Realistic Fatigue Setting

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  • kmfoster79
    Rookie
    • Jun 2023
    • 31

    #1

    Realistic Fatigue Setting

    It seems a lot of work was done to find the most realistic speed threshold and evidence in these forums suggest that even EA says it’s 95-100. Do we have anything on fatigue settings as well as auto subs? Anyone have any insight from EA or who used to work at EA? I have theories but I like to have hard facts.
  • kingsofthevalley
    MVP
    • May 2011
    • 1959

    #2
    Re: Realistic Fatigue Setting

    I think I'm running my fatigue option at 90 if I'm not mistaken. I know for a fact I had it at 85 for a game or two but it didn't give me the rotation I was looking for. At 90, the RB rotation is perfect imo.

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    • Kevin McKoy
      Rookie
      • Jun 2009
      • 220

      #3
      Re: Realistic Fatigue Setting

      This was the closest thing I could find to official,


      Simfballcritic was thanking Clint and Rex for the All Madden adjustment tips. One of the tips being fatigue at 65.


      Originally posted by kmfoster79
      It seems a lot of work was done to find the most realistic speed threshold and evidence in these forums suggest that even EA says it’s 95-100. Do we have anything on fatigue settings as well as auto subs? Anyone have any insight from EA or who used to work at EA? I have theories but I like to have hard facts.

      Comment

      • NightOwl
        Rookie
        • Sep 2013
        • 332

        #4
        Re: Realistic Fatigue Setting

        I ran mine at 90 for a full season and had really good WR/D line rotation. It would still take 3 or 4 straight runs for a RB to sub out though so I set up formation subs for RB.

        Decided to go to 100 to give it a shot. Someone mentioned in my slider forum that they had a few guys disappear so I tested it really hard. Ran my RB1 19 times and had 4 catches. 120+ total yards and he (Swift) disappeared for the final drive of the game. So I think I’m going to stick with 90 going forward as well.

        Edit to add: I play with progressive fatigue off because I leave weekly training and manage reps on auto so that allows me to play at 90 fatigue. If you want fatigue that high for more realistic tiring over 50-60 plays per side of the ball, you’ll have to manage the weekly training and practice reps yourself because the AI for auto doesn’t care about their stamina and will run starters at full pads every week and they won’t have full stamina going into games and they’ll disappear after a handful of plays.
        Last edited by NightOwl; 09-13-2024, 10:12 PM.

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        • Busforever
          Rookie
          • Sep 2014
          • 134

          #5
          Re: Realistic Fatigue Setting

          With fatigue at 95 (and progressive fatigue off + leaving auto sub by default) I finally see my RB taking a breath if he runs 3 times in a row. I had a hard time to see that with lower fatigue.
          I never experienced a RB disappearing at the end of the game, but I must say that I try to give some runs and catches to the RB2/RB3.

          Before I played with fatigue at 90 and it seemed good on defense, less on offense. I don't have snaps number to show here, but on defense, I thought the snap count was pretty close with the numbers for the other teams and their simulated games, at the end of the season of my franchise.

          Of course, injuries have also a huge impact here, but I think it's fair to say that fatigue at 90-100 is the most realistic. 95 is the magical number for me right now (always monitoring).

          Comment

          • kzdwfy
            Pro
            • Jun 2003
            • 754

            #6
            Re: Realistic Fatigue Setting

            Thanks fo rthe info! 90 Fatigue worked very well for me. I played the first half of
            SF (me) 17 vs. Jets(CPU) 20. I ran the ball heave. Mccffrey had 17 carries while Mason had 7.

            The only thing left to work on now are these super accurate Qbs whether human or cpu and the amazing catch in traffic ratings for all these WRs that never drop the ball while being hit simultaneously.

            Comment

            • cwadley
              Rookie
              • Sep 2016
              • 102

              #7
              Re: Realistic Fatigue Setting

              Originally posted by kzdwfy
              Thanks fo rthe info! 90 Fatigue worked very well for me. I played the first half of
              SF (me) 17 vs. Jets(CPU) 20. I ran the ball heave. Mccffrey had 17 carries while Mason had 7.

              The only thing left to work on now are these super accurate Qbs whether human or cpu and the amazing catch in traffic ratings for all these WRs that never drop the ball while being hit simultaneously.
              I use 90, too, for fatigue. I typically have QBA (both CPU and User) at 10 (on All Madden difficulty). Drops are a little messed up because, for simmed games, very few drops are registered in the stats. So, even at 50 Catching, my WRs end up dropping about 3x more passes in played games than in simmed games. In other words, if you want to match simulated stats, you actually need fewer drops. But simulated stats are, I think, much lower than actual NFL average drop rates.

              Comment

              • Spudbox65
                Rookie
                • Aug 2021
                • 200

                #8
                Re: Realistic Fatigue Setting

                Originally posted by cwadley
                I use 90, too, for fatigue. I typically have QBA (both CPU and User) at 10 (on All Madden difficulty). Drops are a little messed up because, for simmed games, very few drops are registered in the stats. So, even at 50 Catching, my WRs end up dropping about 3x more passes in played games than in simmed games. In other words, if you want to match simulated stats, you actually need fewer drops. But simulated stats are, I think, much lower than actual NFL average drop rates.
                Where do you see the dropped passes stat in simmed games? Ive only every seen the stat in-game...

                Comment

                • cwadley
                  Rookie
                  • Sep 2016
                  • 102

                  #9
                  Re: Realistic Fatigue Setting

                  Originally posted by Spudbox65
                  Where do you see the dropped passes stat in simmed games? Ive only every seen the stat in-game...
                  You can't see dropped pass statistics in the box scores in the game. But they are exported if you host your league stats on a site like neonsportz.com. Based on my experience, you see drops on less than 2% of passes in simmed games (or one drop every 50 passes or so).

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                  • awill25
                    Rookie
                    • Jul 2005
                    • 150

                    #10
                    Re: Realistic Fatigue Setting

                    Have been playing with Canes slider set (fatigue at 92), and really looking for best auto sub sliders. It’s a fine line with the running backs. Last game my back, who has 90+ fatigues rating, had 14 carries and missed the entire 4th quarter. This is with auto subs at 92/91 for RB.

                    Think I’m going to try 85/84 next. Really wish I could find a number to get a good rotation with my backs but also have them able to play the entire game. A back with 90+ fatigue rating should be able to tote the rock 30 times, albeit potentially getting banged up in the process.

                    Comment

                    • DaJuan
                      Rookie
                      • Aug 2008
                      • 172

                      #11
                      Re: Realistic Fatigue Setting

                      Originally posted by Kevin McKoy
                      This was the closest thing I could find to official,


                      Simfballcritic was thanking Clint and Rex for the All Madden adjustment tips. One of the tips being fatigue at 65.

                      2017 ??? 🤔

                      Comment

                      • RogueHominid
                        Hall Of Fame
                        • Aug 2006
                        • 10900

                        #12
                        Re: Realistic Fatigue Setting

                        Originally posted by awill25
                        Have been playing with Canes slider set (fatigue at 92), and really looking for best auto sub sliders. It’s a fine line with the running backs. Last game my back, who has 90+ fatigues rating, had 14 carries and missed the entire 4th quarter. This is with auto subs at 92/91 for RB.

                        Think I’m going to try 85/84 next. Really wish I could find a number to get a good rotation with my backs but also have them able to play the entire game. A back with 90+ fatigue rating should be able to tote the rock 30 times, albeit potentially getting banged up in the process.
                        So I’ve been working as hard as I can for years to figure this out, and there are some settings that can get you subs without disappearing players becoming an issue, but I’ve recently embraced the alternative solution of using formation subs for both teams to get different players in on different formations.

                        I play offline franchise, so I can sub in different backs for myself and the CPU, and I can do the same if there are a few players on D I want to see show up in specific spots.

                        This solution has actually given me the results I want more reliably than auto subs.

                        Might be a good thing to try out if you’re not finding the perfect balance using fatigue and sub values.

                        Comment

                        • kingsofthevalley
                          MVP
                          • May 2011
                          • 1959

                          #13
                          Re: Realistic Fatigue Setting

                          Originally posted by kzdwfy
                          Thanks fo rthe info! 90 Fatigue worked very well for me. I played the first half of
                          SF (me) 17 vs. Jets(CPU) 20. I ran the ball heave. Mccffrey had 17 carries while Mason had 7.

                          The only thing left to work on now are these super accurate Qbs whether human or cpu and the amazing catch in traffic ratings for all these WRs that never drop the ball while being hit simultaneously.
                          Sweet spot for my skill level and what I personally like to see, is fatigue at 97, both QB acc sliders at 1 and WR catch sliders at 40. I'm going to plug these numbers into CFB as well and see what it does once I'm done with my Madden season. Also, I play with progressive fatigue on and practice reps on auto and haven't seen any issues so far. I'm currently in week 14 of my first season and haven't seen anyone disappearing out of any games at all. It may be because I go in and switch the practice to half pads/split, then I'll back out and let it run auto, I think it sticks.
                          Last edited by kingsofthevalley; 11-30-2024, 08:05 PM.

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