But isn't the other point to take away from this is the fact that it's still possible under this engine to have 100+ reception RBs if you set your own playbook (as opposed to the default) with a huge majority of VS and S passes to the RBs?
And this, IMO, is as it should be. The game is a simulation of college football, not a re-creation of specific college teams and seasons. If I want to make a playbook where I do nothing but throw to two TE's out of the ND Box, then that's my right as a paying customer. If I want to create a playbook where I put 8 men in the box and blitz a safety in order to try and stop the run, that's my right as a paying customer. I don't have to "play nice" and follow what happened in real-world college football. In fact, if the game were to 'force' restrictions on me so that I MUST follow the "norms" of college football, I would drop it. If I want to re-create a college football season, I'll go pull out my Strat-O-Matic cards.
I completely agree with katzhphang88's analysis - in fact, at one point during the beta I called for them to completely scrap all the previous code and re-design the game engine from scratch.
I'm not sure why noah23 keeps calling this the "alpha" - in application development, the "alpha" code is the very raw beginning stages of an app, where "beta" is (supposed to be) the more finished, nearly ready for release version. And then, of course, comes the release version. The current state of the game has its problems, but not so many that I would say it has reverted to "alpha". But yes, more human coaches are using the defaults right now. The beta testers, at least originally, were willing to invest the time into digging into how the "advanced" settings worked. The current group of owners, most of whom are playing only because they got a free season, either were turned off by the seeming complexity of the set up process or never understood that it even existed. The game launched without nearly enough supporting documentation.