Eliminating (lessening) Fatigue
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Re: Eliminating (lessening) Fatigue
I don't have an issue per se with the fatigue system. Though I would like to see them add a separate injury rating at some point (so durability could function as an overall stamina and the injury rating as a true injury-proneness rating).
But here is something interesting for the discussion.
I went through defensive lineups from last season on BRef. They have a section on the most common defensive lineups excluding SPs (not batting orders...just the 8 guys on the field).
Atlanta had one lineup that they used 24 times throughout the season (which is only 15% of their games). That DOUBLED the next highest by a team, which was 12. A couple of teams' most common lineup was used THREE times (let me reiterate this...there were teams whose most commonly used lineup was used three times in 162 games!). The vast majority of teams' most common lineup used was below 10 times. What does this mean? It means that in real life, teams are constantly managing players' fatigue, constantly rotating the lineups (obviously while dealing with more injuries than we typically see in-game).
Just food for thought...Play the games you love, not the games you want to love.Comment
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Re: Eliminating (lessening) Fatigue
I don't have an issue per se with the fatigue system. Though I would like to see them add a separate injury rating at some point (so durability could function as an overall stamina and the injury rating as a true injury-proneness rating).
But here is something interesting for the discussion.
I went through defensive lineups from last season on BRef. They have a section on the most common defensive lineups excluding SPs (not batting orders...just the 8 guys on the field).
Atlanta had one lineup that they used 24 times throughout the season (which is only 15% of their games). That DOUBLED the next highest by a team, which was 12. A couple of teams' most common lineup was used THREE times (let me reiterate this...there were teams whose most commonly used lineup was used three times in 162 games!). The vast majority of teams' most common lineup used was below 10 times. What does this mean? It means that in real life, teams are constantly managing players' fatigue, constantly rotating the lineups (obviously while dealing with more injuries than we typically see in-game).
Just food for thought...
If fatigue levels are similar to last year, I don't mind the current system. If they have increased though (I haven't started franchise yet so I can't confirm), then I'm not sure.
I will say that basing durability on games played is the only current solution. As a playing time modifier, the attribute works well.Comment
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Re: Eliminating (lessening) Fatigue
They don't seem different to me thus far. I'm still gathering sample size in my three franchises though. It's part of why I wanted to look through lineup rotations IRL (which floored me to be honest)...I constantly shuffled guys last year...and now, I realize just how incredibly lifelike that was.Play the games you love, not the games you want to love.Comment
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Re: Eliminating (lessening) Fatigue
I like to do this with several positions too. Right now I am with second base and center field, and of course catcher always is to some degree. But as I said before, if you have solid starters with high durability ratings, and they aren't injured, being forced to sit them a lot more frequently than they would in real life is pretty frustrating to me.Anyone who claims to be a fan of two teams in the same pro sport is actually a fan of none.Comment
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Re: Eliminating (lessening) Fatigue
Patch 1.06 or 1.07 seems to have totally fixed this issue, even though there weren't any notes on it. Things are now completely back to how they used to be in prior versions for me.Anyone who claims to be a fan of two teams in the same pro sport is actually a fan of none.Comment
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Re: Eliminating (lessening) Fatigue
That being said, I understand why people want it changed and even support the push to get it changed.Comment
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