If you come into the process thinking “I need to get only 4-5* players” then of course you’re going to be frustrated, because there are 100+ other D1 coaches in every world, and we can all see the the 4-5* players. We can all count. We all know who is good. Sure, stringing together 2-3 classes of only 4-5* players is the clearest way to build a championship team. No sh!t Sherlock. Pulling that off in 3.0 requires a lot of luck, and doing it cycle after cycle after cycle is virtually impossible, by design, as long as world population is reasonable, and the coaches around the A+ schools aren’t ridiculously timid.
So this is a feature, not a bug, of a college basketball recruiting simulation. Real life recruiting classes don’t consist entirely of 4-5* players who will all go on to play professionally. Even as it is, an absurdly high percentage of teams in every world have unrealistically high proportions of future draft picks on their roster right now.
There is already a safety net. There are plenty of players. Coaches simply choose not to pursue them until it is too late. It is a prioritization issue. As I said, I totally get behind a special addition pool of late session recruits, but that’s primarily for new coaches and secondarily for teams with EEs. *As long as recruiting is a resource allocation game* (
which is kind of a separate conversation), if you’re spending all your resources on 4-5* in the first session, you’re still going to be out of options for the late session anyway, as it should be. That’s a gameplay choice, and the game shouldn’t bail us out from the consequences of our choices.
7/8/2021 2:37 PM (edited)