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QBs and Fatigue

By setherick
8/12/2017 9:11 am
I was looking at Straw's team in Beta-87, the same team that Ray posted about in regard to OL and INT, and it makes me wonder more about how fatigue affects QBs. Straw convoy's his QBs, and while none of them are that good, they are all performing better than the norm: https://beta87.myfootballnow.com/team/view/17

In most systems, if any of his QBs were playing a full game, they wouldn't look very good at all. So by rotating them, does Straw get a little bit of a boost because they are always at full fatigue?

Re: QBs and Fatigue

By raymattison21
8/12/2017 10:09 am
My logic behind all that is once again pressure circle . QBs hover around 220 pounds and get the most snaps out of the offense . If under pressure they are likely to roll out and take sacks . All that is tied to fatigue . They get slower as they scrqmble more and take hits....there fore, snap after snap , allowing pressure to get closer and effect throws.

Gdad coined it, Many have tried, but straw seems to have perfected it . Many Top wrs, B plus pass blocking oline and most likely maximizing the intelligence rating across all postions for familiarity reasons. Of course using fatigue ratings to his advantage . Most likely with wrs also, but I haven't got to see his team first had quite yet.

It's about playing the higher ratings and rotation of any positions seem to be quite effective now. Especially if they get fatigued. I used to use 90 to 100 for settings , but this code is different . People play bad when tired.

Fatigue is hidden so all this is hypothetical but the proof is in the rotation and results. I don't see strong effects from special team play.... especially prs, KRs, and coverage, but who knows....I do know that season long fatigue penalties are on the docket or once were but who knows.

Fatigue is recalculated with speed/size essentially each frame or so I like that but I don't like the tri qb system . ...or even the though of it . We did that in highschool because our qbs could read the signals for plays and we just ran them in and out with the plays . ....it ended horrendously . Jus the opposite is the case here.

On the other hand I know player to player familiarity is on the docket.....perhaps this will give a benefit to teams who use one qb.

Re: QBs and Fatigue

By setherick
9/02/2017 7:25 am
I'm bringing this topic back up. Gdad's three QB team (almost perfectly) dissected my team going 32/38 in a playoff game: https://beta87.myfootballnow.com/box/663

My secondary is terrible. Let's get that out of the way right now. But his QB2 and QB3 went 16/17, and both of them are worse than my terrible secondary. Apparently, multiple QBs is the only way to play this game anymore.

I mean I have QBs start hot all the time 12/12 - 240 yards hot in my last NFL fans league game. But then the fatigue wall slams into them and they barely finish with 50% completions. I guess I'm just going to have to sign two or three equally good QBs and rotate them through.

For what it's worth, QBs "coming in cold" should play a lot worse than starters. And fatigue should affect arm a lot less than it does. Until a QB gets north of 50 or 70 throws, he shouldn't be penalized.

Re: QBs and Fatigue

By raymattison21
9/02/2017 8:23 am
setherick wrote:
I'm bringing this topic back up. Gdad's three QB team (almost perfectly) dissected my team going 32/38 in a playoff game: https://beta87.myfootballnow.com/box/663

My secondary is terrible. Let's get that out of the way right now. But his QB2 and QB3 went 16/17, and both of them are worse than my terrible secondary. Apparently, multiple QBs is the only way to play this game anymore.

I mean I have QBs start hot all the time 12/12 - 240 yards hot in my last NFL fans league game. But then the fatigue wall slams into them and they barely finish with 50% completions. I guess I'm just going to have to sign two or three equally good QBs and rotate them through.

For what it's worth, QBs "coming in cold" should play a lot worse than starters. And fatigue should affect arm a lot less than it does. Until a QB gets north of 50 or 70 throws, he shouldn't be penalized.


Winning and losing is gone for me . I got a better one ....or of equal garbage. 5 wide vs. Goaline doesn't work.

Docket solutions could be,player to player familiarity , but again I am lobbying for a play editor / creator .

The amount of flaws outweigh any visual fun. At least play making would pass the time. For me at least.

Re: QBs and Fatigue

By setherick
9/02/2017 8:28 am
I would be more satisfied if certain things made logical sense.

1) QB throws a near perfect game because he constantly checked down to the wide open RB. <-- will never happen on MFN.

2) Three mediocre QBs throw a near perfect game because the WRs are better than the secondary, fatigue matters so much for QBs, and QBs don't come in cold. <-- that's just the new de rigueur of the passing game

Re: QBs and Fatigue

By setherick
9/19/2017 6:41 am
Constantly getting destroyed by teams that employ two mediocre QBs is getting old: https://nfl.myfootballnow.com/log/329

Nothing against this GM either. This is a code problem plain and simple. And it's easily correctable. Either:

1) Lower the fatigue rates for all QBs to minimal levels so that good QBs don't suffer the same fatigue penalties.

2) Make it so that QBs coming in cold don't have a rhythm and can't complete nearly every pass because they are at 100% fatigue.

3) Both.

I guess to enjoy this game any more I have to convoy my QBs (in Beta 87 and MFN-1 my fatigue rating will be set to 40 for QBs next season until the QB thing is addressed), start using a limited play playbook, sign the best DBs and put them on islands, and don't bother to game plan at all.

Re: QBs and Fatigue

By jdavidbakr - Site Admin
9/19/2017 8:12 am
setherick wrote:
2) Make it so that QBs coming in cold don't have a rhythm and can't complete nearly every pass because they are at 100% fatigue.


This will probably the the next game engine code update, I hope to have it in the beta leagues by the end of preseason.

Re: QBs and Fatigue

By Ares
9/19/2017 2:52 pm
I hope the fix focuses more on reducing QB fatigue than on penalizing 'cold' QBs. One suggestion I had in the past when I first noticed how fast QBs get fatigued is to have them regain some fatigue during running plays in addition to when they're not on the field. This would also incentivize running more, since a number of teams currently eschew it all together. It would also help avoid the second half QB melt downs if you're running a balanced gameplan.

Edited to add: QBs should also in general lose very little fatigue per throw, but should generally be losing most of their fatigue if they're getting hit (sacks as well as when hurries result in a knockdown).
Last edited at 9/19/2017 2:55 pm