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Re: 2049 Trslick Thread (Good game)

By ArmoredGiraffe
1/18/2024 2:48 pm
Mcbolt55 wrote:


It seems to me that if the fatigue slider is set the same across positions that skill players get subbed out much sooner than lineman on both sides of the ball.

That said, maybe 100% on the injury meter is just a little too high?


From what I can tell fatigue seems calculated solely by how far a player moves from their starting position during the course of a play. So your lineman who move a couple yards during pass pro or run blocking will almost never hit fatigue settings unless they are ridiculously low. DL don't chase plays much because OL keep their blocks going even after the ball is thrown of the ball is past them.

I don't think XFL is at 100% injury rate. I want to say it's like QatD around 75% but I currently don't have a source for this. I will edit this comment if I find a source. Seems like some owners just got unlucky unfortunately

Edit: This was all I could find and the league might actually be at 100% injury rate or at least above 75%. See: https://xfl.myfootballnow.com/forums/1/440?page=1#2220
Last edited at 1/18/2024 2:54 pm

Re: 2049 Trslick Thread (Good game)

By Mcbolt55
1/18/2024 3:33 pm
ArmoredGiraffe wrote:


From what I can tell fatigue seems calculated solely by how far a player moves from their starting position during the course of a play. So your lineman who move a couple yards during pass pro or run blocking will almost never hit fatigue settings unless they are ridiculously low. DL don't chase plays much because OL keep their blocks going even after the ball is thrown of the ball is past them.



I did not know that running distance was the sole calculation for fatigue. That seems flawed. It should matter, but so should engaging in contact—perhaps significantly more. Maintaining and shedding blocks definitely wears a person down more than running around untouched on “decoy” passing routes…
Last edited at 1/18/2024 3:33 pm

Re: 2049 Trslick Thread (Good game)

By ArmoredGiraffe
1/18/2024 3:55 pm
Mcbolt55 wrote:
ArmoredGiraffe wrote:


From what I can tell fatigue seems calculated solely by how far a player moves from their starting position during the course of a play. So your lineman who move a couple yards during pass pro or run blocking will almost never hit fatigue settings unless they are ridiculously low. DL don't chase plays much because OL keep their blocks going even after the ball is thrown of the ball is past them.



I did not know that running distance was the sole calculation for fatigue. That seems flawed. It should matter, but so should engaging in contact—perhaps significantly more. Maintaining and shedding blocks definitely wears a person down more than running around untouched on “decoy” passing routes…


It might not be the sole calculation but from my observations, it seems to impact player fatigue the most to the point it feels very close to being the only consideration

Re: 2049 Trslick Thread (Good game)

By Waitwut
1/18/2024 5:10 pm
Cjfred68 wrote:
INJURIES (WEEK 1)

The injuries in MFN are nothing more then bad luck. The Sim is designed to hit a certain amount of injuries per week. At the 100 injury rate, you will get approximately 224 injuries per week among the 32 teams. Unfortunately, the Sim doesn't always evenly distribute these injuries leaving some teams hit much harder then others.

What's fascinating is the number of injuries is pretty constant so with every new injury, a previously injured player will get healthy. I guess he designed it this way so a team wouldn't get devastated by injuries. I have seen a team have 20 injuries and anything after 7 means playing injured players to meet the minimum active required.

The normal amount of injuries per team is 7 at any particular week during the preseason or regular season.

There are currently 227 injuries among the 32 teams which averages out to 7.09 injuries per team.

Of the 227 injuries only 68 are what I would consider "unplayable". That means any player with an Out (O), Doubtful (D) or Questionable 4+ (Q) or and Probable 5+ designation.

☆15 teams are within 1 injury of the norm (6-8).

☆8 teams have at least 2 more than the average of 7 injuries.

☆9 teams have at least 2 less than the average of 7 injuries.


TOTAL

14. KANSAS CITY (D7/D3/Q5×3/P4×4/P3×3/P1×2)
12. GEM CITY (Q7×2/Q6×2/Q4×2/P3×2/P2×3/P1)
11. LOS ANGELES (D10/Q5/P4×3/P3×2/P1×4)
10. BUFFALO (O2/Q7/Q6/Q3/P4×3/P3×2/P2)
10. DAKOTA (Q2/P4×4/P3×2/P2×2/P1)
9. PITTSBURG (Q6/Q5×2/P4×2/P3×2/P2/P1)
9. WASHINGTON (O9/O2/D8/Q5/P4×2/P1×3)
9. PROVIDENCE (D10/Q5/Q4×3/Q2/P3×2/P2)
■■■■■■■■■■■■■■■■■■■■■■■■■
8. CINCINNATI (O8/P4×2/P3×4/P2)
8. TEXAS (P5/P4×4/P3×2/P2)
8. SEATTLE (Q6/Q5/P4/P3×2/P2/P1×2)
8. ATLANTA (P4/P3×4/P2×3)
8. MEMPHIS (O11/Q4/P5/P4×3/P2)
8. CAROLINA (Q7/Q5/P5/P4×3/P2×2)
7. INDIANA (Q7/Q5/Q2/P4/P3/P2/P1)
7. MIAMI (O2/Q7/Q2/P4/P3×2/P1)
7. TORONTO (Q5/Q4/P4×2/P2×2/P1)
7. BROOKLYN (P4×3/P3×3/P2)
7. PHILADELPHIA (P5/P4×3/P2×2/P1)
6. HOUSTON (D10/Q6/Q5/Q4/P4×2)
6. ORLANDO (D8/Q7/P5/P4/P3/P2)
6. SAINT PAUL (Q3/P3×2/P2×2/P1)
6. ZEHLENDORF (D3/Q5/P4/P3×2/P1)
■■■■■■■■■■■■■■■■■■■■■■■■■
5. DAYTONA (Q7/Q5/P4×2/P3)
5. VEGAS (Q5/Q2/P4×2/P1)
5. MONTANA (Q6/Q5/P3×3)
5. TAMPA BAY (Q5/Q3/P4/P3/P1)
4. VANCOUVER (D7/Q6/Q4/P1)
4. OAKLAND (D3/Q6/P4/P3)
4. PHOENIX (Q6/Q5/P3×2)
3. NEW ENGLAND (Q4/P1×2)
1. NEW YORK (P2)

UNABLE TO PLAY

6. GEM CITY (Q7×2/Q6×2/Q4×2/P3×2/P2×3/P1)
■■■■■■■■■■■■■■■■■■■■■■■■■
5. KANSAS CITY (D7/D3/Q5×3/P4×4/P3×3/P1×2)
5. PROVIDENCE (D10/Q5/Q4×3/Q2/P3×2/P2)
■■■■■■■■■■■■■■■■■■■■■■■■■
4. WASHINGTON (O9/O2/D8/Q5/P4×2/P1×3)
4. HOUSTON (D10/Q6/Q5/Q4/P4×2)
■■■■■■■■■■■■■■■■■■■■■■■■■
3. ORLANDO (D8/Q7/P5/P4/P3/P2)
3. BUFFALO (O2/Q7/Q6/Q3/P4×3/P3×2/P2)
3. PITTSBURG (Q6/Q5×2/P4×2/P3×2/P2/P1)
3. MEMPHIS (O11/Q4/P5/P4×3/P2)
3. CAROLINA (Q7/Q5/P5/P4×3/P2×2)
3. VANCOUVER (D7/Q6/Q4/P1)
■■■■■■■■■■■■■■■■■■■■■■■■■
2. INDIANA (Q7/Q5/Q2/P4/P3/P2/P1)
2. MIAMI (O2/Q7/Q2/P4/P3×2/P1)
2. TORONTO (Q5/Q4/P4×2/P2×2/P1)
2. LOS ANGELES (D10/Q5/P4×3/P3×2/P1×4)
2. SEATTLE (Q6/Q5/P4/P3×2/P2/P1×2)
2. DAYTONA (Q7/Q5/P4×2/P3)
2. MONTANA (Q6/Q5/P3×3)
2. ZEHLENDORF (D3/Q5/P4/P3×2/P1)
2. OAKLAND (D3/Q6/P4/P3)
2. PHOENIX (Q6/Q5/P3×2)
■■■■■■■■■■■■■■■■■■■■■■■■■
1. CINCINNATI (O8/P4×2/P3×4/P2)
1. TEXAS (P5/P4×4/P3×2/P2)
1. PHILADELPHIA (P5/P4×3/P2×2/P1)
1. VEGAS (Q5/Q2/P4×2/P1)
1. TAMPA BAY (Q5/Q3/P4/P3/P1)
1. NEW ENGLAND (Q4/P1×2)
■■■■■■■■■■■■■■■■■■■■■■■■■
0. NEW YORK (P2)
0. BROOKLYN (P4×3/P3×3/P2)
0. SAINT PAUL (Q3/P3×2/P2×2/P1)
0. DAKOTA (Q2/P4×4/P3×2/P2×2/P1)
0. ATLANTA (P4/P3×4/P2×3)
■■■■■■■■■■■■■■■■■■■■■■■■■



This was really good

Re: 2049 Trslick Thread (Good game)

By Waitwut
1/18/2024 5:12 pm
ArmoredGiraffe wrote:
Mcbolt55 wrote:
ArmoredGiraffe wrote:


From what I can tell fatigue seems calculated solely by how far a player moves from their starting position during the course of a play. So your lineman who move a couple yards during pass pro or run blocking will almost never hit fatigue settings unless they are ridiculously low. DL don't chase plays much because OL keep their blocks going even after the ball is thrown of the ball is past them.



I did not know that running distance was the sole calculation for fatigue. That seems flawed. It should matter, but so should engaging in contact—perhaps significantly more. Maintaining and shedding blocks definitely wears a person down more than running around untouched on “decoy” passing routes…


It might not be the sole calculation but from my observations, it seems to impact player fatigue the most to the point it feels very close to being the only consideration


That said, what’s optimal fatigue level. I’ve pretty much been guessing at everything this whole time.

Re: 2049 Trslick Thread (Good game)

By Mcbolt55
1/18/2024 5:16 pm
I guess fatigue isn’t the reason linemen seem to get hurt more, must just be the total amount of snaps played increasing the odds of rolling an injury. Also does not seem to matter wether over or undersized either.

Re: 2049 Trslick Thread (Good game)

By Waitwut
1/18/2024 5:33 pm
I think it is honestly just random. At least you’re getting your swing on the front of the season, maybe you end up being the healthiest for the duration. I’ve had ups and downs with injury.

Also, I don’t subscribe to this game being about a single resource. I think that is more what most people have to work with optimally.

I use no higher than 45 for WR. Less for other positions.
Last edited at 1/18/2024 5:35 pm

Re: 2049 Trslick Thread (Good game)

By Claymore
1/18/2024 6:44 pm
I still use the 70 % rating to return to the line up.
P 1 week always play
I use very low fatigue in some positions when I have good depth with the thought , which may or may not even work, that a fresh player is faster/ stronger. Who knows

Re: 2049 Trslick Thread (Good game)

By Mcbolt55
1/18/2024 6:48 pm
Personally, I don’t have any major injury problems, I’m just tagging on to the questions as other people are clearly much worse off to start.

Re: 2049 Trslick Thread (Good game)

By Claymore
1/18/2024 7:18 pm
I play another mmorpg football game that has No injuries

It does **** if you are spending $ on the game and your team gets wiped out by
the by the Injury bug. It takes the enjoyment out of it. Unless you are sadistic and you
love the pain.
Last edited at 1/18/2024 7:18 pm