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New updates starting with week 11

By jdavidbakr - Site Admin
3/14/2015 10:09 am
Two significant updates coming with week 11's sims here in MFN-1:

* I have added season fatigue for RB's and QB's. The reason RB's don't rush 400 times or QB's don't pass 700 times in a season is because over the course of the season that wears them down. This has now been added to MFN - if you overwork your running back or quarterback, they will start to wear down as the season goes on. This means for your RB he'll be more likely to be injured, and for your QB his arm strength will begin to decrease. This logic kicks in as you approach some of the NFL season records in these areas, so if you are balanced in your offense you shouldn't be impacted by this.

* I have adjusted the pressure algorithm so that the QB can't throw as well if there is a defender in his face. I'd be curious to hear how this works in your next games as you watch them.

Re: New updates starting with week 11

By Wolfpack
3/14/2015 10:18 am
These sound like good changes.

Would it be possible to (at some point) at rotation levels for each position? Meaning that I could set my RB's to split carries more equally while leaving my OL to play 100% of the snaps.

Re: New updates starting with week 11

By WarEagle
3/14/2015 3:28 pm
Wolfpack wrote:


Would it be possible to (at some point) at rotation levels for each position? Meaning that I could set my RB's to split carries more equally while leaving my OL to play 100% of the snaps.


I strongly agree with this. Especially if we're going to be penalized for giving a stud RB 25 carries per game.

Re: New updates starting with week 11

By WarEagle
3/14/2015 3:33 pm
If these changes are going to be implemented, I think we need to also have the ability to set parameters of when to pull players (up/down by 20), and also to split playing time by position.

I'd hate to see my RB be penalized with a higher chance of injury just because he had 10 up the middle runs for 1 yard trying to run out the clock at the end of a few blowouts.
Last edited at 3/14/2015 4:18 pm

Re: New updates starting with week 11

By Davesgang
3/14/2015 8:48 pm
Sounds like great adjustments, and great follow up ideas.

Re: New updates starting with week 11

By jdavidbakr - Site Admin
3/15/2015 7:16 am
Wolfpack wrote:
These sound like good changes.

Would it be possible to (at some point) at rotation levels for each position? Meaning that I could set my RB's to split carries more equally while leaving my OL to play 100% of the snaps.


I think that's a good idea - just to allay your fears, though, if you have reasonable fatigue settings and run/pass balance it should be difficult for your RB to get penalized. The RB does fatigue faster and will get rotated more already just with the nature of how much effort a running play takes for the RB, and there has been this overuse/injury penalty on a per-game basis already.

Also, I don't think there have been any RB's in MFN-1 in the last 3-4 seasons who would have even hit the minimum for this to start kicking in. This is more in a preemptive response to the community thread where it was discussed that someone might try to load up his RB's carries with the sole purpose of getting him the rushing title, which while I don't have a problem with in principle I do want to have a realistic result of that probably wearing your RB into the ground as the season progresses. Same with the overusing your QB (although that's a different penalty where he just gradually loses his strength as the season wears on, again not until he starts getting an unreasonable amount of work).

Re: New updates starting with week 11

By Gustoon
3/15/2015 7:24 am
Nice, love it. This is a team sport and the emphasis should be on depth.

Re: New updates starting with week 11

By WarEagle
3/25/2015 8:39 am
The more I think about this, the more I don't like it ... for now.

I don't think penalties should be put in place for "over-using" a player until we actually have better control over this.

For example. I recently had a game where I got up big and then began running the ball. I ended up with 40 carries. 26 for my RB1 and 14 for RB2. If this were an average game, I would end up being penalized because RB1 went over 400 carries.

I've also seen games where I get down early and end up throwing it nearly every play, even though my gameplanning calls for a more balanced offense.

Until we are actually able to have some sense of control over this, I don't think it is fair to penalize us for it.

To reiterate, I'm fine with this if this is what everyone wants, to penalize people for approaching or eclipsing NFL records for carries/passes. I just don't think it should be done until we have a way to prevent it.