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FHM 5 - General Discussion Talk about the 2018 version of FHM.

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Old 03-07-2019, 11:07 PM   #1
KevT90
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Fatigue

Did a little test to see how impactful (or not) fatigue was in this game. As per the image found in the link below, it doesn't seem to have any impact. It would be nice to see this aspect gets adjusted in the future. Played an entire season with 12 men roster. (disabled injuries).

https://imgur.com/a/2pzDgN7


Last edited by KevT90; 03-07-2019 at 11:12 PM.
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Old 03-08-2019, 05:57 AM   #2
JeffR
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Turning injuries off is cutting out a huge part of the fatigue effects, but those results still look too good. We'll have a look and see if the in-game effects are working properly.
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Old 03-08-2019, 01:21 PM   #3
KevT90
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Tried with injuries. With much more ice time I'd say you increase a player's chance to get randomly injured, cause he's exposed more often. With that in mind it doesn't appear that players miss a lot more games due to injuries when compared to the amount of time spent on the ice. I don't see a correlation between fatigue and injuries. Team was able to rack 89 pts with injuries, dressing replacements manually for only 12 players at all time for each game. Just something to keep in mind to solidify the purpose and usefulness of the 3rd and 4th lines.

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Old 03-14-2019, 06:56 PM   #4
KevT90
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This is with injuries, Kane missed a lot of games same for Vlasic and Braun. Again no more than 12 guys dressed for each game. Ended season with 97 pts. Also goalies appear to be able to start 82 games. Just like players it'd be nice to get ''forced'' to use the backup due to fatigue/exhaustion.

https://imgur.com/a/UwKN6A3

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Old 03-15-2019, 07:55 AM   #5
tasch797
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I'm not playing with the fatigue, it seems to need some fine tuning to be really useful or relevant.



My goaler (with a stamina rating of 20, though) drop at a FIT of 60 after a game as soon as he have at least an appearance in the game, and have a fitness of 94-95 on the next day. With these number, I can make him play every games since he's technically never exhausted. I'm just not doing it just in case of injuries but not based on fatigue/fitness.
After a game, based on the stamina level of course, the goaler who played 46 minutes and received 50 shots should have a fewer FIT than the one who played 14 minutes and received only 1 shot. It seems to be automatically 60 for a goaler.



Also, It should have an impact on injuries, but on player abilities also. A player with 60-80 of FIT may be way less efficient than well rested equivalent player with 100 fo FIT. I don't feel that at all in the game.



Also, based on my IRL experience with dispatch systems analytics, I have an idea about travel penalties logics based on Cities if you are interrested to try to bring the fatigue/fitness to a new level
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Old 03-15-2019, 08:49 AM   #6
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Quote:
Originally Posted by tasch797 View Post
Also, It should have an impact on injuries, but on player abilities also. A player with 60-80 of FIT may be way less efficient than well rested equivalent player with 100 fo FIT. I don't feel that at all in the game.
Low fitness affects the player's starting game fatigue, when that runs out then the rating penalties apply (and, after checking, we found some issues with the offensive penalties being too small, those will be fixed in the update.) Lower fitness won't affect a player at the start of the game, it'll make him wear down much faster and play less effectively for a larger part of the game.

Quote:
Also, based on my IRL experience with dispatch systems analytics, I have an idea about travel penalties logics based on Cities if you are interrested to try to bring the fatigue/fitness to a new level
Sure, I've been wanting to add some travel-related effects to fatigue. It just gets a little complicated when multiple modes of transportation have to be considered - planes in the NHL, buses in junior or minor leagues, trains in early historical leagues, etc. And our city database can only calculate distances in straight lines, no accounting for things like the actual road routes being signficantly longer.
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Old 03-15-2019, 11:36 AM   #7
KevT90
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Quote:
Originally Posted by JeffR View Post
[...] when that runs out then the rating penalties apply (and, after checking, we found some issues with the offensive penalties being too small, those will be fixed in the update.) [...] and play less effectively for a larger part of the game.
When in a game and looking at the fatigue bars, somewhere around middle-late game (every game), the fatigue boxes become completely depleted but player's continue to perform, based on the record the team achieves, so that said penalty (if actually working) should be much much harsher. Glad to see it will be looked at soon !

Not sure what the fix can be for goalies, since game fatigue appears to recover fully regardless of fitness ? It'd be nice to see exhaustion in between games and not just towards the end of a game. This way you'd have to start your backup once in a while when the starter gives you signs that he's tired. As it is I think any goalies can start all 82 games if one wanted to.

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