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Suggestions/ideas for Rugby 2012

in defence hold l2 as in fifa and player squares up.
in 08 it was hard to tackle from fullback one on one
 
Weather Conditions

I think the impact the conditions have on the game play should be more realistic i.e.

Rain/Snow: Players slipping. The ball handling is more difficult and knock ons.
Wind: When playing against a Computer the tactics change each half of rugby depending which direction the wind is i.e. more ball in hand or kicking for position

Can anyone think of any other scenarios?
 
Player movement has to be improved. In Rugby 08 when you held down the "sprinting" button, the player would run at that pace even when changing direction. In 2012 if a player changes direction dramatically, then they should lose balance and slip. This can be avoided by taking your finger off the sprinting button before changing direction. I believe this will make the game more challenging, and could perhaps replace the sidestep button?
 
Substitutions

Currently Subs are only used when a player is injured.

I think the Subs should be used by the opposition realistically to impact on the match towards the end of the game.

I think depending on the quality of the ratings of the players on the bench the impact should either improve the way the opposition play i.e. make it more difficult to score against them/more likely for them to score a try.

If the bench is weak then it would have a negative impact on the flow of the team and result in mistakes and make it easier to score against.
 
Player movement has to be improved. In Rugby 08 when you held down the "sprinting" button, the player would run at that pace even when changing direction. In 2012 if a player changes direction dramatically, then they should lose balance and slip. This can be avoided by taking your finger off the sprinting button before changing direction. I believe this will make the game more challenging, and could perhaps replace the sidestep button?

What about having the agility stat determine how much speed a player loses when making sharp turns; up near 100 change directions at will, down near 0 straight running or nothing. Also, like the post a few above mentions, have weather conditions such as rain and snow take a third (or half) off all players agility and handling stats. Makes it more realistic in the wet that backs lose their sidestepping but not their straight line speed and forwards lose not a lot.
 
Playing rugby 2008 with my house mates daily causes many heated arguments, most of which come to conclusion as the games fault:

- Defensive computerised positioning of players needs to be tighter. In 08, wingers tend to linger too wide instead of marking their opposing man. At the scrum particularly defending a scrum inside own 22, the wing either is not present or too slow on the line. Also at this scrum the No.8 is too slow to disengage...this needs to change.

- Players like Ronan O'Gara and Dan Carter do have great kicks but in '08, they can punt from their 5 to the oppositions 22 against the wind. Bit too ridiculous.

- Offloads should be controlled by the player in terms of direction, left or right. Possibly with use of the pass buttons.

- In '08, quick lineouts are almost always threatened by the opposition even if they were 50m away when the ball is caught they still manage to interfere by running ridiculously fast or by the thrower stalling for some reason. This is irritating.

- Trys should be held up. Mauls need to be more fluid and fast. Rucks should be less structured.

- Amlin challenge cup should be included if only as part of a career mode tier system.

- The crowd must be more dynamic and colourful, stadiums must have different personalities, like the thomond park hush, the millenium stadium noise, swing low at twickenham, the colour in Hong Kong.

- Derby matches must be special like Toulouse v Stade with lots of colour and atmosphere.

- The crowd dosent always have to be a sell out!

- Top 14 is a must. So is Magners league, Rugby Pro 2, Anglo-Welsh cup, Churchill cup, European nations cup, world cup qualifiers, pacific nations cup, The Nations cup, Autumn internationals, Currie cup, Vodacom cup, Lions tours, International test tours, Club tours, Barbarian tours (customised), Testimonial games, European shield, British and Irish cup, Air NZ cup, Rugby 7's world series, 7's world cup, 7's at Olympics all must be considered to make the ultimate game. Who knows if we'll ever get a newer one after the last long wait for a poor quality game.
 
Weather Conditions

I think the impact the conditions have on the game play should be more realistic i.e.

Rain/Snow: Players slipping. The ball handling is more difficult and knock ons.
Wind: When playing against a Computer the tactics change each half of rugby depending which direction the wind is i.e. more ball in hand or kicking for position

Can anyone think of any other scenarios?

Maybe players should get a lot more tired when playing on the high veld in South Africa - player stamina decreases when playing at altitude like Loftus Versfeld
 
That's a feature that's been included in the World Cup soccer game already - Including having certain teams and players who are more or less accustomed to altitude so react accordingly - so I'd imagine it wouldn't be that difficult.
 
After just playing rugby 08 i cant find that many faults within the game although i would like to see players stats change in a manager/world league mode in comparison to there age and how well there teams are doing.
 
Beyond the six nations, the new four nations and the world cup for international teams, I think it is a good idea to make fantasy tournamen (offline and online)t with national teams and clubs and to give the possibility to plays with equal team, with formation in the reality with difference. For example Italy- New Zealand in the game must give the same chances to win for each other, in the reality it is not so, is it possible in the game?
 
suggestions for rugby 2012

First let me apologise for the length of this post. Sorry in advance if I broke any forum rules by posting something this long, but rugby is the only game I have ever been passionate about enough to post about and some of the ideas below require context in order to be understood. So without further ado some suggestions I hope reach the ears of HB and which I hope to see in the upcoming 2012.

Increase the number of motion captured player types from one to two:
-Therefore you would have 1 set of motions for forwards and another for backs instead of both sharing the same set of animations for everything. If time and money permitted could also vary the special moves for a forward and back.
-Would affect the whole atmosphere of the game and provide a great deal of variation to the overall graphical effect.
-Allow forward play to be differentiated from back play as in 2008 forwards essentially function as slower backs.
-Player differentiation desperately needed as right now speed is the only stat that truly matters.

Create/modify a Player Feature
-allow you to use faces from any licensed players already in the game
-extend texture layering feature beyond leg tape, wrist tape, and finger tape to include:
thermal/long sleeve undershirts
head tape
knee braces
shoulder pads
forearm guards (see Victor Matfield)
-Essential to have full access to all player stats including hidden stats like making a player a star player.
-Ensure that players can share their created players with other players (vital for multiplayer)
-have created players not look like retarded mutants in game (see 2006 and 2008 created player big head syndrome)

Create a Tournament:
-add as many teams both international, club etc as you like.
-allow both randomised and pre-determined (by player) draws.

Create a Team:
-add your own team with a full squad of 30 players and enter them in a create a tournament tournament.

Multiplayer:
-Have ranked matches and a leaderboard.
-Have a tournament mode so players can pick a team and attempt to win a virtual tournament against other players playing in the same tournament. Due to length of games this could be reduced to a mini 6 team touranment.
-Hosting players roster should be used in a multiplayer game, players should not be forced to use the default roster whenever in multiplayer, this wouldl suck big time.

Rucks:
-adding players to a ruck should be a matter of using the shoulder buttons on the controller to add players to the ruck, if you use the left shoulder button then the nearest player standing to the right of the ruck will join it, ditto for the left shoulder button. This will make for interesting defensive gaps, and provide an interesting dilemma if you wish to win turnover ball you have to pull men out of the defensive line, leaving gaps either on the blindside of the ruck or out wide. An overhead meter will determine who is going to win the ball, naturally players with a higher rucking stat will have a greater impact on the meter than those with lower ruck stats. Also agree that any player near the ruck should immediately be available to put into a ruck without waiting for a forward to run from half way across the screen.
-NB tapping the other should buttons will allow players to be pulled out of the ruck and placed into the defensive line on the corresponding side of the ruck which maps to the shoulder buttons.
-If a player is isolated and an opposition player is added to the ruck without any opposition then after 1 to 2 seconds the ball should be turned over and the player over the ball should be able to leave the ruck (with the ball) and run off.

Tackling:
-should be 2 types of tackling, low tackles (allows backs to tackle larger forwards), high tackles (ball and all tackles prevents offloading, but can result in a maul situation) also a special move tackle might be nice similar to the one in 08, but not make it some sillly high tackle, instead these tackles will drive a player back or give him a minor injury (see miscellaneous changes) and also provide a chance the ball will be lost forward or dislodged. Of course agressive tackles also carry a much lower success rate and can backfire resulting in the tackler falling off the tackle and allowing the opposing player to run through.
-significantly reduce the distance of a superman dive tackle, the dive distance should be extremely short.

Kicking (open play):
-the easiest way to have kicking more accurately modeled is to use the kicking ability stat. Those players with high kick stats will produce a very thin coloured trajectory line all the way to where the line terminates on the targeted position where the ball is expected to land. For players with a low kick stat this coloured trajectory line will be much thicker, with the worst kickers such as props producing a trajectory line about as thick as half the field. The kicked ball will randomly land within the boundaries of the thick line. So if you tried to kick for the corner with say a prop the thickness of the trajectory line would mean there is a good chance the ball might drop in field or go out on the full. (hope that makes sense - might need pictures).

Scrums:
-scrummaging should be tied directly to the total scrummaging stat of the props + the locks. Scrums will use an imaginary line system, so for a team putting the ball into the scrum, the ball will be lost if their props are pushed back over that line. The greater the difference between scrummaging stats the faster a scrum can be pushed back, so those teams with weaker scrums will have to put the ball straight in and get it out straight away making it difficult to set set plays etc.
-For defending scrums if you have a weaker scrum stat you will also be given the dig in ability which can only be activated after a second or 2. This prevents a player with a stronger scrum from scrumming their way from one end of the field to another, but also doesn't eliminate the advantage of having a better scrummaging side as you can still push them back a good meter or two which should give ample time to set a set play or give you the go forward you need to score a try off the back of a dominant scrum.

A.I./Defense:
difficulty modes should be meaningful, i.e. hardest difficulty level should give players like gay-guy a run for his money. If necessary let the AI cheat, i.e. buff the speed of the AI teams, allow them to break tackles more easily forcing you to tackle them multiple times to bring them down and leaving gaping holes in your defence so the not-too bright AI can still make inroads.
-From experience a challenging AI is the hardest thing to get right in a short amount of time and with a limited budget, allowing it to cheat keeps things challenging for the more experienced players.

Weather effects:
Quite simple really:
-Extreme heat/humidity = reduce stamina stat for all players by x amount
-Wet weather = reduce handling stat for all players by x amount
-Playing at altitiude = reduce stamina stat by x amount and increase kick strength stat by x amount.

-Add 2 essential defensive formations/behaviour that player can select between on the fly.:
1. Rush - AI defense will sprint up to close distance between their opposite number as soon as a ball leaves the ruck
2. Drift - AI will essentially hold their line and allow the player to run at them
-Get rid of the follow the ball defenses with every single team member forming into a pack and chasing the ball carrier. Both the above 2 defensive behaviours will be useless if all players attempt to run after the ball carrier. IF workable a man-up defense system would be better, with each player in a defensive line marking an opposition player.

-Add 2 essential attack formations/behaviour that player can select on the fly:
1. Have backline stand deep.
2. Have backline stand flat.

Set moves:
Accelerate the speed of all set moves, not just the player movement, but the passing speed as well. This will ensure a set move is executed at high speed and is more likely to come off without the first receiver getting crunched before he does anything.

Miscellaneous:
-Injuries: have full injuries and minor injuries. Minor injuries will have random effects such as reducing a players speed stat or reducing his tackle stat etc. Players should be able to recover from minor injuries in 1 or 2 weeks. You can also continue to select players with minor injuries, but players with minor injuries are more prone to suffering a full injury and being out for a long period of time.
All game modes should report the length of time a player is injured for.

-Game rules/laws -ensure that all game rules are implemented correctly, i.e. an unstraight lineout does NOT result in a penalty, better detection of knockons and forward passes. Yellow cards and red cards should be handed out if a player/team performs an illegal move x number of times within x number of minutes so multiple high tackles in a short space of time will get you sin binned. Repeat offences will result in a red.

Player Form and Morale - form should be determined by a + and - system:
+2 for no dropped balls or knockons in a match -2 for 2 or more knockons
+2 for no missed tackles in a game -2 for more than 2 missed tackles
+Winning all scrums +1 to all members of tight five. Losing 1 or 2 scrums no change. Losing more than 2 scrums -2 to all members of tight five etc. etc.

A lot of the other ideas like game modes have already been mentioned so I won't go into them. Suffice to say I have tried to keep my suggestions within the realms of possibility given the time and budget HB must be working with. Can't wait for a new rugby game. Bring it on!!!
 
Okay a few could have been said before but here are my ideas??


Ah, ok
Offense

I think the right stick and its job works well

The options of 'special moves' by holding the L2 sounds nice
I dont have any ideas for that

Kicking

The POWER stat HAS to be edited.
Steyn can land 61 metres. that is where his natrual range ends.
DC says he can only manage 55m. Morné Steyn's range ends at about 55m.

That difference of 6m needs to be made clear in the physical ablility shown by the stat?
Eg: DC = 91 power vs Steyn 100 power?

9 points equals and extra 6 metres??

I tested Montgomery (91) power because he also has 92 accuracy which means you can get a perfect kick in elite mode.
Wilkinson at 95, Flatley at 94, or DC at 93, you cant get a perfect kick with.

Anyway, on Rugby 08, Montgomery can nail 55 metres without wind.
However, a created player with 100 power can still only nail 55 metres.

A clear difference would be nice??

Also, as hard as it (could) be, it would nice to see that player stats dont seem to be based on the country they play for?

For example, sure, because of the licensing etc. it would be difficult
But SURELY Spains fastest winger can achieve a speed rating of higher than 83???

It is also unfair that most minnow countries have cruddy goal kickers.
Example, Pierre Hola of Tonga is an excellent goal kicker, and I think has the record for most conversions in a match? (14??)
And his kicking should be fair consistent, yet his rating is less than 80???


Scrummaging

I like I think it was scubbasteve's Idea of using the right analog stick to control movements as the ref yells
"Crouch touch pause engage"

Also, there should be a BIG difference in scrumming abilities.
Argentina who have the best scrum on 08, (90) I think?
I used them against the worst Scrummaging team on the game including club teams?

And Argentina did not get much of an advantage, if any advantage at all!
The scrummaging bar does not have to apply to how much a team can push, but also should look at how fast a team can rotate, or how well a team could counter scrums.?

Also, Scrummaging is FAR too tidy for todays game. (hahaha..)
though it would be a nuisance to have so many restarts in a video game, perhaps a button tapping system could work for the strength of a scrum?
(tap x faster to push harder??)

Mauling.

Looking at the mauling from (mainly) the South Africans, perhaps we could be able to bind, and take out players from a ruck

For eg: If a user keeps a player in the ruck for too long, you could risk conceeding a penalty for truck and trailer?
And when you take a player out of the maul, you could lose a little strength? Perhpas the L3 button could be used to withdraw players from a ruck

Ah, perhaps come up with a way to get a rolling maul???

Creating set plays would be awesome.
But there probably should be a limit on the complexity??

Moving players into positions for a set play, and creating lines for them to run in would probably hit the spot.


KEEP

The right analog stick functions ; though the idea of L2 added on would be nice

The goal kicking system. none of this Madden cra*. with the right analog.


Oh, and please PLEASE update the overlal team stats.

The All Blacks are most definately NOT worth 94
Would be nice if we could take all results from the past 4 years and not the past 10?

The drop goal thingy is funny. Kicking power MOST DEFINATELY needs to be adjusted for this.

The biggest drop goal I'd think you could possibly hit on rugby 08 is 50 metres? with the wind BEHIND you.
Derick Hougaard, Stephen Larkham, Jonny Wlikinson, DC, etc. Meyer Bosman, all of these kickers could nab a fifty metre drop goal.
Heck, François Steyn has landed a 58metre drop goal INTO the wind.

Drop goal distance needs to be edited.
Also, punting distance seems a *little* over the top?
Meh. maybe its just no one really punts from 22 to 22 these days..??

One of the best things you could do is have weather and location affect the game.
I dont think people run as quickly as they do in the sun, then they do on snow?

Perhaps everyones speed stat could come down 5 points or so on the snow at Lansdowne road?
(or, whatever stadium hosts matches in snow?) Im thinking the snow is unrealistic.?


Please at the very least, fix all of the DAMN GLITCHES from Rugby 08

The advantage periods needs to be both shortened, and lengthened in some cases.

And the most annoying one is how you could be hit by an early tackle, you miss the ball, and though it would be a penalty, the ball crosses the touchline and thus the opposing and infringing team gets the lineout.

All of the rule glitches are really, really annoying.
Oh, and the stamina glitching?

How when a players stamina is 9, they always get injured in a big shot?

Perhaps stamina rates should drop faster down to the 30's or 40's

and anyone under 30 is likely to get injured?
Also, where the tackler gets injured instead of the guy who got wasted?
hmm..

Would love to see creatable TOURS and leagues. Bring your own team into a made up comp?
When playing against friends, usually I have to draw up on paper the schedule etc?
Whereas having a creatable tournament would allow you to choose a format to play by, and let the computer do the work of points differencial and bonus points etc?

(please have this on ps2 as well as ps3) :D hahaha..

The anthems in 08 was a good effort, but perhaps a little longer, or even the whole anthem or a team would be nice?
Perhaps the anthems of BOTH teams in internationals?

And PLEASE include the Hakas of the Pacific Islander nations?
They'd be awesome to watch on a rugby 2012 game

Licensing is probably most important.
Nicky Large as opposed to Nicky Little is annoying and emabarassing.
Brian Laima? Breyton Pulse? argh..

Shame on EA and Rugby 08.
Too rushed.

The challenge mode for WC's were nice, but it'd be awesome to use the players from back then?
(would take a HECK of a lot of work)..

Oh, and the bounce of the ball needs to be more realistic. A rugby ball is not a like a soccer ball where the ball takes a relatively straight line all the time.
And the bounce could affect the ability to catch it?

Positioning of players

Ah, I would argue about the diefference between tight and loosehead props, but it would take an extra spot on the bench..?
Ah, perhaps four different playable positions?
Utility backs are found more often these days.
Steyn plays more than just wing, centre, fly. haha (he also plays fullback?)

Stadia

The coolest bonus from a kickers point of view would be the effect of ALTITUDE.

As said before, DC's range ends at 55m (sea level)

Mainly applying to Loftus Versfield,

Daniel Carter landed a 62 metre kick because of the altitude.

Thats 7 extra metres!=

Some kickers (okay, maybe only François Steyn)
I believe could hit 70M if he was at Loftus with the wind behind him.

Ah, well have a look at those ideas.
Criticise them all you want.
Im sure some of these could be vastly improved anyway..

Thanks for actually trying this time though :)
(unlike EA and what resulted in Rugby 08)

I wouldnt be surprised if more time was put in by the mod guys like Fa'atau 82 and everyone than by EA itself and all their programmers?

Maybe having commentators from different countries depending on what location you're in could help?

Not always the same two commentators?(theyre not bad, but get a little boring sometimes)

Licensing, probs most important. (again)
:D
 
I haven't bothered reading this thread, but here are the suggestions that matter most for me:

The Rules.

Get the ******* rules right.

I don't know how you can have them right one game... then wrong the next... then right the next... then wrong again...

Seriously... what the ****?!

Secondly... have the players play in their correct position... it's really not that hard to go through teams' websites and find out what positions they play.
 
to the weather effects

Hot and Humid is advantageous for Asian and Pacific Nations, and a negative for European?
Vice Versa with the cold weather of Europe??

An extra spin on home advantage maybe?
 
They should make rugby 2012 exactly like fifa 2010!!!SAME MANAGER MODES AND SEASONS!THERE AWESOME!AND THEY MUST PUT IN MORE TOURNAMENTS AND make the game much more realistic!better graphics, more features, better world league and regular updates!currie cup must be included and ja use Fifa 2010 as a bases to make the game definatly!
 
They should make rugby 2012 exactly like fifa 2010!!!SAME MANAGER MODES AND SEASONS!THERE AWESOME!AND THEY MUST PUT IN MORE TOURNAMENTS AND make the game much more realistic!better graphics, more features, better world league and regular updates!currie cup must be included and ja use Fifa 2010 as a bases to make the game definatly!


This confused me.... surely the fact that it's a... naw nevermind.
 
They should make rugby 2012 exactly like fifa 2010!!!SAME MANAGER MODES AND SEASONS!THERE AWESOME!AND THEY MUST PUT IN MORE TOURNAMENTS AND make the game much more realistic!better graphics, more features, better world league and regular updates!currie cup must be included and ja use Fifa 2010 as a bases to make the game definatly!

yeah, and the ball should be round, and there should be only 11 people! :)
 
They should make rugby 2012 exactly like fifa 2010!!!SAME MANAGER MODES AND SEASONS!THERE AWESOME!AND THEY MUST PUT IN MORE TOURNAMENTS AND make the game much more realistic!better graphics, more features, better world league and regular updates!currie cup must be included and ja use Fifa 2010 as a bases to make the game definatly!

So basically you just want the game to be better!? Isn't that what we all want? Not really a suggestion.

As for the Fifa 10 comment; I would love there to be a Rugby game on the equivalent level of simulation, gameplay and replayability of Fifa 10 but you just have to think who long that series has been about. Bloody yonks! They've been making that game for as long as ive lived and they only really started making Rugby games (on and off remember) in 1997 for the PS1 generation. In that time there has been 5 EA Rugby ***les whereas there has been 4x that Fifa ***les. Thats how long they've had to tweak and improve that game to where it is now.

All im saying is that don't expect it to be Fifa 10 yet, more Fifa 07 I expect.
 
Suggestions for rugby 2012:
-Take world league and turn it into Some sort of franchise mode that allows you to guide your team over a number of seasons in real competions like the super comp(5-20 seasons). Along the lines of the Rugby league 2 franchise mode.(the madden and fifa franchise or manager modes were not bad either) Being able to sign or release players.)
-Online play
-Considering this game is being made for current gen consoles, Improved graphics all round.
-Creation mode eg able to create players, teams, stadium and competions. And please let the player creation be more complex than just picking skin colour and limited face designs.(The madden and especially Fifa create player modes were great:)
-Let us have the power to mess around with teams. being able to edit player ratings(if your not planning on having regular player roster updates.)
- A superstar mode where you get to take command of one player and progress through his career.
-Much Much better AI previous versions have been way too easy.
-referees that are not in invisible.
-realistic rosters with correct stats for teams and players, there were some players in rugby 08 who were black but in the game they were white(Not meaning to be racist or anything of the sort)
 
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