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Old 09-13-2024, 08:30 AM   #1
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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.
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Old 09-13-2024, 08:16 PM   #2
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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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Old 09-13-2024, 10:18 PM   #3
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Re: Realistic Fatigue Setting

This was the closest thing I could find to official,
https://x.com/SimFBallCritic/status/934580302256791552

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


Quote:
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.
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Old 09-13-2024, 11:04 PM   #4
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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 at 11:12 PM.
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Old 09-14-2024, 03:49 AM   #5
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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).
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Old 09-19-2024, 03:38 AM   #6
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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.
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Old 09-19-2024, 12:26 PM   #7
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Re: Realistic Fatigue Setting

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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.
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Old 09-20-2024, 01:26 AM   #8
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Re: Realistic Fatigue Setting

Quote:
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...
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