Wow, this issue is ridiculous.
I can't help but ask this question, WHO ON EARTH tests for EA?
The amount of bugs like this are ridiculous, and to see them shipped, even with a delayed release date is entirely shambolic.
Anyway, I see the issue, and it isn't a new one. I have always found in offline franchise that the logic is skewed, especially with FAs. It seems that the CPU is unable to identify any FA below 75 OVR as having any worth, which is wrong. They need to be set so that they actively look for low OVR players to fill out rosters. If the Rams' backup OLB gets injured, they don't sign the highest OVR FA out there, they sign someone of the same level. If the starter is not hurt, why pay that extra dollar for a better player?
When they do this, (say 75 OVR OLB is hurt, they sign old 81 OVR FA and the starter is 84 OVR) often that younger 75 OVR player will be cut, and the older higher OVR player will stay, or they cut both and draft a lower OVR player.
It's hard to describe but I'm sure you can kind of understand my point. Basically, CPU teams don't have FA Logic, and always tend to weaken their rosters through AI stupidity, than improve it.
What I'd like to know, is, do teams sign like 4 starter quality players in FA if they need 4 WRs to fulfill the depth chart requirements?
Say the Texans only have 3 WRs on the roster, the starters are established... they need 2 more to fulfill depth chart requirements. In FA they'll sign the 80 OVR FA WR to mega bucks, and ignore the cheap 65 ovr backups which are necessary. Now the Texans have a tonne of money invested in WR and none in the secondary, and the top 3 or 4 WRs will be the only ones to see action anyway.
It seems now that with this cut day feature, instead of using overpriced FA to fill roster gaps, they are using rubbish UDFAs that don't even exist.
What EA need to do is fix the FA logic so that old vets with low OVR actually make rosters and get signed.
Now can this be done by a patch? I'm not sure, I hope.
What is funny about this though, is that it proves why online franchise is the future, because in a 32 team league, your not dependant on CPU AI to have a competitive league... each team is run by a human, and as such, make human decisions.
The only issue with Online Franchise (should it be improved to include ALL offline features) is with the scheduling of matches, and the gameplay bugs that make the game worse.
Player ratings are key contributors to the online problems... they're too high. OLBs should not require more Block shed than DEs to beat O Linemen... it should be the same. This'd remove the superpowered OLBs at DE issues etc.
Once they balance ratings and fully integrate Offline Franchise features into Online Franchise, there will not be a bad word to say about it. It is the future.
PS.
Buckeye, please let us know how many players you can create, and if it works.
I'll be using generated draft classes and changing the players' names (which causes
it's own problems...) but I can imagine this issue isn't specific to imported classes. Can someone let me know if imaginary UDFAs populate general rosters too?
Also. Post this in the bugs/glitches thread so that the EA dev team can see it. They need to be notified, it's a really problematic bug!