NOTICE: This league is using the BLEEDING EDGE game engine. For more information, click here.

The new user interface is in preview!

Want to check it out? Click here! (If you don't like it, you can still switch back)

League Forums

Main - Beta Chat

Re: Pre-season active roster limit removed

By jdavidbakr - Site Admin
9/10/2014 8:35 pm
In case you didn't catch the thread in the community forums, I have decided to lift the pre-season active roster limit so that you can activate all 60 players for pre-season games. This accomplishes several things:

* It will allow you to have enough active players to prevent non-positional players from getting selected (i.e. Punter being placed at RB when all your RB's are too tired to play)

* It gives you the ability to play all of your roster in the pre-season to actually see them in some level of action

I am also having more starters get pulled after the designated time frame - previously only a few positions had their starters pulled because you would run out of players too quickly.

I have pushed this to MFN-1 in time for our first pre-season games. Let me know if anyone notices any issues as we progress through the pre-season games.
Last edited at 9/10/2014 8:39 pm

Re: Pre-season active roster limit removed

By oukjweather
9/11/2014 8:03 am
Something I have noticed, in the depth chart view, the number of players I have active is listed in red no matter how many people I have active.

Re: Pre-season active roster limit removed

By jdavidbakr - Site Admin
9/11/2014 9:03 am
oukjweather wrote:
Something I have noticed, in the depth chart view, the number of players I have active is listed in red no matter how many people I have active.


Thanks for the report - the logic is to turn it red if the active players is not equal to the max, I didn't consider the case where you don't have 60 players available. I need to change it to not turn red if the number of active players is greater than 47. I'll see if I can do that at some point today.