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Is fatigue completely broken in franchise?

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Old 08-19-2023, 06:14 PM   #1
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Is fatigue completely broken in franchise?

Small sample size, I've only played five games, but I've yet to have a starter leave the field other than for injury, and it doesn't seem like the CPU has either. After three games, I moved the fatigue slider up to 80, and adjusted my players to come out sooner and go back in later, and still no change.



Has anyone else gotten anything to work? Playing All Pro, single player, offline, sim.
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Old 08-19-2023, 09:18 PM   #2
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Re: Is fatigue completely broken in franchise?

It is not broken, but it is heavily skewed in the wrong direction.

I have guys rotating when I want and without any negative side effects.

Here are my settings:

All Pro, Simulation
15 minute quarters, 11 second runoff
Progressive fatigue: Off

Game play sliders: All 50

INJ: 27
Fatigue: 89
Threshold: 95

Auto Subs:
HB: 91-93
DL: 93-95
EDGE: 91-93

This is almost close to perfect for me. I see HB, DL, and EDGE guy rotate out, and nobody disappears.

I think you can probably move fatigue up as high as the low 90s and then move the auto subs around, but they work, and you can get rotations, you just have to use the extreme end of the slider scale.

I hope this helps some.

I知 not plugging my channel for follows, but if you ever want to hop into a game and see how this works, I知 happy to showcase it: https://www.twitch.tv/roguehominin.
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Old 08-19-2023, 10:53 PM   #3
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Re: Is fatigue completely broken in franchise?

The higher you set fatigue the quicker your players tire guys.





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Old 08-19-2023, 11:47 PM   #4
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Re: Is fatigue completely broken in franchise?

An issue with raising fatigue real high is that it increases injuries for players who arent rotated out (such as offensive lineman). This is part of the reason we see so many offensive lineman get hurt - they are fatigued too quickly. Those of us who like to raise the fatigue level see it worse.
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Old 08-20-2023, 07:02 PM   #5
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Re: Is fatigue completely broken in franchise?

Quote:
Originally Posted by RogueHominid
It is not broken, but it is heavily skewed in the wrong direction.

I have guys rotating when I want and without any negative side effects.

Here are my settings:

All Pro, Simulation
15 minute quarters, 11 second runoff
Progressive fatigue: Off

Game play sliders: All 50

INJ: 27
Fatigue: 89
Threshold: 95

Auto Subs:
HB: 91-93
DL: 93-95
EDGE: 91-93

This is almost close to perfect for me. I see HB, DL, and EDGE guy rotate out, and nobody disappears.

I think you can probably move fatigue up as high as the low 90s and then move the auto subs around, but they work, and you can get rotations, you just have to use the extreme end of the slider scale.

I hope this helps some.

I知 not plugging my channel for follows, but if you ever want to hop into a game and see how this works, I知 happy to showcase it: https://www.twitch.tv/roguehominin.

Thank you for that. I'll go ahead and adopt your setup and see how it works for me. I play 10 minute quarters, but I imagine the difference there won't be enormous.
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Old 08-20-2023, 07:04 PM   #6
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Re: Is fatigue completely broken in franchise?

Quote:
Originally Posted by ShaneTheMaster
An issue with raising fatigue real high is that it increases injuries for players who arent rotated out (such as offensive lineman). This is part of the reason we see so many offensive lineman get hurt - they are fatigued too quickly. Those of us who like to raise the fatigue level see it worse.

That's a fair point. I guess I'll see what results I'm getting and go from there. The OL certainly seem to be the players who come out injured the most often.



The most frustrating thing about injuries, yet again, is that the ones that happen in the game seem fair but almost none occur in sims. I'm now halfway through the season, and half of the teams don't have a single player out injured. How EA keeps making this worse is wild.
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Old 08-20-2023, 07:10 PM   #7
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Re: Is fatigue completely broken in franchise?

Quote:
Originally Posted by Unlucky 13
Thank you for that. I'll go ahead and adopt your setup and see how it works for me. I play 10 minute quarters, but I imagine the difference there won't be enormous.
I will say that my chosen clock settings affect how fatigue tolls. 10/20 or accelerate clock off let fatigue toll more heavily, and accelerated clock lower than that diminishes how it tolls, which means you have to use higher fatigue values to get it to kick in.

Ren is running 75 fatigue, and that tolls well enough to see regular fatigue.

I知 going to shift to 10/20 myself.
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Old 08-20-2023, 07:31 PM   #8
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Re: Is fatigue completely broken in franchise?

Quote:
Originally Posted by RogueHominid
It is not broken, but it is heavily skewed in the wrong direction.

I have guys rotating when I want and without any negative side effects.

Here are my settings:

All Pro, Simulation
15 minute quarters, 11 second runoff
Progressive fatigue: Off

Game play sliders: All 50

INJ: 27
Fatigue: 89
Threshold: 95

Auto Subs:
HB: 91-93
DL: 93-95
EDGE: 91-93

This is almost close to perfect for me. I see HB, DL, and EDGE guy rotate out, and nobody disappears.

I think you can probably move fatigue up as high as the low 90s and then move the auto subs around, but they work, and you can get rotations, you just have to use the extreme end of the slider scale.

I hope this helps some.

I知 not plugging my channel for follows, but if you ever want to hop into a game and see how this works, I知 happy to showcase it: https://www.twitch.tv/roguehominin.
Do you have any recommendations for those who wish to keep Progressive Fatigue turned on? I'm similarly not seeing much if any player fatigue on default slider settings, but I know that in later games in the season the combination of player fatigue and progressive fatigue has a heavier impact.
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