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Suggestions/ideas for Rugby 2012

Something tells me you dont watch much down-under rugby?

He doesnt have to,he is a "superstar" who plays rugby with his "agent",one thing he is good at is provocation,he must have got hammered at school,that is to say he's not still in it.
 
RUGBY 2012 options - GAME MODES-
MULTYPLAYER
ONLINE GAME MODES
ACHIVEMENTS
TOURNAMENT MODE
-new tournament
-create tournament (LEAGUE,KNOCKOUT,GRUP&KNOCKOUT)( number teams 2......40)gender fifa2010
 
If the game is harder, fine, do away with them, if its easy again, keep them please, or at least just keep katalau, that big, slow, cant tackle for sh*t knock-on legend


jajajaja oh god I remember the first game I ever played after signing Tiessi as Center. It really is fun trying to squeeze out a bigger challenge out of this game
 
in terms of game play i think it has to be more realistic, for example runners off of 10, or being able to to put the ball back inside to a runner off of 10 instead of having to go wide or crash it up outside of 10 every time. so the game play is more varied and less predictable. and make the scrum half more influential, he had little to no impact in the previous games, it wouldn't matter if u had du preez or the rubbish scrum half in the world league team he just had to feed 10. every time you tried to make a break he got smashed! (unless u put shane williams there for example because of his pace.) i think the defence has to be alot better aswell, i reckon a tackle button or buttons would be better than just running in to someone to tackle them, because there seems to be little control with this. i liked the defence on the old jonah lomu game, with a low tackle button and a high/smuther tackle button, to stop the offload, or to try to stop the ball being grounded over the line for example. and maybe you could push them together to attempt a big hit? i also think defence levels of the players should influence how they tackle and defend in general, for example vickery getting apsolutely destroyed by on a crash ball by someone like shane williams isnt going to happen in real life and should try to be reflected in the game.
i personally arent that bothered about all the licences if it means the game is going to be better by this i mean having more money to spend on development. i think making the gameplay good is the most important thing, and maybe in later versions spend more money on licences and just tweak the gameplay,eventually leading to a combination of the both.
i also think it would be good to develop ad-ons during for example the olympics maybe you could buy a sevens add-on, or the lions tour during that year. And player and squad updates via for example xbox live again like fifa 10.
this would help keep the game upto date and make you some money to fund more developments.
i think a player and team editor is also a fun feature little things like mad boot colours, head gaurds, forearm supports, tape on the joints etc like you see in real life, create a player and so on.
i also think the size of the individual players should have more influence on the game along with the skill level side step ability etc,
i duno what people think just a few ideas?!
 
Rucks
There needs to be a button to send players in the ruck (X) (at speed if possible, depending on how far away they are, the more run up the harder they hit the ruck. Each players initial impact to the ruck results in the ball moving a certain distance towards the playable position on their side of the ruck. You should have the ability to hit a ruck with the player that you have selected), and a button for rucking (hold down X or R3, which results in players who are on their feet contesting the ball and pushing/clearing players out of the ruck, there needs to be close up detailed rucking contests where you can actually see the wrestle and momentum yourself). There should be a metre above the ruck that is split into two halves with a ball marker just above the metre that states the ball position in the ruck, the ball marker has to cross the middle of the metre for either side to be in possession of the ball. There is a certain point on each side of the metre that represents the playable position which the ball must reach before the scrumhalf can pick the ball up.* There should be a number below the metre that is the combined total rucking skill of all players involved in the ruck, one for each side. The side with the highest number should be green and the side with the lower number should be red. If you have the advantage of the highest number but do not have possession, holding down the ruck button can move the ball towards the playable position on your side of the ruck. It will be easier to get the ball to the playable position if the ball is on your side of the metre (each side of the metre should be broken up into four zones, each zone has a rucking skill which is added to your players rucking skill, the closer the zone is to the playable position on your side of the ruck, the higher the added skill is. The first quarter closest to the center should be +20 rucking skill, the next one should be +40, the next one should be +60, and the final quarter which goes over into the playable position should be +85, so even if the opposition has a higher overall rucking skill, you may still have the advantage if the ball is on your side of the ruck). This idea can incorporate backs going into rucks, if a big physically dominant back (or even a small one) hits the ruck at speed, he can force momentum in your favour but may not have much input to the rucking skill. No more turn overs for no reason, after every line break you automatically get the ball turned over when tackled with no contest, both sides have to do something to retain the ball or turn the ball over. When the scrum half is at the ruck he should push players out of the way and ruck at the ball with his foot. There needs to be a dummy and run option from the ruck, also you need to have more control over the scrum half as soon as he touches the ball when running from the ruck. If the scrum half is too far away from a ruck, another player should take the scrum half's role (when you are playing two humans on the same team, one is selected as the scrumhalf and doesn't realise it, next ruck they are 50 meters away). Pick and drive set play for forwards needs to be introduced.
 
Scrums
Why is there no engage, that is only the most crucial part of the scrum and it has been left out. Both packs should be competing for the lowest position and heaviest contact. An in depth scrummaging battle needs to be introduced. This idea i have for it is both sides have a vertical metre with a point marked on it, the bottom of the metre represents the ground and the top represents the top of the players heads when standing, the point marked represents the lowest possible crouching point for the pack with out collapsing. On the referees signal of crouch, a bar starts moving from the top down to the bottom, you have to press a button to stop the bar as close to or on the lowest crouching point to win the battle of the best driving position, if either side stops the bar after it has passed below the lowest crouching point, on engage the scrum will collapse and a reset, free kick, or penalty kick will be awarded to the other team depending on whether the ref is confused about the E.L.V's. If both sides stop it above the lowest point, on engage the team that stopped the bar as close to or on the lowest crouching point will have slightly more momentum and let them exert more engage power. The better the entire scrum is rated, the lower to the ground their collapse point will be. There should be a power metre that appears above the players heads after the crouching point has being selected to decide the engage power. The metre starts at empty and fills quickly, when it reaches full power you have to press x, if you dont press x before it reaches full power or as it reaches full power, your engage power will go back to a default of 3/4 power. The driving will be based on all the players scrummaging ability and should be a button mashing battle of several taps of the x button to fill the same power metre used for the engage, each tap adds a small amount of power. Once the metre is full, hold down x and point the direction you want to push. The better the scrummaging statistics of the players, the quicker the metre fills up. Scrums like New Zealand and South Africa will only take 4 taps, and a bad scrum like the USA will take 8 taps. The scrumhalf should automatically feed the ball into the scrum and the hooker should automatically hook at the ball. There needs to be set plays for forwards in the scrum, like number 8 pick up then quick pass to fly half, number 8 pick up and pass back inside to flanker, number 8 peel off and form a rolling maul. Something I noticed happens alot, the A.I leaves the blindside unmarked from scrums, and sending the ball that way results in a try about 100% of the time. The blindside should never be left unmarked, that is just common sense.
 
Passing
Passing needs variation, there is a time and a place for bullet passes and that time isn't every single play. I want to see more classic end on end passes, more wonky passes, more passes falling short, more passes going too long. Cut outs need to be quicker and not so lobby. Dummies don't appear on replays, what's the deal? The dummy passes need to be longer but not too long like in RL2. The player should change running stance and arms, shaping to pass then pulls out. The player's natural hand and weak hand should be taken into account when passing, their weak hand should have a rating out of ten, if it is low, passing with it is likely to result in a wonky pass or an end on end pass. In real rugby no one stands still when they are receiving the ball from a pass unless they are going to kick it, they are either moving sideways, forward or at angles. Pointing and holding the movement analogue stick a direction should result in the ball receiver running onto the pass at the desired angle and speed e.g push the stick half way forward and hold for the ball receiver to jog onto the pass, or hold it fully in any direction and the player sprints onto the pass. If you press the pass button and are tackled in the process, the ball should still be passed sometimes, just not very well. L2 should be 'call for an inside runner' then pressing L2 again passes to him, if you don't press it the second time, the player with the ball dummies to the runner. Holding down L2 should call every player you run past to go inside and for you to dummy to them, then release L2 to pass to the intended player. When you press pass + X, you should pass to a player who should stop and turn, ready to offload, and the player that passed the ball should run behind the player with the ball to run onto the offload. When you are playing with two human controlled players on the same team, you should have the ability to pass to the other person, it is kind of a massive flaw in rugby 08.

I know those things sound way too detailed to effectively implement into the next game with the available budget, but i'd be happy if just a few aspects of some of my ideas were included, it would make for a much more realistic rugby experience. I have many more ideas but i couldn't fit 5000 words in here.
 
Ideas and suggestion for rugby 2012

I think the upcoming Rugby game has a lot to life up too, A lot is expected and hopefully its massive! A few things that would make it better and atract a wide range of buyers would be the following
1- Better graphics
2- More realistic game play (ie realistic tackling)
3- Better Interpretations of the law, and more styling of referees
4- include the ref in the game
5- have a real broad cast scenario with team line ups, pre match entertainment as well as half time entertainment, and include different referees from around the world and b4 each game they get anounced as well have refs like jonathan kaplan etc. .
6- Have more tournaments and options in rugby 2012 have tournaments such as super 15, tri nations, rbs 6 nations, guiness premiership, french division 1, heinekin cup, currie cup, air new zealand cup, end of year tours, lions tours, world cup. . if this is done a wider range of people will buy this game
7- Have all the teams! every single ones kits, players and names accurate
8- have both national anthems before a game
9- have blood subs and have players sitting next to field warming up
10- have a option like in soccer and include be a pro season
11-Have a more diffucult game play setting have 4 levels instead of three and make the advanced settings harder, rugby 08, 06 and 05 all were to easy once you got the hang of it
12- the cpu teams need to be better, need to be more creative on attack. . maybe it should mimick one of the best rugby gamers you can find.
13- chuck in the option to build a team dynasty and play with a team such as australia for 4 years where you have to mannage the team and players leading up to the world cup

This is all ideas to making it a beter game! I hope some of it is good! and I cant wait to see what HB comes up with! really excited!
 
How about getting in a few proffesional rugby players/legends to give rating to the players. Rugby 08 has too many players under and overrated.
 
How about getting in a few proffesional rugby players/legends to give rating to the players. Rugby 08 has too many players under and overrated.
That'd seem like a huuuge waste of money.
 
When we could and would do it for free here, many a debate would happen though.

Debate is healthy, it means both sides of a certain argument have been looked at before a final decision is made. Its when there is mass unanimous agreement that you should start getting concerned.
 
Debate is healthy, it means both sides of a certain argument have been looked at before a final decision is made. Its when there is mass unanimous agreement that you should start getting concerned.

I think there should be a rule, no one is allowed to do stats from players from your own country, that will solve everything :p
 
I think there should be a rule, no one is allowed to do stats from players from your own country, that will solve everything :p

Not necessarily, just because you a from a certain country doesn't make you a biased person..
 
Not necessarily, just because you a from a certain country doesn't make you a biased person..

Ditto. If I was given England to rate I think I would be very honest about their stats. If i was given Australia where I don't get to watch their players as much as England, I would be much more likely to make a mistake.
 
The IRB World Rankings should do the job at International Level ratings.

At Club level the Heineken Cup Seeding System should help.
 
Ditto. If I was given England to rate I think I would be very honest about their stats. If i was given Australia where I don't get to watch their players as much as England, I would be much more likely to make a mistake.

Cant they just get the stats from opta data or another similar agency? surely most if not all the players that would appear in the game would have opta ratings? Or maybe the club could provide stats eg tackles broken/ metres gained/tackles made etc in 09/10, then just translate these into ability?
 
Cant they just get the stats from opta data or another similar agency? surely most if not all the players that would appear in the game would have opta ratings? Or maybe the club could provide stats eg tackles broken/ metres gained/tackles made etc in 09/10, then just translate these into ability?

You would have to pay for opta ratings.. calculating by tackles broken, metres gained etc has its flaws too in that its largely dependent on the opposition, how much ball you see, what kind of tactics the team uses etc.
Think about Jason Robinson for instance, at the height of Englands 10-man rugby binge he hardly saw any ball at all. when he did he was spectacular though. When you compare his tackles broken and metres gained per game to say a player from the heavily back-orientated Fiji side he would most probably pale in comparison stats wise. Yet anyone with two eyes can tell how high his agility and acceleration stats would be.

Its best to just throw the job of rating every player into the forums and just let everyone scrap it out until we get a result. I would like to put it out there now as well i am very against polls for this issue, there is a time and a place for majority rules and deciding on how good a player is is not one of them.

Also i think its important that this time around the rating of the team is decided by the sum of the ratings of the players plus or minus team chemistry. In the last few games there was just an arbitrary number slapped on to say how good a team was that had no real relation to the players that formed the team. The All Blacks for instance were supposedly rated 94, yet all of the props in the team had worse ratings then alot of the non-representative players from the European clubs.
If the rating of a team was based on the sum of the players ratings, then you would have some sort of idea of if you rated a team too highly or lowly. For instance if you finish assigning ratings for players from the Ulster and the team rating ends up being 89, then you have been too generous with player ratings. If you finish assigning ratings for the Stormers and the team rating ends up at 62, you have been too harsh. You could break the team ratings down too into sections (Front row, Locks, Tight 5, Loose forwards, average speed of the backs, average passing, average tackling etc) that way you could look at the whole overview team ratings and compare teams. You could place the team ratings of say Cardiff up against the Bulls, you could line up all the different team stats and think hold on, is Cardiffs lineout actually that much better then the Bulls? maybe i should re-examine the ratings i gave to the lock pairings.. Or is this backline actually that much faster then this backline, re-examine the speed ratings i gave etc..

If you are absolutely sure you have all the players ratings right except the team rating is still too high or low, then thats when you stick on team chemistry to correct things. So the Hurricanes players for example should all have quite good individual ratings (say the team rating comes out as 88) but they aren't that great of a team, so you give them low team chemistry to reduce both the teams rating and everyone in the team by a specific value.
 
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You would have to pay for opta ratings.. calculating by tackles broken, metres gained etc has its flaws too in that its largely dependent on the opposition, how much ball you see, what kind of tactics the team uses etc.
Think about Jason Robinson for instance, at the height of Englands 10-man rugby binge he hardly saw any ball at all. when he did he was spectacular though. When you compare his tackles broken and metres gained per game to say a player from the heavily back-orientated Fiji side he would most probably pale in comparison stats wise. Yet anyone with two eyes can tell how high his agility and acceleration stats would be.

Its best to just throw the job of rating every player into the forums and just let everyone scrap it out until we get a result. I would like to put it out there now as well i am very against polls for this issue, there is a time and a place for majority rules and deciding on how good a player is is not one of them.

Also i think its important that this time around the rating of the team is decided by the sum of the ratings of the players plus or minus team chemistry. In the last few games there was just an arbitrary number slapped on to say how good a team was that had no real relation to the players that formed the team. The All Blacks for instance were supposedly rated 94, yet all of the props in the team had worse ratings then alot of the non-representative players from the European clubs.
If the rating of a team was based on the sum of the players ratings, then you would have some sort of idea of if you rated a team too highly or lowly. For instance if you finish assigning ratings for players from the Ulster and the team rating ends up being 89, then you have been too generous with player ratings. If you finish assigning ratings for the Stormers and the team rating ends up at 62, you have been too harsh. You could break the team ratings down too into sections (Front row, Locks, Tight 5, Loose forwards, average speed of the backs, average passing, average tackling etc) that way you could look at the whole overview team ratings and compare teams. You could place the team ratings of say Cardiff up against the Bulls, you could line up all the different team stats and think hold on, is Cardiffs lineout actually that much better then the Bulls? maybe i should re-examine the ratings i gave to the lock pairings.. Or is this backline actually that much faster then this backline, re-examine the speed ratings i gave etc..

If you are absolutely sure you have all the players ratings right except the team rating is still too high or low, then thats when you stick on team chemistry to correct things. So the Hurricanes players for example should all have quite good individual ratings (say the team rating comes out as 88) but they aren't that great of a team, so you give them low team chemistry to reduce both the teams rating and everyone in the team by a specific value.

I like the idea that the team chemistry could let a potentially good side down, that existed in 08 but didnt appear to make much sense or difference to the gameplay, it should be a big element and require good team training and team management to get the best chemistry.
 
Cant they just get the stats from opta data or another similar agency? surely most if not all the players that would appear in the game would have opta ratings? Or maybe the club could provide stats eg tackles broken/ metres gained/tackles made etc in 09/10, then just translate these into ability?

F*cking excellent idea, Opta have all of the Guinness Premiership players stats up online!!
 

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