Can someone explain the pitcher stamina issue? Topic

Posted by tecwrg on 12/15/2020 11:41:00 PM (view original):
Posted by adlorenz on 12/10/2020 8:54:00 AM (view original):
I appreciate the responses.

So I am brand new to HBD and I trying to learn this game I log in every day and for the last week I have been trying to fix this issue with all my minor leagues. Some of these guys have been on the inactive list for 2-3 days and still are showing 0 stamina. This link will take you to 4 screen shots of my AAA, AA, High-A, and Low-A teams.

https://drive.google.com/drive/folders/1_I6GIqhPD4AW5xl_URXcyqcXD57yuL4A?usp=sharing
So I’ve been away from HBD for around three years, but played it extensively for 10 or 11 years before that.

One thing that I strongly believe, and I tracked this very closely at one time in a spreadsheet, is that the “floor” for pitching fatigue is not 0. It seems to be an infinitely small negative number. You can abuse pitchers with fatigue hard enough so that they may take not “game” days, but weeks or even months to recover. But they will show as 0. It’s important to understand that all zeroes are not equal.

Likewise, the ceiling for pitchers can go over 100, but does seem to be capped. Maybe 110-115 is the actual ceiling, depends on the pitchers durability. But it will only show as 100.

Bottom line: you need lots of pitchers on your minor league staffs. I think I used to carry 17 or 18 at each level. 12 active, the rest inactive, and would move them between active and inactive accordingly on a daily basis.
Agreed. I keep this in mind when I can remember. A guy that was at 70 energy the previous day and is at 100 today is much different than the guy that was 100 energy yesterday and still remains 100 today. If the guy with 70 energy is played, he will get fatigued a lot quicker than the guy that has been resting for the last two days. I know this seems like common sense, but in one of the developer chat's it read that 100 is 100. That is not accurate.
12/20/2020 9:24 PM
Posted by tlowster on 12/20/2020 9:24:00 PM (view original):
Posted by tecwrg on 12/15/2020 11:41:00 PM (view original):
Posted by adlorenz on 12/10/2020 8:54:00 AM (view original):
I appreciate the responses.

So I am brand new to HBD and I trying to learn this game I log in every day and for the last week I have been trying to fix this issue with all my minor leagues. Some of these guys have been on the inactive list for 2-3 days and still are showing 0 stamina. This link will take you to 4 screen shots of my AAA, AA, High-A, and Low-A teams.

https://drive.google.com/drive/folders/1_I6GIqhPD4AW5xl_URXcyqcXD57yuL4A?usp=sharing
So I’ve been away from HBD for around three years, but played it extensively for 10 or 11 years before that.

One thing that I strongly believe, and I tracked this very closely at one time in a spreadsheet, is that the “floor” for pitching fatigue is not 0. It seems to be an infinitely small negative number. You can abuse pitchers with fatigue hard enough so that they may take not “game” days, but weeks or even months to recover. But they will show as 0. It’s important to understand that all zeroes are not equal.

Likewise, the ceiling for pitchers can go over 100, but does seem to be capped. Maybe 110-115 is the actual ceiling, depends on the pitchers durability. But it will only show as 100.

Bottom line: you need lots of pitchers on your minor league staffs. I think I used to carry 17 or 18 at each level. 12 active, the rest inactive, and would move them between active and inactive accordingly on a daily basis.
Agreed. I keep this in mind when I can remember. A guy that was at 70 energy the previous day and is at 100 today is much different than the guy that was 100 energy yesterday and still remains 100 today. If the guy with 70 energy is played, he will get fatigued a lot quicker than the guy that has been resting for the last two days. I know this seems like common sense, but in one of the developer chat's it read that 100 is 100. That is not accurate.
I’m fairly sure that there is in game fatigue and overall fatigue that are separate “buckets”. For example, 100 is 100 if a pitcher enters a game at that level for in game fatigue regardless if they pitched the prior game or had 10 games off. They then have in game fatigue on number of pitches based on their stamina which is based on the percentage they entered the game regardless of prior game(s) pitched. 100 pitches in they would be equally fatigued/effective using the in game bucket if they entered the game at 100% regardless of prior game usages

After the game it switches the the second “bucket”. The second “bucket” is out of game fatigue which drops below 100% based on usage which factors durability, stamina and pitches over games pitches.
12/20/2020 10:49 PM
Posted by broadwayevns on 12/20/2020 10:49:00 PM (view original):
Posted by tlowster on 12/20/2020 9:24:00 PM (view original):
Posted by tecwrg on 12/15/2020 11:41:00 PM (view original):
Posted by adlorenz on 12/10/2020 8:54:00 AM (view original):
I appreciate the responses.

So I am brand new to HBD and I trying to learn this game I log in every day and for the last week I have been trying to fix this issue with all my minor leagues. Some of these guys have been on the inactive list for 2-3 days and still are showing 0 stamina. This link will take you to 4 screen shots of my AAA, AA, High-A, and Low-A teams.

https://drive.google.com/drive/folders/1_I6GIqhPD4AW5xl_URXcyqcXD57yuL4A?usp=sharing
So I’ve been away from HBD for around three years, but played it extensively for 10 or 11 years before that.

One thing that I strongly believe, and I tracked this very closely at one time in a spreadsheet, is that the “floor” for pitching fatigue is not 0. It seems to be an infinitely small negative number. You can abuse pitchers with fatigue hard enough so that they may take not “game” days, but weeks or even months to recover. But they will show as 0. It’s important to understand that all zeroes are not equal.

Likewise, the ceiling for pitchers can go over 100, but does seem to be capped. Maybe 110-115 is the actual ceiling, depends on the pitchers durability. But it will only show as 100.

Bottom line: you need lots of pitchers on your minor league staffs. I think I used to carry 17 or 18 at each level. 12 active, the rest inactive, and would move them between active and inactive accordingly on a daily basis.
Agreed. I keep this in mind when I can remember. A guy that was at 70 energy the previous day and is at 100 today is much different than the guy that was 100 energy yesterday and still remains 100 today. If the guy with 70 energy is played, he will get fatigued a lot quicker than the guy that has been resting for the last two days. I know this seems like common sense, but in one of the developer chat's it read that 100 is 100. That is not accurate.
I’m fairly sure that there is in game fatigue and overall fatigue that are separate “buckets”. For example, 100 is 100 if a pitcher enters a game at that level for in game fatigue regardless if they pitched the prior game or had 10 games off. They then have in game fatigue on number of pitches based on their stamina which is based on the percentage they entered the game regardless of prior game(s) pitched. 100 pitches in they would be equally fatigued/effective using the in game bucket if they entered the game at 100% regardless of prior game usages

After the game it switches the the second “bucket”. The second “bucket” is out of game fatigue which drops below 100% based on usage which factors durability, stamina and pitches over games pitches.
That's an interesting theory. So, My guy that was 70 energy the previous day, but 100 energy on game day, enters the game and throws his normal 100 pitches. Because 100 is 100, his in game fatigue would be just like it is on any other game. However, after the game, since he was used just as he regained 100 energy, his "post game bucket" energy would be lower. This theory makes sense. I don't know if it is how it works, but it certainly makes sense. Other wise, my guys would get shelled more because, for my best pitchers, I try to put them in the game just as they reach 100 energy just so I can maximize their season innings.
12/20/2020 11:47 PM
Posted by tlowster on 12/20/2020 11:47:00 PM (view original):
Posted by broadwayevns on 12/20/2020 10:49:00 PM (view original):
Posted by tlowster on 12/20/2020 9:24:00 PM (view original):
Posted by tecwrg on 12/15/2020 11:41:00 PM (view original):
Posted by adlorenz on 12/10/2020 8:54:00 AM (view original):
I appreciate the responses.

So I am brand new to HBD and I trying to learn this game I log in every day and for the last week I have been trying to fix this issue with all my minor leagues. Some of these guys have been on the inactive list for 2-3 days and still are showing 0 stamina. This link will take you to 4 screen shots of my AAA, AA, High-A, and Low-A teams.

https://drive.google.com/drive/folders/1_I6GIqhPD4AW5xl_URXcyqcXD57yuL4A?usp=sharing
So I’ve been away from HBD for around three years, but played it extensively for 10 or 11 years before that.

One thing that I strongly believe, and I tracked this very closely at one time in a spreadsheet, is that the “floor” for pitching fatigue is not 0. It seems to be an infinitely small negative number. You can abuse pitchers with fatigue hard enough so that they may take not “game” days, but weeks or even months to recover. But they will show as 0. It’s important to understand that all zeroes are not equal.

Likewise, the ceiling for pitchers can go over 100, but does seem to be capped. Maybe 110-115 is the actual ceiling, depends on the pitchers durability. But it will only show as 100.

Bottom line: you need lots of pitchers on your minor league staffs. I think I used to carry 17 or 18 at each level. 12 active, the rest inactive, and would move them between active and inactive accordingly on a daily basis.
Agreed. I keep this in mind when I can remember. A guy that was at 70 energy the previous day and is at 100 today is much different than the guy that was 100 energy yesterday and still remains 100 today. If the guy with 70 energy is played, he will get fatigued a lot quicker than the guy that has been resting for the last two days. I know this seems like common sense, but in one of the developer chat's it read that 100 is 100. That is not accurate.
I’m fairly sure that there is in game fatigue and overall fatigue that are separate “buckets”. For example, 100 is 100 if a pitcher enters a game at that level for in game fatigue regardless if they pitched the prior game or had 10 games off. They then have in game fatigue on number of pitches based on their stamina which is based on the percentage they entered the game regardless of prior game(s) pitched. 100 pitches in they would be equally fatigued/effective using the in game bucket if they entered the game at 100% regardless of prior game usages

After the game it switches the the second “bucket”. The second “bucket” is out of game fatigue which drops below 100% based on usage which factors durability, stamina and pitches over games pitches.
That's an interesting theory. So, My guy that was 70 energy the previous day, but 100 energy on game day, enters the game and throws his normal 100 pitches. Because 100 is 100, his in game fatigue would be just like it is on any other game. However, after the game, since he was used just as he regained 100 energy, his "post game bucket" energy would be lower. This theory makes sense. I don't know if it is how it works, but it certainly makes sense. Other wise, my guys would get shelled more because, for my best pitchers, I try to put them in the game just as they reach 100 energy just so I can maximize their season innings.
Yes, that’s how I play it and believe it works - but I could be wrong and I’m sure some disagree
12/21/2020 11:58 AM
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Can someone explain the pitcher stamina issue? Topic

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