NOTICE: This league is using the BLEEDING EDGE game engine. For more information, click here.

The new user interface is in preview!

Want to check it out? Click here! (If you don't like it, you can still switch back)

League Forums

Main - Bug Box

Max fatigue before pulling players

By Infinity on Trial
5/21/2016 9:42 am
I noticed yesterday there is now a setting in Gameplan < Misc to set fatigue by position group. I selected this option, then realized I didn't want to change anything right before a playoff game in mfn19. I left it set to position groups, but my default of 55 remained for each group.

You can imagine my blind fury to see my RB1 with 4 carries in a 3-point loss, and a box score for rushing and receiving that looks more zany than a preseason game with 90-man rosters.

https://mfn19.myfootballnow.com/box/view/1993

Is it safe to assume positional fatigue settings are dysfunctional?

Re: Max fatigue before pulling players

By setherick
5/21/2016 9:48 am
By way of comparison, my 19 team has fatigue rates set at 50 across the board, and my RB3 only got 5 carries in a game where I ran the ball 49 times: https://mfn19.myfootballnow.com/box/view/1991

Re: Max fatigue before pulling players

By jdavidbakr - Site Admin
5/21/2016 9:55 am
Yikes, that was only supposed to appear for MFN-1! That will be in the next release, but is not active for leagues in the current version.

Re: Max fatigue before pulling players

By setherick
5/21/2016 10:13 am
jdavidbakr wrote:
Yikes, that was only supposed to appear for MFN-1! That will be in the next release, but is not active for leagues in the current version.


Well, when all the kinks are worked out, I'm looking forward to it.

Re: Max fatigue before pulling players

By ibblacklavender02
5/21/2016 1:02 pm
Infinity on Trial wrote:
I noticed yesterday there is now a setting in Gameplan < Misc to set fatigue by position group. I selected this option, then realized I didn't want to change anything right before a playoff game in mfn19. I left it set to position groups, but my default of 55 remained for each group.

You can imagine my blind fury to see my RB1 with 4 carries in a 3-point loss, and a box score for rushing and receiving that looks more zany than a preseason game with 90-man rosters.

https://mfn19.myfootballnow.com/box/view/1993

Is it safe to assume positional fatigue settings are dysfunctional?


Besides your gameplan....Do you have certain backs subbed in for certain formations or plays cause I've never seen that many backs play in a game unless an injury happened

Re: Max fatigue before pulling players

By Infinity on Trial
5/22/2016 10:30 am
No overrides, but I set my depth chart eight deep while dealing with injuries earlier in the year. Seven of them were currently active.

The box score makes it easy to see the effect in the running game, but it was the same across all positions except QB and P/K. I had backup LBs with more snaps than starters, for instance.

Re: Max fatigue before pulling players

By setherick
5/22/2016 10:37 am
Infinity on Trial wrote:
No overrides, but I set my depth chart eight deep while dealing with injuries earlier in the year. Seven of them were currently active.

The box score makes it easy to see the effect in the running game, but it was the same across all positions except QB and P/K. I had backup LBs with more snaps than starters, for instance.


I had something similar happen in MFN-13 which is the only league for sure that I set my fatigue by position: https://mfn13.myfootballnow.com/box/view/2083

My starting RB was Caverly. Usually with a fatigue of 50, my starting RB gets between 16-20 carries at 100 conditioning. He got 9. I've seen similar things happen in the preseason when I drop fatigue down to 25 to avoid catastrophic injuries in preseason game 1 and 2.

Oddly enough, I'm pretty sure that I set my condition by position in Fake Pigskin, but do not appear to have encountered the bug: https://fakepigskin.myfootballnow.com/box/view/1817
Last edited at 5/22/2016 10:40 am

Re: Max fatigue before pulling players

By ibblacklavender02
5/22/2016 8:04 pm
Infinity on Trial wrote:
No overrides, but I set my depth chart eight deep while dealing with injuries earlier in the year. Seven of them were currently active.

The box score makes it easy to see the effect in the running game, but it was the same across all positions except QB and P/K. I had backup LBs with more snaps than starters, for instance.


Yeah I noticed something like that happening when I kept 2 Kickers....The game would randomly sub in my MLB or TE to kick key field goals....I wrote a post about it but then I thought it better to just release my second kicker and roll with 1 since I had no issues until I added 2

Re: Max fatigue before pulling players

By setherick
5/24/2016 6:08 am
There is still a bug with teams that had set the fatigue by position before it was reverted. Look at the running back carries for my last game in MFN-13: https://mfn13.myfootballnow.com/box/view/2107

My fatigue setting was set to 60 for the game.