Posted by noah23 on 12/13/2013 7:24:00 PM (view original):
I can't tell you how much I disagree with this. To me, this is absurd. Quarterbacks should fatigue as fast as running backs? That just makes no sense. Dropping back 3-5-7 steps and throwing the ball does not fatigue you as much as running through the line and getting tackled. Are we really saying that they are the same/similar? Seriously. I don't get the logic at all. The chart has some logic to it. But obviously there is not enough fatigue, or enough fatigue that actually effects gameplay.
What I'm saying is that if a player has a stamina of 50, regardless of position, it should be treated as a stamina of 50 and not have an artificial neutralizing factor attached to it. Player ratings changes in levels of stamina for each position should be modified rather than an outside number introduced. This number should also change with position changes. I can see what you are saying noah and bhazelwood, but what this game needs is more transparency not more hidden code affecting the ratings.
Stamina is one of the attributes that I think is confusing in its current use in the engine. Along with health and durability. A players health should be what is affected by his stamina and durability. Are the numbers shown in the game PBP the players health? or fatigue level? And how do those relate to stamina? It would seem that the relationships should be more interactive. Players that play a significant amount of plays should actually have stamina numbers go up during the season and be able to show high health numbers during the game (less of a drop in the PBP numbers). Back-ups who don't play as much should show a lower stamina number and have their health number (in the PBP) decrease much faster. Durability would be the ability to avoid or recover from injuries (which would show up as a decrease in health). At the beginning of the exhibition season, all players may begin with 100% health and 80 stamina (unless the scouting reveals the need to lay off the buffet, then they may report back at 60-70% stamina). If they play a certain # of plays in the ex games, by season start they may be at 100% and 100. Players who don't play may be at 100% health and start to drop in stamina, just as other attributes drop with disuse. Injuries and game dings may drop the health down, but not affect stamina until they don't get to play.
Personally, looking at real life and playing ability while fatigued, I would say that the decrease in stamina shown by all players should be much slower and the recovery during a rest period should be almost nil, except maybe at half time. Now, it seems almost all players are able to return to full stamina, even in the 4th quarter. The stamina curve should be steadily downward, with a slight uptick at the half and then downward again. In the 4th, all the regular players should be at the 80-85% level with lower stamina players into the 70's. When injuries are added, any player that gets a ding during the game may lose an additional 10% at that time which carries over the rest of that game. The shark tooth pattern noted in oriole's graph isn't realistic and is too much of a short term swing after each series. Fatigue is more of a long term phenomenon, hence the desire to wear your opponents down.
Also, players that have low stamina (from not playing) or low durability (causing dings and injuries) may not be able to begin the next game with 100% health and may not be able to get back to 100% without a game off.
It just shows how really far this game is to being a five star game. Right now we are really hoping it gets to three stars, but right now it is stuck at about 1 1/2.