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mavstar21
Joined: 08/14/2019
Posts: 87

Wisconsin-Superior Yellow Jackets
IV.8

Hardwood College Basketball
Haha all good mate. My fault for recruiting a bunch of couch potatos
Dytrea123
Joined: 04/23/2022
Posts: 8

Trine Thunder
III.3

Hardwood College Basketball
Gards is correct, but I want to add that the in-game fatigue effect might need to be affected more than injuries.

Almost every starter I have is high fatigue by the end of the game and if it was like recruiting it would be Very high. Yet these guys still crank out points in the second half like crazy, like how are guys hitting shots after 38 minutes (which is like 95 possessions) of straight running.

I've had 0 injuries this season which should not be happening since my guys are all on very high fatigue by the end of the game.



Updated Wednesday, November 13 2024 @ 1:45:14 pm PST
BMacG
Joined: 03/19/2023
Posts: 19

Rochester Institute of Technology Tigers
IV.4

Hardwood College Basketball

We have in-game fatigue effects -- which occasionally are reported in the game report, but always exist. And we have fatigue "injuries".

So which do we need to increase? And is fatigue effect sufficient, but just not reported enough?

Thanks,

Steve



I think both need to be adjusted but by varying degrees. The defensive impact of fatigue doesn't seem bad to me - in my own experiments with high fatigue it seems to almost always lead to allowing more scoring. But on offense the impacts probably need to be increased noticeably.
I don't know how it's currently implemented, or how hard it is to adjust it, but I feel like it should not be linear - "low" fatigue should probably only have a small impact like it currently does, as in an actual game I think it's very normal for everyone to have a little fatigue at the end. Moderate should have a slightly larger impact than it currently does, and Heavy fatigue should carry a higher penalty than it currently does.

For injuries very similar, where low should probably not have much of an impact, but Heavy should carry a much larger increase in injury chance than it currently seems to. Ideally there would be some sort of cumulative effect: a heavy fatigue game here or there or from OT games is no big deal, but 3, 4, 5, etc games in a row should compound and lead to a severe increase in the effects of high fatigue, but I don't know how hard implementing a cumulative system like that would be.


A compromise idea could also be that in exchange for increasing the performance effects and injury chance of fatigue, high minutes played could have an impact on increasing stamina development?
admin
Joined: 01/24/2017
Posts: 2420

Hardwood Administrator

Hardwood College Basketball
The players only experience heavy fatigue in the last few minutes of the game. So they are able to score well in the second half, because they are not overly fatigued for much of the game.

In contrast to the past, when coach John Wooden rarely rested his starters, today's players see significantly reduced average playing times, with 35 minutes per game now considered substantial.

Fatigue often sets in as the game progresses, negating any advantage either team may have built up. However, if one team is playing significantly more minutes, they may lose their edge over the opposition.


Do people believe we should implement more in-game fatigue indicators, or is it sufficient to display fatigue metrics mostly in the box score?


Steve
TavesSoul
Joined: 06/25/2020
Posts: 142

Nazareth Golden Flyers
IV.8

Hardwood College Basketball
I think more in-game fatigue factors (particularly on offense) would be great. Doesn't seem to affect that side of the ball at all.

Also an increase in fatigue driven injuries if you're running Moderate/Heavy fatigue often.
lmartins6746
Joined: 02/26/2020
Posts: 245

North Greenville Crusaders
III.2

Hardwood College Basketball
I think fatigue should set in before the last few minutes. A Player playing too long at one time and not sitting enough might have moderately reduced ability at the end of his rotation in the game then possibly start his next rotation with slightly reduced ability.

For example don't we think a low stamina Player that is playing the entire game would see an ability reduction due to fatigue towards the end of the first half?
admin
Joined: 01/24/2017
Posts: 2420

Hardwood Administrator

Hardwood College Basketball
Let me restate -- fatigue begins to affect players as early as 10 minutes of action (later for players with better attributes). However, the initial affects are small. Heavy fatigue (and larger penalties) for most players isn't an issue until the end of the game.

Looking into the best options to punch up fatigue effects. Seems like there are two things that need to be account for -- total number of minutes played in a game and number of games with excessive minutes (like an overworked factor).


Steve
Dytrea123
Joined: 04/23/2022
Posts: 8

Trine Thunder
III.3

Hardwood College Basketball
With the total number of minutes played in a game I'm guessing you already plan on it but possessions should also be a big factor, 35 minutes of a 60-possession game is a lot different than 35 minutes of a 90-possession game.

I love the idea of overworked players being penalized over the course of several games of heavy fatigue.

admin
Joined: 01/24/2017
Posts: 2420

Hardwood Administrator

Hardwood College Basketball
Yes, move possessions (i.e. more up and down the court) does mean greater fatigue.


Steve
naph
Joined: 02/29/2020
Posts: 581

St. Marys Gaels
III.1

Hardwood College Basketball
I could take or leave more injury effects. You added some "Fatigue" injuries a while back. Injuries aren't fun. But, they do add a bit of randomness, and encourage deeper rosters which I'm generally in favor of.

My primary concern is that ultra-tight rotations seem too viable as heavy fatigue doesn't seem to degrade performance as much as I would expect.

Updated Wednesday, November 20 2024 @ 2:13:29 am PST


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