please add an increased likelihood of the ref going to TMO for tries as this happens often in games. Also allow the ref to play advantage for longer and possibly refer back to TMO to review a missed forward pass and disallow a try.
another great addition would be possible penalty tries, with the addition of scrum and mauls getting collapsed and getting penalties from them
for the scrum...make a scrum collapse for miss timing/allow for penalties and advantages for dominant scrums (which could be done by two consecutive perfect timed pushes). this would make them more interesting and a crucial part of the game just as in real life.
For the Maul allow the option for the ball carrier to break off the maul (almost like the nr 8 pick-up option for the scrum). and allow the possibility of tries from a maul. collapsed mauls should also be a thing to either be done intentionally to stop momentum/accidentally through not committing enough players In time/excessive mashing of the drive button...
Rucks also need a rework to allow you to remove a certain number of committed players from a ruck once its won/lost (obviously not all but if you commit 4 players allow you to pull two out) but then give the opposition the option to add one back in after they lost to try counter ruck (this is already after the mini game has ended, it creates the opportunity then if the opposition start a counter attack they can reinitiate the mini game and attempt to steal)... plus increase the number of penalties our AI teammates give away without our controls such as holding on/hands in ruck/high tackles/offside... allow our AI teammates to commit high tackles and get carded without us controlling them as I played an entire Season on pro mode of this game and my team gave away 10 penalties the entire season. which is unrealistic and boring
another ruck addition could be allow a quick ball option if you have one man committed and the defensive line is still forming allow the players to play the ball straight away to generate quick ball.
also players sometimes glitch when chasing a kick (mainly a grubber) and won't kick the ball further instead they run past it and basically ignore the ball.
forward passing frequency needs to be dropped the AI constantly throws a forward pass when they Get a line break.
for the set pieces allow the option to cancel the selected set piece and either choose another or just pass the ball.
Please fix the line out camera and fullback positioning during defence they must only shoot in on emergency otherwise stay back and guard the back field... or add the option for the pendulum fullback/wing/flyhalf style backfield cover.
Weather should play a much bigger role, let guys get fatigued quicker on sunny games in the heat and let guys break tackles more often and fumble balls more in rain, and wind should be a cruical element.
I feel like certain SA SuperRugby players are severely under rated (Lukanyo Am/Notshe etc) and some lack considerable speed... I would like to know how you based your ratings because senatla/Bosch/Fassi/Skosan/Rosko should not be getting caught when they have an open run to the try line.
a thing I noticed is that a lot of "WORLD CLASS/GREAT" flyhalves/scrumhalves/Full Backs have very large circles/margins of error when kicking in general play... this should be a lot smaller as for example Curwin Bosch/Handre Pollard are very accurate with their general kicking and guys like Bosch should have a lot more power/distance...some fly halves should be based not just on their stats but their personal abilities so give guys like Bosch and Jordie Barrett the ability to kick longer kicks (55-60m) than the average flyhallf as they have proven they can kick further than most...then guys like Farrell/Willemse/Pollard struggle usually at distance but are very accurate kickers and all flyhalfs and guys who can actually kick should have a much smaller circle on their kicking aimers. most flyhalfs will kick for the 5m when getting a penalty and get it pinpoint in real life (obviously not taking in to account wind) but in this game the margin of error is so big that you can end up kicking it dead or 20m short unrealistically.
Finally in be a pro please remap the "call for kick to touch" button as it can be easily mistakenly pushed when trying to tell your teammates to contest for the ball then they all of a sudden win the ball and you mistakenly push and they kick the ball directly into touch (a simple change but needed as this is a very stupid mechanic). or at least allow us to change the controls in game.
all in all this is a much improved game but it still lacks the immersion and dynamic style of rugby and sport in general... the game is a wonderful pass and run game but it lacks certain elements to truely make it feel like a "proper rugby game". It needs to be more dynamic and become more of a rugby simulator game. Glad to see we getting there though...
then couldn't you at least allow us to be able to alter the attributes of the existing players for offline mode.
Hi @Bradley Hornsey thanks for your feedback! We have a group of player analysts from around the world (including South Africa) that help to gather stats per player. Everybody is going to have different opinions on player statistics which is just the nature of sports games unfortunately. As for your other suggestions here, we appreciate your time into thinking with detail about these and although (with all feedback) we cannot guarantee to meet every singly idea, every fan's voice / suggestion is acknowledged and taken on board for discussion. Thanks again!