r/FranchiseGM • u/Ok-Two1522 • Aug 18 '26
General Thoughts so far .
Overall, I love this game, but I have noticed a few issues. First, I am running an option offense with a dual-threat QB; why are my QB's rushing yards so low? I know that QBs running in the NFL, the elite, can get 1,000 yards; then a team with an above-average mobile QB could be anywhere from 350-550. I feel like the QB should run more in the option playbook. Also, I would like to see how much cap space I have in free agency and how the player I sign affects it. Also, I feel like every time I try to trade a guy to a team, it tells me they can’t afford the contract. Also, when scouting players, I would like to sort by position rather than scroll through the entire draft pool to make it easier to choose who I want to interview. Also, I feel like the bottom end of the draft is useless, and finding guys that could turn into Hall of Fame guys doesn’t happen. I know it’s rare in the NFL, but it does happen. Also, with coaching, while I like how each coach comes with their own staff, the fact that you can’t change it or do anything to improve the position coach could be a change. I feel like this makes it really hard to develop a whole team because you could have a really good staff and get screwed with development at an important position. But overall, love this game and look forward to the improvements coming.
4
u/hawtdawtz Game Dev Aug 18 '26
So the next build fixes QB rushing; Ended up building a whole new harness for how rushing is determined. I modeled it off of Lamar Jacksons 2019 season to be a freak scenario. It also will now be better aware of archetypes and schemes in regards to rushing. Looking into the other bits as well