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League Forums

Main - Suggestion Box

Re: Player to User Favor

By WarEagle
10/19/2015 6:29 am
JDB

I see that "Player to user favor" is "in progress".

PLEASE do not implement this, or anything else related to playing time (player usage), until you give us the ability to manage this.

It makes no sense to me why you would want to penalize us for anything related to playing time when you haven't given us the ability to have any control over it, other than just sitting a player.

We need to be able to set fatigue settings by position, playing time by position, and have rules to determine when you pull (or put back in) your starters, etc.

The vast majority of my gameplans are nearly 50/50 run/pass. Yet there are still games where I run the ball 90% of the time, or pass it 90% of the time. I shouldn't be penalized with my QB or RB becoming more injury prone because they were used too much, when I don't have any control over it. I should be able to split carries between two or more RBs, for example.

Thanks for your consideration.
Last edited at 10/19/2015 6:30 am

Re: Player to User Favor

By fumblestruck
10/19/2015 7:54 am
WarEagle wrote:

The vast majority of my gameplans are nearly 50/50 run/pass. Yet there are still games where I run the ball 90% of the time, or pass it 90% of the time. .


I am little relieved that I'm not the only one struggling to find balance with game plans. It seems to me if I set things with an exact split of 50/50 run/pass that those plans generally get run heavy. If I shift things to about 60/40 pass then I pass all game. I'm fairly new here so I assumed I was just being dumb with the slidey bars and I needed to find something else to adjust but I'm too lazy to dig deep into custom rules and such.

So yeah it seems to me its either heavy run or heavy pass.
Last edited at 10/19/2015 7:54 am

Re: Player to User Favor

By WarEagle
10/19/2015 8:04 am
In all fairness, I do have games where my playcalling is nearly 50/50. Just not as much as I would think based on my gameplanning.

Re: Player to User Favor

By jdavidbakr - Site Admin
10/19/2015 8:49 am
This logic is not as extensive as you are imagining it. It will only harm you if you have a highly rated player who is not getting any playing time, as would be the case if your depth chart is too deep or if you are trying to tank your team - so you do have control over the input variables in this equation. It will also cause a player to be unwilling to sign with you for a time after you have cut or traded him.

Re: Player to User Favor

By WarEagle
10/19/2015 8:55 am
jdavidbakr wrote:
This logic is not as extensive as you are imagining it. It will only harm you if you have a highly rated player who is not getting any playing time, as would be the case if your depth chart is too deep or if you are trying to tank your team - so you do have control over the input variables in this equation. It will also cause a player to be unwilling to sign with you for a time after you have cut or traded him.


So, as long as the player gets some playing time, like RB2 getting 3-5 carries per game, I should be fine? That's good to know.

Even still, my point remains the same. We should have some control over playing time (other than just who starts), or there should be nothing effected by playing time.

Re: Player to User Favor

By jdavidbakr - Site Admin
10/19/2015 9:59 am
WarEagle wrote:
So, as long as the player gets some playing time, like RB2 getting 3-5 carries per game, I should be fine? That's good to know.


It's not even carries, just actual time on the field. So if RB2 gets 1 play to spell RB1 and it's a pass play, he would get credit for playing in that game.

Re: Player to User Favor

By Gustoon
10/21/2015 12:16 am
WarEagle wrote:
JDB

I see that "Player to user favor" is "in progress".

PLEASE do not implement this, or anything else related to playing time (player usage), until you give us the ability to manage this.

It makes no sense to me why you would want to penalize us for anything related to playing time when you haven't given us the ability to have any control over it, other than just sitting a player.

We need to be able to set fatigue settings by position, playing time by position, and have rules to determine when you pull (or put back in) your starters, etc.

The vast majority of my gameplans are nearly 50/50 run/pass. Yet there are still games where I run the ball 90% of the time, or pass it 90% of the time. I shouldn't be penalized with my QB or RB becoming more injury prone because they were used too much, when I don't have any control over it. I should be able to split carries between two or more RBs, for example.

Thanks for your consideration.


At least (for now) just the skill positions.