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Re: Player Depth and sim substitution

By setherick
8/24/2021 8:16 pm
Legendruthless wrote:
I have seen this happen before. I believe what happens is, when all of your depth chart players are above the set fatigue and/or injuries happen, the game will go to the next available player in that position group. Even though they're not in the depth chart. So to avoid it you might have to increase the fatigue setting.


This. Also fatigue settings below 40-45 get all sorts of strange results.

Re: Player Depth and sim substitution

By Cjfred68 - League Admin
9/05/2021 4:41 am
Fatigue at 30 will get strange results, I agree and like to keep mine around 45

Re: Player Depth and sim substitution

By raymattison21
9/05/2021 6:41 am
It’s dependent on weight and the physical demands. Conditioning and The rest time between plays does something but saying low settings are strange is strange. If you use high ones they are on the field and rules with overrides act as subbing but low ones just searches down the depth chart quicker. If nobody is slotted it uses your player weights. Kinda simple the highest I use is for QB but the next is dB at 47. In preseason the lowest I use is 17 for oline. Snaps per game is interesting to calculate because STs stats are not separate but in general I will get between roughly 40 and 100 percent of snaps with these low settings.( as I generally sit starters are n STs) Bleeding beta has slightly different results... so code matters a bit too

Re: Player Depth and sim substitution

By Cjfred68 - League Admin
9/05/2021 11:16 am
raymattison21 wrote:
It’s dependent on weight and the physical demands. Conditioning and The rest time between plays does something but saying low settings are strange is strange. If you use high ones they are on the field and rules with overrides act as subbing but low ones just searches down the depth chart quicker. If nobody is slotted it uses your player weights. Kinda simple the highest I use is for QB but the next is dB at 47. In preseason the lowest I use is 17 for oline. Snaps per game is interesting to calculate because STs stats are not separate but in general I will get between roughly 40 and 100 percent of snaps with these low settings.( as I generally sit starters are n STs) Bleeding beta has slightly different results... so code matters a bit too


OK

Re: Player Depth and sim substitution

By setherick
9/05/2021 11:20 am
raymattison21 wrote:
It’s dependent on weight and the physical demands. Conditioning and The rest time between plays does something but saying low settings are strange is strange. If you use high ones they are on the field and rules with overrides act as subbing but low ones just searches down the depth chart quicker. If nobody is slotted it uses your player weights. Kinda simple the highest I use is for QB but the next is dB at 47. In preseason the lowest I use is 17 for oline. Snaps per game is interesting to calculate because STs stats are not separate but in general I will get between roughly 40 and 100 percent of snaps with these low settings.( as I generally sit starters are n STs) Bleeding beta has slightly different results... so code matters a bit too


I didn't say that low fatigue settings are strange. I said the produce strange results. Basically, if your fatigue settings are so low that all of your players in a position are "fatigued" then the game goes to the next best player at position based on the default weights.

So you draft a TE and converted him to a T? Well, he's now likely your TE4/5 if your TE fatigue is set to < 30. That CB with 90+ SP and 100 Avoid Fumble? Congratulations, he's getting you 5 carries a game if you have your RB fatigue low and not enough players to cover fatigue.

Re: Player Depth and sim substitution

By Cjfred68 - League Admin
9/05/2021 3:06 pm
setherick wrote:
raymattison21 wrote:
It’s dependent on weight and the physical demands. Conditioning and The rest time between plays does something but saying low settings are strange is strange. If you use high ones they are on the field and rules with overrides act as subbing but low ones just searches down the depth chart quicker. If nobody is slotted it uses your player weights. Kinda simple the highest I use is for QB but the next is dB at 47. In preseason the lowest I use is 17 for oline. Snaps per game is interesting to calculate because STs stats are not separate but in general I will get between roughly 40 and 100 percent of snaps with these low settings.( as I generally sit starters are n STs) Bleeding beta has slightly different results... so code matters a bit too


I didn't say that low fatigue settings are strange. I said the produce strange results. Basically, if your fatigue settings are so low that all of your players in a position are "fatigued" then the game goes to the next best player at position based on the default weights.

So you draft a TE and converted him to a T? Well, he's now likely your TE4/5 if your TE fatigue is set to < 30. That CB with 90+ SP and 100 Avoid Fumble? Congratulations, he's getting you 5 carries a game if you have your RB fatigue low and not enough players to cover fatigue.


Yep but the CB I'm not sure about so much.

Basically the lower the fatigue settings, the more depth you have to set in a depth chart....like FB1/2/3/4 instead of just FB 1/2 or the A.I. picks whose next
Last edited at 9/05/2021 3:09 pm

Re: Player Depth and sim substitution

By raymattison21
9/05/2021 5:44 pm
There is a hidden weight tied to each position so the closer the players are to that weight the more likely they will be chosen despite ratings. The more you value speed in your weights the more likely the AI will choose someone with in that weight range. I like to use 100 points total.... like 60 speed 10 strength 20 acceleration and 1s , 5s .... this way your ensuring the weight (innpounds)of the position is weighted correctly to pull out of position players first. The ones near that position ( due to weight) with similar skills (due to your weights) Defaults or anything near defaults won’t do that.

Re: Player Depth and sim substitution

By Cjfred68 - League Admin
9/05/2021 6:05 pm
raymattison21 wrote:
There is a hidden weight tied to each position so the closer the players are to that weight the more likely they will be chosen despite ratings. The more you value speed in your weights the more likely the AI will choose someone with in that weight range. I like to use 100 points total.... like 60 speed 10 strength 20 acceleration and 1s , 5s .... this way your ensuring the weight (innpounds)of the position is weighted correctly to pull out of position players first. The ones near that position ( due to weight) with similar skills (due to your weights) Defaults or anything near defaults won’t do that.


Completely lost me here. I have no clue what you are saying. Maybe word it for somebody who plays a game in his free time.

Re: Player Depth and sim substitution

By raymattison21
9/05/2021 7:58 pm
The total amount of rating points can be set by us. Any way we choose but there has to be set amount established by the AI that values the players weight for his position. So the more of these other rating points used when setting your weights the more it would devalue this hidden set amount for his weight.

When you use less a players weight has a lager impact on the overall thus impacting who the AI decides to pick as a sub. . Not the biggest thing but my QBs are no longer selected to play oline or whatever. It would give you a greater chance for a selection near whatever the positional trending weight for that position is.

Re: Player Depth and sim substitution

By Cjfred68 - League Admin
9/05/2021 9:59 pm
raymattison21 wrote:
The total amount of rating points can be set by us. Any way we choose but there has to be set amount established by the AI that values the players weight for his position. So the more of these other rating points used when setting your weights the more it would devalue this hidden set amount for his weight.

When you use less a players weight has a lager impact on the overall thus impacting who the AI decides to pick as a sub. . Not the biggest thing but my QBs are no longer selected to play oline or whatever. It would give you a greater chance for a selection near whatever the positional trending weight for that position is.



Still lost sorry, I'm sure it makes perfect sense but I'm not sure how based on the OP.

Fatigue settings in the 30s means having deeper depth charts or else the A.I. picks. Why would you use low fatigue scores during the regular season? The goal is to use your best players the most and not have random A.I. substitutions.

I've never once in hundreds of seasons had a QB sub in at oline so clearly you do things way differently