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Rugby League Live 5 Wishlist
#71
(04-06-2019, 11:14 PM)Jared0262 Wrote: Is this game actually gonna happen?

To the best of our knowledge Big Ant is not making the next game. The safe bet is that we will get Rugby League Evolution from Wicked Witch.
"I'm not saying it's ugly but, that tackle clearly wouldn't get many valentines cards" - Eddie Hemmings '17
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#72
(04-07-2019, 08:49 AM)theaxe1606 Wrote:
(04-06-2019, 11:14 PM)Jared0262 Wrote: Is this game actually gonna happen?

To the best of our knowledge Big Ant is not making the next game. The safe bet is that we will get Rugby League Evolution from Wicked Witch.

As League fans, you would NOT want this to happen. They have absolutely destroyed the AFL game, hardly moving it forward since their first go at it on the Wii (2011). AFL Live 2 and the update to it were woeful and AFL Evolution was barely an upgrade on that.  We’re now waiting on AFL Evolution 2, where the only teasers released so far look at best no better than the last effort.

In the 8-9 years since Big Ant’s release of AFL LIVE, WW have in most people’s opinions, not even reached the same level of gameplay quality BA had way back then.
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#73
I really have to get my hands on a copy of RLL4 WCE then.... It'll have to tide me over until someone gets a clue or loses the license.

As long as they keep the Cricket and Lacrosse coming... although... an unlicensed Rugby League game.... Hint, Hint... Big Grin
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
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#74
I haven't actually played a WW game so I can't comment on gameplay but they seam to have done a good job on sliders and customisation, at least in AFL Evo.
"I'm not saying it's ugly but, that tackle clearly wouldn't get many valentines cards" - Eddie Hemmings '17
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#75
when spreading the ball players stand to flat which leaves no room for quick passes close to the defense line

need to be able to set interchange rotation before the game starts

when an interchange is made players sub'd arn't controlable, if this is a hooker the game isn't playable

pass queing needs to be better, i should be able to set a pre planned move from the ruck (sometimes will chip or grubber kick)

needs to be team (roster) and stat adjustments during the season, pay someone $100 a week who's an enthusiast, no excuse

1 on 1 stepping (noticed the most from a fullback running the ball back) a little to op

players need to feel more unique (good players should really stand out), size, speed, control, etc

100 other things
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#76
It would be pretty cool to see a "consistency" stat. it would kind of determine how often the stats such as tackling, passing, offloading and all kicking stats would actually take place. For example, if a player's consistency bar is low, one game he may be a useless defender with poor ball skills (not necessarily everything is bad maybe one or two aspects a game) (this may lead to a form slump for a game or so) then he may have the game of his life the next week with great tackles and outstanding ball skills. If a player has max consistency, then he would always play to his rating and maybe above, you would always know what you're getting. It would also be good if it slightly affected the overall player rating. this would help mellow out the competition and make it more realistic (maybe James Roberts and Tevita Pangai Junior would have a low consistency whilst Tedesco and Keary would have higher consistency)


Another small thing is CLUB and REP selection. Just because a player is high rated, doesn't mean he should be picked even if he's in poor form. Make it more realistic and drop them to reserve grade while someone else fills in. It's the same for origin, if someone is in red-hot form but is two overall less than someone else who is in poor/average form, the player with better form should be picked (Obviously you wouldn't pick a 60 overall if all the high rated players are in poor form but maybe players with roughly the same player rating who play NRL every week should at least be considered)


I would also like to see a change in physics. I would prefer to see the physics more like madden. If you know madden you'll understand what i mean but if you don't, I'll try to explain. In madden, the angle you make contact is the way the ball carrier would go and the defender would hit from, rather then rugby league live 4 where you either teleport to the front or back. it would allow tackles to be broken easier instead of being tackled from someone who teleported from the side. I would make it so when models collide they react at the point of contact instead of glitching and teleporting. This would make attacking the line more challenging but make the defence even more challenging as well. Instead of a poor animation that lets the attacker go one on one and find his front to score, you would be hit from all angles and pushed away from the line and possibly into touch instead of getting a cheap animation


I also really hate how quickly the player rating goes up in good form or even average form in career mode, it's honestly ridiculous. and the worst part is, it's the stats like sprint speed and strength (and all other player stats) that go up. You're meaning to tell me a player can go from 82 to 91 sprint speed after one season? that's just ridiculous. I think the player ratings should increase in pre-season as they have had time to develop and more importantly, the "technical" stats relating the players position should be increased instead. For example, the fullback should have his passing, stepping and other fullback related stats increased in post-season or pre-season instead of the other type of skills (durability, sprint speed, strength etc.). i obviously wouldn't mind that other stats as i just mentioned to be increased in pre-season as well but I don't think during the season they should.

This is just a few things that i haven't really seen mentioned or stuff that i wish to elaborate on but i really agree with most other things on the forum.
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#77
The Cricket 19 has the following features which could make RLL5 great -
1.easy to pick up and play - this is where BA really missed on RLL4. A huge market is kids. My 10 year son played RLL4 a total of 3 times, with ended with him in tears and saying he hated it.
2. Licencing shortsfalls easy to overcome. RLL4 has so much promise in this but the pixelated additions really sucked. Get it spot on and good bye Tru Blu!!!
3. Scenario mode. Wow. So many things in history I would love to change! The possibilites with this mode are endless
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#78
Being able to loose possession in the play the ball. Quicker you try and play the ball the more chance you have of losing it. Also depending on your players match Stanima and Discipline stat.

Probability rate of getting a quick play the ball/Lost ball could be as follows.

100% Stanima + 100% Discipline = 100% / 0%
75% Stanima + 100% Discipline = 82.5% / 17.5%
50% Stanima + 100% Discipline = 75% / 15%

100% Stanima + 50% Discipline = 75% / 15%
75% Stanima + 50% Discipline = 62.5% / 37.5%
50% Stanima + 50% Discipline = 50% / 50%

Just a few examples.
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#79
(05-28-2019, 08:35 PM)pure_brad Wrote: Being able to loose possession in the play the ball. Quicker you try and play the ball the more chance you have of losing it. Also depending on your players match Stanima and Discipline stat.

Probability rate of getting a quick play the ball/Lost ball could be as follows.

100% Stanima + 100% Discipline = 100% / 0%
75% Stanima + 100% Discipline = 82.5% / 17.5%
50% Stanima + 100% Discipline = 75% / 15%

100% Stanima + 50% Discipline = 75% / 15%
75% Stanima + 50% Discipline = 62.5% / 37.5%
50% Stanima + 50% Discipline = 50% / 50%

Just a few examples.
This doesn't seem like it would add more fun to the game. I'm all for having quicker play the balls don't get me wrong but adding error potential to it is a pass especially if other parts of the gameplay That quick plays take advantage of don't turn out as good as they could be it would just add annoyance and frustration.
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#80
(05-28-2019, 09:25 PM)Radman Wrote:
(05-28-2019, 08:35 PM)pure_brad Wrote: Being able to loose possession in the play the ball. Quicker you try and play the ball the more chance you have of losing it. Also depending on your players match Stanima and Discipline stat.

Probability rate of getting a quick play the ball/Lost ball could be as follows.

100% Stanima + 100% Discipline = 100% / 0%
75% Stanima + 100% Discipline = 82.5% / 17.5%
50% Stanima + 100% Discipline = 75% / 15%

100% Stanima + 50% Discipline = 75% / 15%
75% Stanima + 50% Discipline = 62.5% / 37.5%
50% Stanima + 50% Discipline = 50% / 50%

Just a few examples.
This doesn't seem like it would add more fun to the game. I'm all for having quicker play the balls don't get me wrong but adding error potential to it is a pass especially if other parts of the gameplay That quick plays take advantage of don't turn out as good as they could be it would just add annoyance and frustration.

Fair enough, I just thought it would be cool to see some possession lost during a play the ball, there isn't an option for that in-game but does happen in real life. It could just be a risk and reward system. Like don't throw that extra pass when its not on which can cause a lost ball or intercept. At the moment feels like I'm just holding R2 after every tackle without any skill or thought.
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