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JGwaite315's avatar
JGwaite315
Rising Newcomer
6 months ago

Starters transferring due to playing time dealbreaker

I have a freshman QB with a playing time dealbreaker, so I decided to start him over some qbs with higher overall rating to ensure he doesn’t transfer.

 Every week he’s the highest transfer risk even though he is 1st in my depth chart and takes 100% of the snaps. Is it because there’ are other QBs on my roster with higher overall ratings? It makes no sense to me

2 Replies

  • Agree. Additionally, a backup should probably stay if the only player ahead of them in the depth chart goes pro early. So maybe make it easier to persuade the backup if the starter already decided to go pro?

    I pretty much loose 3-4 QBs every year either due to going pro or transferring.

    The playing time deal breaker seems to based strictly based on the rating compared to other players in the position as well. Sometimes I will start a lower rated player over a higher one due to archetype or maybe speed, and they will still be mad about playing time.

  • I brought this up on multiple EA content creators channels on YouTube. There are many problems with recruiting and players, but I'll only address this one: "Playing Time." EA has a logic problem. A players playing time is only based on how many players are on the depth chart at the same position with a combination of their ratings. The playing time grade has nothing to do with with actual playing time. This needs to be address by EA. In the old NCAA Football 11-14 (forget the year this specific feature started) games, you had what was called promises in the recruiting logic, which allowed you to make a promise to a player i.e. (promise a national championship, promise a game in the players home state, promise playing time in the first year... etc...) you were able to make three promises and they were actually tracked, in this case, bases on a percentage of actual playing time. It's frustrating, but that's the logic EA uses. 

    And don't even get me started on recruiting battles. That is a complete fumble. There should be an added feature there like NIL or Make a promise that's outside the regular recruiting point allotment, that actually makes a difference. Most of the time there is literally nothing else you can do to win a battle when points are already maxed out. Hell even make it to where the recruit is what the teams schedule and do it based on if someone wins or loses that week. But I digress.

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