Social Introducing NZW Ultimate Team

Peak Sione Faumuina was elite, in fact even a drunk version was solid enough 😝

But it’s not like my team is full of dribblers, they just haven’t been able to stand up against the genius abilities of their world class opponents - first Brett Seymour, then Chad Townsend & now Mark Horo…
Hey!

Leave Brett Seymour alone

Dude has enough issues without you piling on.

I’ll swap Stacey for Brett straight though.
 
Peak Sione Faumuina was elite, in fact even a drunk version was solid enough 😝

But it’s not like my team is full of dribblers, they just haven’t been able to stand up against the genius abilities of their world class opponents - first Brett Seymour, then Chad Townsend & now Mark Horo…
Like Webster said, its a squad not just a team. Rotation of players to keep them fresher maybe? Stacey looked very tired... might end up burned out.... or worse could get injured more easily and be out for an extended period.

Mark Horo is the ultimate impact player coming in fresh off the bench.....
 
I said last week it’s all totally random
Its not. I wouldnt waste my time w something that is random/flip of the coin.

Do North Koreans know what team means? I see lots of individual comparisons. Is Stacey having a sook? Can you ask him all the underalded halves he lost to? He might be able to educate the owner.
 
Clyde Auction - Franchises who had bid may have noticed on their dashboard that they were 'outbid' in the blind auction. This was an issue and the message was not entirely correct either. Because the auction had not resolved, any team who placed the bid got the same message. So auction will still resolve at scheduled time. And message for outbid was been fixed/removed until atleast resolution.
 
@tajhay
Are these visual bugs or problems with the sim? These are a couple from this week after skimming the game. One shows Taranaki Tortoises attacking then my player (Kevin Campion) makes a tackle and then I get an intercept. Was I attacking or not?
The other shows a 40/20 attempt by Blake Green which is short and should be my ball. It then immediately says the Hawks on attack and they score.
Not sure if there’s a match ID number but it’s Hawks vs Tortoises from RD 9. The times are in the screenshots.
@Barzak

Cheers for flagging these β€” I dug into game 978 (your R9 win over the Hawks) and
both are commentary bugs, not sim bugs. The actual match state was correct, but
the on-screen text was misleading. Let me walk through each.

1) The Blake Green "40/20 attempt"

This wasn't actually a 40/20 attempt. At the 28:37 mark, Green kicked from the
Hawks' own half β€” a high bomb that travelled 36 metres. The sim's structured
record of that play looks like this:

Code:
kick_type=bomb, outcome=bomb_regather, from field 46 to field 82

So Hawks bombed it deep and their own chasers regathered the ball β€” a legit play,
Hawks kept possession. But the commentary system randomly picked a flavor line
that said something like "Green goes for the 40/20… just rolls into touch a metre
short, Tortoises will have the feed from the 20."

That flavor line lives in the generic last-tackle kick commentary pool and gets
used for any normal kick β€” it doesn't reflect what actually happened. Real 40/20s
have their own dedicated event ("40/20! Brilliant kick…") and you'd see the ball
restart at the 20m scrum. None of that happened here because no 40/20 was actually
executed.

Then immediately after, Hawks finished their set and Kevin Locke scored from a
separate play β€” Green put up a bomb that the fullback dropped under chase
pressure (a real bomb_try outcome). Two unrelated kicks back-to-back, but the
first one's commentary made it look like the Hawks had no business having the ball
when Locke scored.

2) The Campion tackle / Meli intercept

This is the 69:12 intercept try by Francis Meli. The real sequence was:


  • []67:47 β€” Hawks knock-on (Dane Nielsen), scrum to you
    []Tortoises attack β€” your set runs through to tackle 5/6
    []68:54 β€” John Simon clearing kick on last
    []Hawks now have possession (~18 seconds with the ball)
    []During this Hawks set, Campion makes a defensive tackle
    []69:12 β€” Meli reads the pass, intercepts, sprints away to score

So Campion was correctly defending β€” possession had switched to Hawks at 68:54.
The problem is the commentary stream doesn't currently emit a clear "Hawks now
have the ball" beat when possession changes via kick. So on the readback you see
"Tortoises attacking" β†’ "Campion tackle" β†’ "INTERCEPT TRY!" with no obvious marker
that the possession flipped in the middle. The result is that 18-second Hawks set
is basically invisible on the screen.

Fixes coming

  1. Removing the misleading "40/20 attempt β€” just short" lines from the generic kick
    commentary pool. They script an outcome the sim doesn't actually execute.
  2. Adding a dedicated bomb-regather commentary line so plays like Green's at 28:37
    get explained properly ("Hawks chasers get there first β€” Hawks retain the ball!").
  3. Adding a possession-change marker so when the ball flips via kick or turnover,
    there's a clear one-liner ("Hawks have possession from their own 20") before the
    next play kicks off.

None of this changes results β€” your 24-16 win stands, Meli's intercept try was
legit, Locke's try was a legit bomb-try. But the way it was narrated made it look
like nonsense, and that's on me. Thanks again for the screenshots, they made it
easy to track down.
 
@Barzak

Cheers for flagging these β€” I dug into game 978 (your R9 win over the Hawks) and
both are commentary bugs, not sim bugs. The actual match state was correct, but
the on-screen text was misleading. Let me walk through each.

1) The Blake Green "40/20 attempt"

This wasn't actually a 40/20 attempt. At the 28:37 mark, Green kicked from the
Hawks' own half β€” a high bomb that travelled 36 metres. The sim's structured
record of that play looks like this:

Code:
kick_type=bomb, outcome=bomb_regather, from field 46 to field 82

So Hawks bombed it deep and their own chasers regathered the ball β€” a legit play,
Hawks kept possession. But the commentary system randomly picked a flavor line
that said something like "Green goes for the 40/20… just rolls into touch a metre
short, Tortoises will have the feed from the 20."

That flavor line lives in the generic last-tackle kick commentary pool and gets
used for any normal kick β€” it doesn't reflect what actually happened. Real 40/20s
have their own dedicated event ("40/20! Brilliant kick…") and you'd see the ball
restart at the 20m scrum. None of that happened here because no 40/20 was actually
executed.

Then immediately after, Hawks finished their set and Kevin Locke scored from a
separate play β€” Green put up a bomb that the fullback dropped under chase
pressure (a real bomb_try outcome). Two unrelated kicks back-to-back, but the
first one's commentary made it look like the Hawks had no business having the ball
when Locke scored.

2) The Campion tackle / Meli intercept

This is the 69:12 intercept try by Francis Meli. The real sequence was:



  • []67:47 β€” Hawks knock-on (Dane Nielsen), scrum to you
    []Tortoises attack β€” your set runs through to tackle 5/6
    []68:54 β€” John Simon clearing kick on last
    []Hawks now have possession (~18 seconds with the ball)
    []During this Hawks set, Campion makes a defensive tackle
    []69:12 β€” Meli reads the pass, intercepts, sprints away to score

So Campion was correctly defending β€” possession had switched to Hawks at 68:54.
The problem is the commentary stream doesn't currently emit a clear "Hawks now
have the ball" beat when possession changes via kick. So on the readback you see
"Tortoises attacking" β†’ "Campion tackle" β†’ "INTERCEPT TRY!" with no obvious marker
that the possession flipped in the middle. The result is that 18-second Hawks set
is basically invisible on the screen.

Fixes coming


  1. Removing the misleading "40/20 attempt β€” just short" lines from the generic kick
    commentary pool. They script an outcome the sim doesn't actually execute.
  2. Adding a dedicated bomb-regather commentary line so plays like Green's at 28:37
    get explained properly ("Hawks chasers get there first β€” Hawks retain the ball!").
  3. Adding a possession-change marker so when the ball flips via kick or turnover,
    there's a clear one-liner ("Hawks have possession from their own 20") before the
    next play kicks off.

None of this changes results β€” your 24-16 win stands, Meli's intercept try was
legit, Locke's try was a legit bomb-try. But the way it was narrated made it look
like nonsense, and that's on me. Thanks again for the screenshots, they made it
easy to track down.
Appreciate the in-depth reply. I know we’re the Guinea pigs for the inaugural season so it’s all part of the experience. Clearing these things up now means in a couple of seasons the competition will be beautifully refined.
 
BTW noticed another bug. Starters lose fitness points moreso than bench players and doesnt take into account minutes played. So in theory you could have had a starting hooker who played first 10 mins, and a bench hooker who played the last 70, and the starting hooker would have lost more fitness by the end of the game. That is also fixed from next round.
 
MEMO β€” From the League Office
To: All Franchise Owners
Re: Round 10 Update β€” fixes, features, and the new look of match coverage and analytics

Owners,

A heavy build has gone live across the last 48 hours. Read this in full before kickoff β€” there are bug fixes, new midseason features, fresh analytics
surfaces, and a complete overhaul of how match reports are written.




Part 1 β€” Bugs squashed

1.1 Ghost players
A traded player could appear in both his old and new franchise's R9 lineup. Two confirmed cases (Kevin Locke, Nathan Friend). Root cause: future plans
weren't being scrubbed on trade, release, or expiring guest stint. Fixed across all four vectors plus a defence-in-depth guard at simulation time. R9 stats
corrected, and 12 future plans across 6 franchises cleaned league-wide.

1.2 Auto-generated game plans β€” now intelligent
If you don't submit a plan, the system will:

  • Copy your previous round's plan (lineup, settings, captain, kicker)
  • Filter out anyone no longer on your roster
  • Fill any empty position with your lowest-rated available squad player for that position
Consequence policy: un-managed lineups now play your bench. Submit your plans.

1.3 Blind auction transparency
Earlier complaint from Hawaii Hammerheads β€” they were receiving "you've been outbid" notifications mid-auction. That defeated the point of a blind auction. Note, this was a display bug rather than correctly identifying losing bids.
Fixed: alerts now only fire after auction close.

1.4 Franchise dashboard accordion
The "Season Results & Deep Stats" panel on every franchise page was rendering blank when expanded. Root cause: the analytics JavaScript wasn't being loaded on
the franchise template. Fixed β€” the panel now expands properly to reveal Season Results, the new Upcoming Fixtures table (see 4.1), Records in Sight, Next Up
matchup history, and Home/Away splits.

1.5 Fitness sanity-checks
After investigating Stacey Jones' sub-50 fitness and PJ Marsh's 67%, we confirmed the system is behaving as designed β€” fitness decays based on minutes played. Not playing a tired player will recover them; over-minuting accelerates decline.

1.6 Twenty-one simulation and commentary fixes
Bundled set of stat-distribution, commentary string, and edge-case fixes from the recent v3 NRL alignment pass.




Part 2 β€” New Midseason Features (v1.5.0)

2.1 Coach of the Month
Awarded at end of R5 / R9 / R13 / R17 based on points-above-expectation over the prior four rounds. Reward: +$100k cap relief for 4 rounds +
squad-wide morale lift. Retroactive R4 and R8 awards land in your alerts.

2.2 Press Storyline Arcs
The League Office press team now auto-creates multi-round storylines (feuds, redemption arcs, vindication arcs) when in-game events warrant. Each arc runs
across 4 beats over 4-8 rounds. News cards that are part of an arc now carry a "View full storyline β†’" link to the dedicated arc view. Climax beats are
also posted as forum replies under the new @LeagueOffice account.

2.3 Mid-Season Judiciary Crackdown β€” R13
One round per season the referees crack down: penalty rates double, per-team penalty cap relaxes. One-round advance warning will appear in news.
Tighten the discipline settings on your indiscipline-prone forwards before R13.

2.4 Sponsor Drama β€” R12
One franchise will be hit with a sponsor incident: Β±$300k cap effect for 4 rounds. Targeted owner gets a dashboard prompt with three responses:

  • Accept β€” wear the penalty, move on.
  • Contest β€” 60% chance of halving it, 40% chance of extending it by 2 rounds.
  • Negotiate β€” outcome weighted by franchise reputation. High rep can flip penalty into a boost. Low rep makes it worse.
Miss the deadline and it auto-accepts.

2.5 Injury Epidemic Round β€” R15
One round where training injuries spike to 2x and in-game tackle injuries to 1.5x. Drop training intensity that week unless you're rolling the dice.




Part 3 β€” News & storylines

3.1 "View full storyline β†’" cross-links
News cards across the Last Tackle page (lead, wide, regular) now show a "View full storyline β†’" link when the story is part of an active arc. One click
takes you to the threaded view of every beat in that arc.

3.2 @LeagueOffice posts
Arc climax beats are now posted to the storyline thread as replies from the new @LeagueOffice account, keeping the press team in-character.




Part 4 β€” The Analysis (v1.7.0) β€” now complete

The full analytics surface is now in. Four areas to explore:

4.1 Franchise page β€” Upcoming Fixtures table
Brand new section sitting alongside Season Results. You can now see the full back-half of your draw: every scheduled fixture with opponent badge, round
number, and home/away indicator. Combined with the Season Results table above it, you've got the complete season at a glance β€” completed and upcoming.

4.2 Franchise page β€” Data-dense dashboard

  • KPI tile grid β€” Points For, Points Against, Completion %, Tackle Efficiency, each with delta chips showing round-on-round change
  • Form dots strip β€” your last 5 results at a glance, clickable to jump to that game
  • Records in Sight panel β€” countdown chasers showing which franchise records you're closing in on
  • Next Up matchup history β€” H2H record vs your next opponent, last meetings, rivalry context
  • Home/Away splits β€” your record and average score per venue type

4.3 Player page β€” Radar + Sparkline + Pacing

  • 14-attribute SVG radar chart β€” visual snapshot of every attribute, with the position-average polygon overlaid so you can see at a glance where your player sits relative to peers
  • Last-5-games fantasy sparkline β€” newly shipped β€” trend line of fantasy points across your player's most recent 5 completed games. Hover any data point to see the exact round, opponent, and FP. Round/score labels sit underneath each point.
  • Season pacing strip β€” "on pace for 22 tries", "on pace for 320 tackles" β€” projects full-season totals from current per-game pace, ranked against position peers
  • Recent-form delta chips β€” percentage change on rating, run metres, tries, tackles, and errors versus the prior period

4.4 Analytics Leaderboard β€” seven tabs
Five core race tables plus two extras now live on the leaderboard:

  • By Position β€” halfback / hooker / prop / fullback race cards
  • Value for Money β€” fantasy points per $1M of salary
  • Clutch β€” last-20-minutes performance in games decided by ≀7 points
  • Form Movers β€” recent 3 games vs prior 3, rising and falling
  • Advanced Metrics β€” tackle efficiency, completion %, post-contact metres, line-engaged
  • Kickers (bonus tab) β€” kicking-specific leaderboard
  • Teams (bonus tab) β€” franchise-level rankings

4.5 Match page β€” Channel-bar heat maps
Per-game visual showing where the contest was won and lost. Left / Middle / Right field columns with weighted bar heights and colour temperature (teal cool β†’
amber β†’ red hot). Four maps per match:

  • Try Origins β€” which channels your tries came from
  • Defensive Leaks β€” where you conceded
  • Kick Placement β€” where your kicking game targeted
  • Line Break Channel β€” which edges broke open




Part 5 β€” Match coverage: now reads like real rugby league

The Last Tackle match reports have been completely rewritten. Where you used to get two short paragraphs, you'll now get six β€” written in the style of a proper NRL match report. Every story includes:

  • Game flow β€” half-time score and the precise minute of the try that tilted the contest
  • Standout player β€” opener varies by what they actually did (hat-trick, line-breaking spree, defensive shift, metre-eater), then full stat line, fantasy points, POTM call-out
  • Tactical layer β€” possession, completion rate, errors, missed tackles, sin-bins, send-offs β€” but only when the numbers are actually journalism-worthy
  • Ladder context β€” where this leaves you ("sit fourth on the ladder, 5-4 with a points differential of +22, last five reading WWWLL")
  • Forward look β€” closing line about the next round

Each of the 15+ story angles (dominant display, comeback win, defensive masterclass, close win, close loss, injury blow, discipline cost, HIA disruption,
despite heroics, missed tackles hurt, outclassed, bench impact, try-scoring spree, dramatic draw, etc.) now has three lead variants plus a colour paragraph
specific to that storyline β€” same angle reads differently across rounds and teams.




Part 6 β€” What's next


  • v1.6.0 "Boardroom" β€” Coach + Board Confidence system. Each franchise gets a confidence score (0-100) that responds to wins, losses, discipline, cap management, and morale. High confidence unlocks perks (auction priority, cap headroom, board influence); low confidence triggers press scrutiny, restricted trading, and at the extreme, sack-threat narrative arcs.
  • Sim v3 NRL alignment β€” to be re-verified once R10 (the first round on the v3-tuned engine) is in the books.

Questions, complaints, contested calls β€” usual channels.

β€” The Commissioner

edit - just so you guys know that is autogenerated, but gives context on upcoming changes/fixes etc
 
Last edited:
MEMO β€” From the League Office
To: All Franchise Owners
Re: Round 10 Update β€” fixes, features, and the new look of match coverage and analytics

Owners,

A heavy build has gone live across the last 48 hours. Read this in full before kickoff β€” there are bug fixes, new midseason features, fresh analytics
surfaces, and a complete overhaul of how match reports are written.




Part 1 β€” Bugs squashed

1.1 Ghost players
A traded player could appear in both his old and new franchise's R9 lineup. Two confirmed cases (Kevin Locke, Nathan Friend). Root cause: future plans
weren't being scrubbed on trade, release, or expiring guest stint. Fixed across all four vectors plus a defence-in-depth guard at simulation time. R9 stats
corrected, and 12 future plans across 6 franchises cleaned league-wide.

1.2 Auto-generated game plans β€” now intelligent
If you don't submit a plan, the system will:

  • Copy your previous round's plan (lineup, settings, captain, kicker)
  • Filter out anyone no longer on your roster
  • Fill any empty position with your lowest-rated available squad player for that position
Consequence policy: un-managed lineups now play your bench. Submit your plans.

1.3 Blind auction transparency
Earlier complaint from Hawaii Hammerheads β€” they were receiving "you've been outbid" notifications mid-auction. That defeated the point of a blind auction. Note, this was a display bug rather than correctly identifying losing bids.
Fixed: alerts now only fire after auction close.

1.4 Franchise dashboard accordion
The "Season Results & Deep Stats" panel on every franchise page was rendering blank when expanded. Root cause: the analytics JavaScript wasn't being loaded on
the franchise template. Fixed β€” the panel now expands properly to reveal Season Results, the new Upcoming Fixtures table (see 4.1), Records in Sight, Next Up
matchup history, and Home/Away splits.

1.5 Fitness sanity-checks
After investigating Stacey Jones' sub-50 fitness and PJ Marsh's 67%, we confirmed the system is behaving as designed β€” fitness decays based on minutes played. Not playing a tired player will recover them; over-minuting accelerates decline.

1.6 Twenty-one simulation and commentary fixes
Bundled set of stat-distribution, commentary string, and edge-case fixes from the recent v3 NRL alignment pass.




Part 2 β€” New Midseason Features (v1.5.0)

2.1 Coach of the Month
Awarded at end of R5 / R9 / R13 / R17 based on points-above-expectation over the prior four rounds. Reward: +$100k cap relief for 4 rounds +
squad-wide morale lift. Retroactive R4 and R8 awards land in your alerts.

2.2 Press Storyline Arcs
The League Office press team now auto-creates multi-round storylines (feuds, redemption arcs, vindication arcs) when in-game events warrant. Each arc runs
across 4 beats over 4-8 rounds. News cards that are part of an arc now carry a "View full storyline β†’" link to the dedicated arc view. Climax beats are
also posted as forum replies under the new @LeagueOffice account.

2.3 Mid-Season Judiciary Crackdown β€” R13
One round per season the referees crack down: penalty rates double, per-team penalty cap relaxes. One-round advance warning will appear in news.
Tighten the discipline settings on your indiscipline-prone forwards before R13.

2.4 Sponsor Drama β€” R12
One franchise will be hit with a sponsor incident: Β±$300k cap effect for 4 rounds. Targeted owner gets a dashboard prompt with three responses:

  • Accept β€” wear the penalty, move on.
  • Contest β€” 60% chance of halving it, 40% chance of extending it by 2 rounds.
  • Negotiate β€” outcome weighted by franchise reputation. High rep can flip penalty into a boost. Low rep makes it worse.
Miss the deadline and it auto-accepts.

2.5 Injury Epidemic Round β€” R15
One round where training injuries spike to 2x and in-game tackle injuries to 1.5x. Drop training intensity that week unless you're rolling the dice.




Part 3 β€” News & storylines

3.1 "View full storyline β†’" cross-links
News cards across the Last Tackle page (lead, wide, regular) now show a "View full storyline β†’" link when the story is part of an active arc. One click
takes you to the threaded view of every beat in that arc.

3.2 @LeagueOffice posts
Arc climax beats are now posted to the storyline thread as replies from the new @LeagueOffice account, keeping the press team in-character.




Part 4 β€” The Analysis (v1.7.0) β€” now complete

The full analytics surface is now in. Four areas to explore:

4.1 Franchise page β€” Upcoming Fixtures table
Brand new section sitting alongside Season Results. You can now see the full back-half of your draw: every scheduled fixture with opponent badge, round
number, and home/away indicator. Combined with the Season Results table above it, you've got the complete season at a glance β€” completed and upcoming.

4.2 Franchise page β€” Data-dense dashboard

  • KPI tile grid β€” Points For, Points Against, Completion %, Tackle Efficiency, each with delta chips showing round-on-round change
  • Form dots strip β€” your last 5 results at a glance, clickable to jump to that game
  • Records in Sight panel β€” countdown chasers showing which franchise records you're closing in on
  • Next Up matchup history β€” H2H record vs your next opponent, last meetings, rivalry context
  • Home/Away splits β€” your record and average score per venue type

4.3 Player page β€” Radar + Sparkline + Pacing

  • 14-attribute SVG radar chart β€” visual snapshot of every attribute, with the position-average polygon overlaid so you can see at a glance where your player sits relative to peers
  • Last-5-games fantasy sparkline β€” newly shipped β€” trend line of fantasy points across your player's most recent 5 completed games. Hover any data point to see the exact round, opponent, and FP. Round/score labels sit underneath each point.
  • Season pacing strip β€” "on pace for 22 tries", "on pace for 320 tackles" β€” projects full-season totals from current per-game pace, ranked against position peers
  • Recent-form delta chips β€” percentage change on rating, run metres, tries, tackles, and errors versus the prior period

4.4 Analytics Leaderboard β€” seven tabs
Five core race tables plus two extras now live on the leaderboard:

  • By Position β€” halfback / hooker / prop / fullback race cards
  • Value for Money β€” fantasy points per $1M of salary
  • Clutch β€” last-20-minutes performance in games decided by ≀7 points
  • Form Movers β€” recent 3 games vs prior 3, rising and falling
  • Advanced Metrics β€” tackle efficiency, completion %, post-contact metres, line-engaged
  • Kickers (bonus tab) β€” kicking-specific leaderboard
  • Teams (bonus tab) β€” franchise-level rankings

4.5 Match page β€” Channel-bar heat maps
Per-game visual showing where the contest was won and lost. Left / Middle / Right field columns with weighted bar heights and colour temperature (teal cool β†’
amber β†’ red hot). Four maps per match:

  • Try Origins β€” which channels your tries came from
  • Defensive Leaks β€” where you conceded
  • Kick Placement β€” where your kicking game targeted
  • Line Break Channel β€” which edges broke open




Part 5 β€” Match coverage: now reads like real rugby league

The Last Tackle match reports have been completely rewritten. Where you used to get two short paragraphs, you'll now get six β€” written in the style of a proper NRL match report. Every story includes:

  • Game flow β€” half-time score and the precise minute of the try that tilted the contest
  • Standout player β€” opener varies by what they actually did (hat-trick, line-breaking spree, defensive shift, metre-eater), then full stat line, fantasy points, POTM call-out
  • Tactical layer β€” possession, completion rate, errors, missed tackles, sin-bins, send-offs β€” but only when the numbers are actually journalism-worthy
  • Ladder context β€” where this leaves you ("sit fourth on the ladder, 5-4 with a points differential of +22, last five reading WWWLL")
  • Forward look β€” closing line about the next round

Each of the 15+ story angles (dominant display, comeback win, defensive masterclass, close win, close loss, injury blow, discipline cost, HIA disruption,
despite heroics, missed tackles hurt, outclassed, bench impact, try-scoring spree, dramatic draw, etc.) now has three lead variants plus a colour paragraph
specific to that storyline β€” same angle reads differently across rounds and teams.




Part 6 β€” What's next


  • v1.6.0 "Boardroom" β€” Coach + Board Confidence system. Each franchise gets a confidence score (0-100) that responds to wins, losses, discipline, cap management, and morale. High confidence unlocks perks (auction priority, cap headroom, board influence); low confidence triggers press scrutiny, restricted trading, and at the extreme, sack-threat narrative arcs.
  • Sim v3 NRL alignment β€” to be re-verified once R10 (the first round on the v3-tuned engine) is in the books.

Questions, complaints, contested calls β€” usual channels.

β€” The Commissioner

edit - just so you guys know that is autogenerated, but gives context on upcoming changes/fixes etc
So can you explain why Stacey is tiring when he’s a halfback who all typically play 80 minutes? Also if it’s injury related then shouldn’t an injury gradually recover each week even if they take the field as is typical of minor niggles in the NRL? Players don’t just get increasingly tired or more injured each game.

As for my comment about the whole thing being random - he’s had 2 try assists all season which puts him dead last out of halfbacks. Sean O’Sullivan, Mason Lino etc are significantly outperforming him. I assume all the other halfbacks aren’t getting as tired as Stacey? Does he need to go to bed at 7pm perhaps? I’m sorry but none of this makes sense.
 
Last edited:
So can you explain why Stacey is tiring when he’s a halfback who all typically play 80 minutes? Also if it’s injury related then shouldn’t an injury gradually recover each week even if they take the field as is typical of minor niggles in the NRL? Players don’t just get increasingly tired or more injured each game.

As for my comment about the whole thing being random - he’s had 2 try assists all season which puts him dead last out of halfbacks. Sean O’Sullivan, Mason Lino etc are significantly outperforming him. I assume all the other halfbacks aren’t getting as tired as Stacey? Does he need to go to bed at 7pm perhaps? I’m sorry but none of this makes sense.
Meanwhile future immortal Brett Seymour, on the league minimum salary, has an outstanding 3 tries and 4 try assists. At this point Seymour deserves more than a 75 overall. #justiceforbrett
 
So can you explain why Stacey is tiring when he’s a halfback who all typically play 80 minutes? Also if it’s injury related then shouldn’t an injury gradually recover each week even if they take the field as is typical of minor niggles in the NRL? Players don’t just get increasingly tired or more injured each game.

As for my comment about the whole thing being random - he’s had 2 try assists all season which puts him dead last out of halfbacks. Sean O’Sullivan, Mason Lino etc are significantly outperforming him. I assume all the other halfbacks aren’t getting as tired as Stacey? Does he need to go to bed at 7pm perhaps? I’m sorry but none of this makes sense.
Is he captain set to lead, which has 15% higher fatigue? And that’s compounding?
 
So can you explain why Stacey is tiring when he’s a halfback who all typically play 80 minutes? Also if it’s injury related then shouldn’t an injury gradually recover each week even if they take the field as is typical of minor niggles in the NRL? Players don’t just get increasingly tired or more injured each game.
Its not injury related. All players generally fatigue as the season progresses. Im not near the comp, so i cannot give you the *exact % but say if a player plays each game full 80 mins, he will use around *20% fitness, and by the end of the game/round advancement gains *15% back. There is a range, and takes into account endurance and also a randomness factor associated with that. The purpose of that is so ppl do use training to recoup fitness/if there were byes to use the bye week to freshen up. Its a tactical decision decision to forego other training that week to do the recovery sessions. Ontop of that, teams can target players either in gameplan or press conference targets to impact a player's fitness. Without these elements, and no injury withstanding, teams could send out their same 17 each week which advantages teams who got better players at auction, so in a way its a way to even it up a bit, rather than just making top auctioned players dominating each week.

You talk about try assists but totally ignore metres gained, tackle breaks or tries scored by hb, which stacey comfortably leads. When i did check Stacey's fitness issue i did check a couple of other things, and noticed that he is paired with a relatively week passer in the five eighth position so chains get broken more when it goes through plays so he has to do more by himself, hence why he tries to do more himself so his individual stats are higher as a result, rather than complimenting his team mates. He is in the top 3 players of this season, but because of the makeup of your team, he is more of an individual standout player rather than a player who is making the rest of the team better.

Smarter teams could nullify his involvement by targetting him more in gameplan, esp with his fitness being low, or to target his fitness further. If you do keep playing him, you are essentially playing him at limited capacity.

Because his fitness is low, i would recommend, giving him a break, do recovery/fitness training to break out of thst cycle.

Btw you are not the only person in the comp with fitness issues on their star players, where the players are not performing to their max ability. I havent done checks but i would say that teams who are playing above their weight level are the ones who are utilising their squad well rather than sending out their top team week in week out.

Tldr; a player playing 10 weeks straight at 80m pg is never at 100% in reality or fantasy. With the limited number of teams (no byes) this issue is somewhat compounded. But certainly, you do have the counter measures available to offset it if you choose whether it be training options, rest, press conf of your own, or trading to find the right mix of attributes in your spine to make it all work.
 
Yeah he was last week, my assumption was it benefited his fatigue by 15%, as in reduces it. Why would captaining a team hurt his fatigue (or help it for that matter)? This is all a bit silly. I think SuperCoach is prob enough fantasy league time for me.
You are not reading it correctly. The captaincy has a 15% fatigue faster element added to it. In exchange they have a double clutch factor applied for close games.

Not sure how that was assumed when i thought the FAQ is pretty clear...

Lead from Front​

Captains with the Lead from Front style burn fatigue 15% faster than normal players. The clutch composure bonus (final 10 minutes) is doubled, but the trade-off is they wear down faster in grinding games. Pair Lead from Front captains with bench rotations β€” never try to play them 80 minutes.

Every element has a tradeoff. Its upto the franchise on how they want to go about things and allows the opposition to somehow counter them, if they are smart enough.
 
You are not reading it correctly. The captaincy has a 15% fatigue element added to it. In exchange they have a double clutch factor applied for close games.

Not sure how that was assumed when i thought the FAQ is pretty clear...

Lead from Front​

Captains with the Lead from Front style burn fatigue 15% faster than normal players. The clutch composure bonus (final 10 minutes) is doubled, but the trade-off is they wear down faster in grinding games. Pair Lead from Front captains with bench rotations β€” never try to play them 80 minutes.

Every element has a tradeoff. Its upto the franchise on how they want to go about things and allows the opposition to somehow counter them, if they are smart enough.
Learn something every day.

One day I will have to read those FAQ’s
 
You are not reading it correctly. The captaincy has a 15% fatigue faster element added to it. In exchange they have a double clutch factor applied for close games.

Not sure how that was assumed when i thought the FAQ is pretty clear...

Lead from Front​

Captains with the Lead from Front style burn fatigue 15% faster than normal players. The clutch composure bonus (final 10 minutes) is doubled, but the trade-off is they wear down faster in grinding games. Pair Lead from Front captains with bench rotations β€” never try to play them 80 minutes.

Every element has a tradeoff. Its upto the franchise on how they want to go about things and allows the opposition to somehow counter them, if they are smart enough.
In the words of Axl, it’s all Greek to me
 
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