesome.


I know I have only listed 7 there but theres probably more like 20 suggestions in there! Sorry its sooooo long but thats how frustrating Rugby 08 was! I would jsut love for the developers to spend less time on graphics, stadia and kits and bring out a good, solid rugby game that can be built on in subsequent years. When Fifa went to next gen Fifa 08 was a good game. Now two additions later it is superb and PES has pretty much fallen by the wayside. C'mon HB don't let us down!
 
Finally, Rugby will be making it to a next gen console. This fantastic news and congrats to this forum as being the place to receive updates. Very impressive.
 
..well. Well I've never. I'm putting you on my list on enemies. You're in for it now, Eric. Ha, no, look what I've really written:
I REALLY like Eric
15gw1gw.gif

Tony, Tony, Tony....
 
That's genius that! And just to emphasise, there'll be no insults on this forum. If you want to muck about, go into off topic. If you dare.
 
Cheers for the reply C A Iversen! Glad to know its all being worked on by you guys here.

My personal suggestions would be:

1) Far improved breakdown areas. In almost every rugby game of recent times the ruck and maul mechanics and controls have been pretty awful. If you have an inferior team you just get turned over with no say in what happens, isolated or not. I would like to see some sort of balance system incorporating how the ruck is formed as a whole from how the player went into the contact, how isolated they are, the skill of the opposition tackler(s) and ruckers and the skill of your own players that are trying to retain the ball.

I have often then thought how the physical winning/retention of the ball could be implemented. WCR had the button mashing which really didn't work for me because if you had a mate who was faster at pressing X than you, you were screwed, and JLR sort of hinged on the amount of support and power of that support. The EA series doesn't really differ, it just depends on the momentum and an arbitrary animation that will just decide if you get turned over or not which never worked for me. I have thought of 2 possible mechanisms for the breakdown.

i) Have some sort of random button combo that could pop up on the screen and depending who completes theirs first will win the ruck.

ii)
As this is a next gen release why not implement the analog sticks within the rucking? So for instance after the ball carrier has been tackled pushing the stick down and then around to the direction you are playing would perform a drive over the tackle area to push away opposition players. A straight push of the stick in the way you are playing would simply bridge over the ball to seal it off. Pushing away from the way you are playing would remove players from the ruck. The skill would come in deciding when to seal off and when to drive over because if you seal when the other team are driving you would get simply pushed off the ball. You could only seal when you are clearly first to the ball and have numbers or when you have driven the opposition away from the ruck. The defensive team would have to press a button to roll away as the tackler, and likewise the offensive to release/present the ball. The ruck area would then play a much bigger part of the game (as it should be, and is in real life) as holding onto the tackler/ball for a split second could be the difference between turning over the ball and retaining possession when isolated.

Potentially both of these could be implemented as when I have looked through this thread many people have been saying they would like the game to be accessible to anyone and easy to pick-up-and-play. I personally would prefer a game that is hard to master and have that depth that will supply longevity for the experience rugby player. In the options menu if you are an amatuer or playing for a bit of fun you could simply select the button combo system. Experienced players could select the stick system allowing for a much more thoughful and tactical game.

2) Far better running/attacking system In the most recent EA rugby games the running has been ok, though it can get very boring when the same gap always opens up in the midfield allowing for easy tries again and again. I think there needs to be a total overhaul of the way attacks are constructed (such as set plays, as they pretty much useless in the last games) and the way you can use players specific traits in attack.

EA need to do away with the 'star player' system, its far too arcade and makes some players almost god like. For instance Wilkinson should be good at kicking and passing but not very good at running. Basteraud on the other hand would be very hard to tackle and clearly a physical presence, but his kicking far worse than a seasoned fly half. Rugby Challenge 2006 managed to capture the difference between a lumbering forward and a slick back quite well (for a bad game) and meant that trying something a player would not usually do, such as a side step from a prop, would more than likely be close to inneffective, whereas a shoulder charge would not, and vice versa.

I think there should be a lot more emphasis on the scrum half and fly half also. They are the pivots in attack and are where the whole play will be decided. I would like to see a sort of american football style set play system where a play will be set by the fly half (say a simple dummy scissors pop) and instead of the player setting the play and then being simply taken along with the animation you should control the fly half so you have to run the correct line with him across the switching reciever and the pop to the 2nd reciever. However it should be your choice what you do and if you want to do the switch when you are running across by simply pressing pass you will operate the switch and assume control of the 1st reciever. Likewise after selecting the set play if you see a gap in the defence you could just run straight with the fly half and ignore the set play to exploit it. The flyhalf is the the 'quarterback' who runs the whole play. This could mean like in Fifa 10 you could set running routes from players in the back line and create your own set plays.

The running move in the previous games are awful too; just scripted animations which if pulled off at the right time render your players paralysed far more akin to a game like fifa street than rugby. If anyone has played the new Madden game then I think a running mechanic should be implemented similar to that. Though it is not perfect the players arch and lean as they run and feel heavy meaning they cannot just turn on a sixpence at full speed as in previous EA rugby ***les. The special moves should also be physics based not animation timing based. The moves should be handoff (L+R), charge, sidestep (L+R), hitch kick (if you're wondering what that is look at Ryder in the Fiji 7s), dummy (pass + kick) and possibly spin.

Passing needs to be improved and definately offloads. I would like to see something like JLR bought back where you hold the pass button before the tackle and release it when in the tackle to execute it.

3) Improve career mode and team set up Career mode is simple really, just make it pretty much the same as Fifa 10 but for a rugby game. Obviously its not perfect but it is pretty damn good.

For the team set up there should be plentyful options as to how to set the team up - from the lineup, captain and kickers etc to things like what set plays will be assigned. The slider system that is in Fifa 10 is great and should be used to change things such as how often you would like forwards or backs to take 1st phase ball, what type of play you want to opt for (kicking, forwards, inside runners off 10/12, wide play) and how often to adopt this and in what areas of the pitch, how agressive you are in defence and how quick you would like ball from the scrum half.

These are so well implemented in Fifa and work so well because it varies completely with the team and formation you are playing. The sliders should all be adjusted depending on players your team has. This would allow for so much more depth in the game as each player will set up a different style and would be brilliant to see online.

4) Online play
Pretty much speaks for itself.

5) Improve defence Tackling should be like it is in JLR and Rugby Challenge 2006 with a normal tackle button which would have a higher success rate (especially if big v small) and a smash tackle which would have a lower success rate but a large chance of forcing a turnover if successful. Obviously again if used by small v big you would just be bounced off.

In the defensive line i think there should be the formations as there are rugby 06/08 but with the shoulder buttons you should be able to initiate either blitz or drift defence depending on the opposition play, and the harder you hold it down the more aggressive/fast the defence will be and if you let go the defence will just approach normally. If you get it wrong then you can get caught out wide (blitz) or hit with an inside runner (drift) so you should judge in accordingly as in real life.

Instead of selecting one player and contolling them for the whole defence or frantically trying to select to the closest defender the CPU should just automatically follow the ball meaning you always have the closest player selected.

6) Accurate player stats and DEVELOPMENT The player stats on 08 were abysmal. You just have to look at games such as Fifa, PES and Madden to see what stats should be like. Also young players should develop and likewise older players depreciate as in games such as Fifa and PES which have implemented this very well.

7) Goal kicking I think kicking kings on BBC (here) would be awesome.


I know I have only listed 7 there but theres probably more like 20 suggestions in there! Sorry its sooooo long but thats how frustrating Rugby 08 was! I would jsut love for the developers to spend less time on graphics, stadia and kits and bring out a good, solid rugby game that can be built on in subsequent years. When Fifa went to next gen Fifa 08 was a good game. Now two additions later it is superb and PES has pretty much fallen by the wayside. C'mon HB don't let us down!

I think you contradict yourself in your first point! You don't want a button smash affect but then you ask for a button combo where the first person to complete wins the ruck.

I think your other suggestions are fair, like to see the truck stick like they have in Madden!
 
Most Rugby fans have a pretty good understanding of the games laws and interpretations. First of all it is important that HB Studios develops a Rugby game that has all the major current tournaments and Leagues E.G-Guinness Premiership, Magners League, Heineken Cup and Amlin Cup, Super 14, Six Nations, Tri-Nations and World Cup and they should be licensed. Other important tournaments and tours should include British & Irish Lions, Barbarians and Churchill Cup and friendlies.

Next step is for HB Studios to decide if the game needs to be in the previous arcade style setup like previous EA Rugby games or a Management type game like Pro-Rugby Manager 2 or Football manager 2010. What I would like to see is the option of having either in the game or a combination of both..this would mean accurate stats and player information and a in depth tactical platform or one that is at least similar to the Madden game. This would be useful when looking at the set pieces such as the Scrum and Lineout. You would have to look at the lower leagues for this as you want to have your youth players coming through I.E Welsh Premiership league and academy sides for Wales.

Most Rugby fans who play Rugby games will not be fooled by a lame attempt at a NEW RUGBY GAME like the Last EA Rugby game which should have been at least as good as the Fifa or Madden of that time;]

Why not have the option of being the Manager of that team and the future possibility if you do well to coach your National team (and of course keep on coaching your domestic team). If you did this you could add financial and club structure possibilities like Stadium and training upgrades, loaning players, hiring coaches and specialists and a proper transfer system.

Another option could be a futuristic setting where you could have a millionaire come along and put money into your team, or the funds to bring in an International A Team such as a Wales A etc who could be invited to play in the Churchill Cup.

Player ratings like Football Manager-Amateur, Prospect, Hot Prospect, Wonderkid, International, legend. and special ability like Powerful Flanker, Flamboyant Fly Half, Strong center and creative center etc.

Every Rugby player in the game should have a attributes table similar to the Football manager system;]

We want great Graphics and proper stadium detail!!! Please give us proper player names and profiles.

Please do the game for the PC platform!!!!!!!!!!!!!!!
 
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If its a game like Pro Manager Rugby then its safe to say I won't want to purchase it.

HB will probably do a non-managerial game which is the best way forward. If they adopt a FIFA Manager Mode into the game then all well and good but I don't think having a game primarily based on being a 'Coach' is the way forward.

What concerns me is that people really do have a high expectation on this game. I will purely be happy if the game is better than Rugby 08, in terms of graphics and game physics and with an online mode.
 
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Yeah, not a fan of manager games. The most managerial(?) i can handle is the manager mode on Fifa, but then on that i just play it pretty much like a regular season anyway :p
 
Cymro & Olyy you are probably right about HB only making an arcade type game like EA's previous Rugby ones...however for me I tend to find them limited and with no depth, what I would like is a Football manager type game where in between matches you can concentrate on the management and then the actual matches are still graphically beautiful as a arcade platform where you can still make management decisions as well as arcade inputs.
 
If its a game like Pro Manager Rugby then its safe to say I won't want to purchase it.

HB will probably do a non-managerial game which is the best way forward. If they adopt a FIFA Manager Mode into the game then all well and good but I don't think having a game primarily based on being a 'Coach' is the way forward.

What concerns me is that people really do have a high expectation on this game. I will purely be happy if the game is better than Rugby 08, in terms of graphics and game physics and with an online mode.

If it's done well a Rugby Manager type game will work well. EA aren't the ones to do it though
 
Ye im not doubting that, but HB are going to produce a Rugby sim / 'arcade' style of game and not a a managerial one. A lot of people would be disappointed if HB produced a managerial game. That is why I am pointing out that a rugby manager game is not what we need currently.
 
hi guys,
really excited at the prospect of a new Rugby game, one question, will it be available on Nintendo Wii? It can be done, there's a rugby league game out on the Wii http://www.rugbyleague3.com/
 
I think you contradict yourself in your first point! You don't want a button smash affect but then you ask for a button combo where the first person to complete wins the ruck.

Yeah but the thought behind this was that doing a random button combo isn't down to sheer button mashing endurance. If the screen popped up with say 'X Y B' at a ruck, and 'X LT Y' at the next you are forced to be on your toes to win each ruck, but it isn't button mashing. Plus you could make it so that the team in possession has one less button in their combo string so uninterrupted phases of play could build up.
 
I think a lot of my 'wants' are covered above, but a few more things:

- One feature I feel would really benefit (and it's been touched on above) is a passing system similar to Rugby League 2 (but with proper physics and a good game behind it) - would be great to have standard left and right pass buttons, but also a 'modifier' button which brings other buttons into play for miss and double miss passes (or even behind the line to the fullback) in both directions. EA has done this in NBA games for some time and it works very well. It would mean more variety outside of 'set' plays, and greatly enhance attacking options.

- A tighter set of forward moves from ruck / maul areas. This is a huge part of the modern game, with successive drives around the fringes, and it should be implemented to allow forward-orientated teams to (reasonably) safely gain incremental yards, but should definitely become more difficult closer to the try line or if the defence has had more time to realign.

- More flexible kicking options. There should be a range of kicks (using a modifier button if necessary to give each kick a 'quick' and a precision option - either slowing down time a la Rugby League games, or just a nudge on a thumbstick, with accuracy based on the players' stats / pressure they are under) to allow for rushed but potentially less accurate hoofs downfield, or quickly spotted chips over a blitzing defensive line to exploit the space in behind. The 'slower' versions of each kick could be retained for tactical kicks to really go for the corners.

I'm sure more things will come to me, but just a few suggestions.
 
Yeah but the thought behind this was that doing a random button combo isn't down to sheer button mashing endurance. If the screen popped up with say 'X Y B' at a ruck, and 'X LT Y' at the next you are forced to be on your toes to win each ruck, but it isn't button mashing. Plus you could make it so that the team in possession has one less button in their combo string so uninterrupted phases of play could build up.
I suppose if you were isolated/had support you could have more or less buttons, so quickball could still happen
 
Yeah but the thought behind this was that doing a random button combo isn't down to sheer button mashing endurance. If the screen popped up with say 'X Y B' at a ruck, and 'X LT Y' at the next you are forced to be on your toes to win each ruck, but it isn't button mashing. Plus you could make it so that the team in possession has one less button in their combo string so uninterrupted phases of play could build up.

If thats the case then that would make more sense, but could overcomplicate the game possibly.
 
This news brought a proper lift to me today, was stuck inside with nothing to do, and i saw this post :D :D can't wait - shame its looking like a year and a half (probably round World cup time).
Me personaly i wouldn't be greatly disappointed if there was no manager option, as someone has already pointed out, we need a good "sim/Arcade" style game on next gen. All I'm looking for is an updated attacking game - variation in sidesteps (not one generic move for every player) , dummies, handoffs, spin moves (maybe??) Campese step etc. Make attacking more varied and fun. Also an actual HIT STICK, none of this silly "high tackle" s!!t.

To be realistic tho, what we will get is

Updated graphics + physics (next gen)
"Up to date" rosters + Stadiums
1 or 2 "new features"
online play
(Think the first FIFA game on next gen, it weren't perfect but it was enjoyable and fresh)

If the above is done correctly (which we all deserve due to the long wait), it should make make Rugby 2012 an enjoyable entry to next gen. There will be flaws as we all will know, but as long as they make it solid we'll all go out and buy it, and hopefully they'll have the funds to make a 2013 (with bugs etc fixed).

I'm soooo EXITED, aint been this exited since i heard spiderman 3 had Venom in it - hopefully in this case, the result won't be the huge disappointment i had when coming out of Spiderman 3 :(
 
Will the Melbourne Rebels be included in the Super15(?) I wonder...
 

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