I play rugby challenge a lot due to me loving rugby and having no other game to play. There are a couple of main things that anoy me.
1. Is the way the opposition score trys! If i choose to play how a real rugby team would play it is fun and gaps do open up or you get 2 on 1 type situations but the opposition when they need to score just offload all round the field and then score. They never work the phases and seem to have a plan.
2. Quick ball does not exist - i never seem to be able to get quick ball ever meaning the opposition defence is always in line.
3. Players never really get fatigued - i think if you played a full length 80 mintute game they would but i want that level of fatigue when i play a 10 minute game as its too unrealistic.
4. The opposition only put players into a ruck when the computer knows they will win a turnover, the AI has super natural knowledge.
5. No player form or confidence which means the game gets really boring in tornament mode.
6. AI never makes subs
7. Not any minor knocks picked up which lowers a players fatigue (this used to be in RUgby 08 i think) it was a brilliant real life feature.
8. No injuries after all subs have been made! Just unrealistic
These are a few things i thought i'd just comment on in hope you have noticted them and tired to not have these problems in your new game, i look forward to trying it out and good luck to you.
We certainly have tried to address all the things
we find frustrating in other games. Thats one of
the reasons why we started this project.
1. Our main focus has been on the AI and we feel that it
is definately the strong point of our game. The AI
score real rugby tries too! I will post a video of
some AI tries later today.
2. Quick ball is possible, each ruck takes a unique
amount of time for the ball to free up creating
a varitey of quick and slower phases.
3. Player fatigue is a huge factor. Players will
expend energy and become fatigued multiple times througout
the game based on their fitness.This is scaled
to suit the half length you choose.
4. We don't have player form or confidence at this stage,
but the fatigue system goes a long way to ensuring
matches don't play out the same way evey time.
6. We only have subs based on injury, which is
automatic for both teams.
7. Players will expend energy steadliy as they get
around the pitch but activities like making tackles
and joining rucks take larger chunks of energy, meaning
high ruck numbers and long periods on defence can cost
you later
8. After all subs are used you can still be injured, you
will just stay on the field and play hurt.
The learning curve might be a bit steep at the moment, but
your tries and victories are hard earned and it makes them
that much sweeter!