They wonder why I've only bought 15 teams Topic

I hope they can read better than they program-

You incompetent morons.  I'll bring this up yet again.  Last game my team was rated all at 100% fatigue besides 2 guys at 99%.  After the magical 10th game they are now all 91-94.
I played 2 OT games in the first 3 games of the season.  Not all teams in my league have played OT games at all, let alone 2/3.
Why the F&CK don't you change the way OT games are handled, especially in the first 10 games.
Why?  Because you obviously can't.  
My minutes are set at recommended.  I am only "over playing" 1 guy. 


I just can't see myself giving these idiots my CC# any longer.  Seriously...!

10/30/2010 2:59 PM
Beginning of game 10

       
       
     
    Sonic Boozers
DEF
    S. Moncrief
100%
    D. Barros
99%
    J. Moon
99%
    S. Kemp
100%
    C. Boozer
100%
   


End of game 10

 
  Sonic Boozers
OFF
 
PG D. Barros*
94%
 
SG S. Moncrief*
98%
 
SF J. Moon
92%
 
PF C. Boozer
97%
 
C T. Murphy
100%
 
 


Current levels after game 10.  WTF?


NP Name Fatigue  Min/82 Rec MPG TM Rest
PG 94-95 Dana Barros 92% 40.5 40 43  
PG 99-00 Earl Boykins 97% 3.2 3 3  
SG 82-83 Sidney Moncrief 95% 33.0 33 34  
SG 08-09 Eddie House 100% 18.0 19 14  
SG 76-77 Claude Terry 100% 2.9 3 2  
SF 07-08 Jamario Moon 91% 26.5 26 27  
SF 00-01 Eddie Robinson 100% 14.6 15 14  
PF 06-07 Carlos Boozer 94% 31.3 31 32  
PF 95-96 Shawn Kemp 94% 32.1 32 32  
PF 08-09 Troy Murphy 100% 30.3 31 31  
PF 09-10 Ryan Anderson 100% 11.1 12 5  
PF 93-94 Anthony Cook 82% 2.5 2 3  


10/30/2010 3:41 PM
For the first 10 games of the season they give you a little leeway.  For the first game you can play a player at 200%. (I think, by trial and error)  That number goes down to about 110% after game 9 to 102% after game 10 where it remains for the rest of the season.  For example, if a player played 820 minutes in real life, he will be able to play 20 min without fatigue in game 1 and be able to play 99 min through game 9.  If, after game 10 he has more than 102 minutes, he will be fatigued.  (I am not sure about the 110% figure for 9 games.  It seems to be somewhere around there.)
10/30/2010 5:07 PM
I think the method they use for fatigue is pretty good.  My experience pretty much coincides with appleseed's figures.  Those minutes can't just be ignored.  The only "better" way of doing thing would be no OTs (at least in the 1st 10 games maybe), and that's not very realistic.
10/30/2010 5:18 PM
1. Why is no OT fatigue not realistic?  I am not choosing to play my guys extra time, the SIM chose that. 

2.  I can understand the theory, but don't say my guys are at 100% when they are really 95%.  If I see 95 I can adjust.  At this point we are supposed to guess where each player is or break out the calculator? 

3. I have a starter that plays about 28 mpg.  In an OT game, he plays all 5 mins putting him way over.  Really it is almost impossible to be screwed if you get early OT games.


10/30/2010 5:44 PM
Back in the day, the SIM created random injuries for players who played in less than 82 games, because randon injuries are what really happen in reality.  Random OT games also happen in reality, and they do cause extra fatigue on players.
10/30/2010 8:14 PM
Are you serious?  If 28 mpg Jamario Moon plays in 2 OT's of 5 mins each, he will be at only 92% for the 11th game?   Dumbest thing I've ever heard and completely unrealistic.




10/30/2010 11:19 PM
Posted by appleseed1 on 10/30/2010 5:07:00 PM (view original):
For the first 10 games of the season they give you a little leeway.  For the first game you can play a player at 200%. (I think, by trial and error)  That number goes down to about 110% after game 9 to 102% after game 10 where it remains for the rest of the season.  For example, if a player played 820 minutes in real life, he will be able to play 20 min without fatigue in game 1 and be able to play 99 min through game 9.  If, after game 10 he has more than 102 minutes, he will be fatigued.  (I am not sure about the 110% figure for 9 games.  It seems to be somewhere around there.)
No, there is no leeway.  If there was leeway, my players who played a whopping 5% over TM (through no fault of my own) get walloped after 10 games.  I could see it if I were playing them 5%  over every game, but the only time they played significantly more time was the OT games.

As I said I set the mins for all players except one to within 1 minute of TM.  If that constitutes a 6-9% penalty there is a problem with the SIM.  I should not have to play my scrubs more mins (thus fatiguing them about 50%).  The OT rules are bogus and I think if you were looking at 8/12 of your players fatigued 6-9% after 10 games you would see it that way too! 


10/30/2010 11:35 PM
Try again: 28 min X 10 games = 280 minutes 
                    + 2 OT X 5 minutes =   10 minutes
                 ------------------------------------------------
                                                           290 minutes
280 / 290 = .9655 not .92

I'm done discussing the merits, since your just gonna make stuff up, plus in truth, I'd rather go back to random injuries based losely on minutes, as I hate seeing guys who played in 30 games playing in 82.  Of course, I hate just about every new thing they've added to the basketball SIM since I joined.
10/30/2010 11:36 PM
If you look above, you can see how I have my mins set.  Moon is set at 27, the recommended is 26.5 per 82.  He is currently at 91% fatigue after 10 games. 

The worst part is that he started game 10 at 99%.  

10/30/2010 11:46 PM (edited)
- and please note the Recommended MPG in the above post.  These are calculated by WIS to give us an idea of how to set our lineups to keep fatigue levels at 100%.  These numbers do change, which is why they are different from the Min/82. 

Yes, WIS is recommending that I play Moon 26 minutes even though he is at 91%.  Helpful WIS.  Really helpful.
10/31/2010 12:30 AM
first of all, you should never do what WIS recommends.  Need I remind you that they don't know WTF they are doing?

second of all, the point that all3 is arguing for wis makes me cringe. 

third of all, I used to keep a calculator by the computer to set lineups when I really cared about fatigue.  (total RL min x 1.02) / 82) x (GP + 1) - MP = max number of minutes a player is able to play in the next game and stay at 100% fatigue.  So 07-08 Jamario Moon's total minutes after game 10 would need to be under 269.42926 to be 100%.  I assume he's played 296 total minutes (or close to it) for his fatigue to be 91%.  Assuming this is the case, take 10 minutes off the total for the double OT and you end up with 94.20603% fatigue.  So you were overplaying him anyway.  Regardless, I understand your point and learned your lesson a long time ago... I've actually lost several game tens of my season just to make sure my guys weren't at 90% fatigue or less going into game 11.  But players don't always (READ:  HARDLY EVER) play the desired number of minutes due to WIS's poor substitution logic, so it's really hard to get your fatigue right.

On a positive note, fatigue actually means very little.  I won the last ODL with a team that the starters hovered around 95% fatigue for 3/4 of the season, and when the season was over, I still didn't have anybody with significant minutes at 98% or higher.  And I dominated the regular season with a fatigued team.  And we're not talking about an OL.  I'm pretty sure you were in the ODL I'm talking about, badja, because I played you in the finals, yes?


10/31/2010 4:37 AM
Well  95-98% is one thing.  91-92% is another.  May have had something to do with my opp's 51 fta's in game 10.  But you are correct that 5% fatigue is meaningless.  If they a) got rid of OT fatigue or b) gave us a correct number in Recommended MPG it would make life a lot easier.

10/31/2010 8:05 PM
or if they even bothered to add a couple mandatory TOs during the course of the game to increase the substitution opportunities which would take about 5 minutes of programming....
10/31/2010 8:36 PM
Posted by felonius on 10/31/2010 8:36:00 PM (view original):
or if they even bothered to add a couple mandatory TOs during the course of the game to increase the substitution opportunities which would take about 5 minutes of programming....
QFT!!

Too bad this wonderful idea has been ignored for years.
10/31/2010 8:56 PM
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