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Old 06-03-2009, 10:47 PM   #196
kq76
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Quote:
Originally Posted by injury log View Post
I tested injury frequency and severity in one of the last beta builds, and the ratio of short term to medium term to long term injuries in OOTP was dead on accurate. The number of injuries on 'Normal' was quite a bit lower than in real life, however - on 'High', the number is close to right. In 2007 MLB, during the regular season only, there were 1353 injuries in total (counting all those reported in rotoworld's daily reports). Of those, 65% were less than 14 days in duration, 29% lasted between 2 weeks and 3 months, and 6% lasted longer than 3 months. There are a ton of injuries in real life, far more than most people would expect. It was interesting during beta - someone commented on the number of injuries in the game, and on the same day, in real life Oakland had five players leave a single game with an injury.

That said, there are likely areas that can still be improved in OOTP. I need to break down the batter/pitcher data from OOTP again, but in real life, batters only rarely suffer very long-duration injuries. Not counting Juan Encarnacion's injury, the 23 longest injuries in 2007 were all to pitchers, and only two of the top 30 were to batters (Tony Graffanino's torn ACL, and Juan Castro's Tommy John). There were only about 10 injuries in total that sidelined batters for six months or more (there were more than 40 to pitchers). That probably needs some further adjustment in the game. I also suspect, though it would take quite a while to test, that regular players suffer more injuries in OOTP than in real life. In real life, while many players are injured in games, many others are injured in workouts or bullpens, while in OOTP, almost all injuries occur during games. Because of that, the guys who play a lot are quite a bit more likely to be injured than guys who don't. I'm not sure that's as true in real life.

Of course, if you want fewer injuries, you can set injury frequency to 'low'. The number of long term injuries on 'normal' should match what occurred in OOTP9, but there should be more short term injuries than before, as in real life. Note, however, that unlike in OOTP9, short term injuries don't often lead to long term potential loss - as a GM, your main concern is finding someone to fill in for the guy during the time he's going to miss.

With the many changes to the injury model this year, I'm sure some further adjustments are likely to be needed, and I'll be looking at the game output and comparing with real life data to see what could be further improved.
IL, I was wondering if you could elaborate on how injury frequency was fixed in OOTPX. In our online league it became evident that with OOTP9 there were too many 60day plus injuries while too few couple day injuries with the former causing a great deal of frustration. And while simply dialing up or down injuries would make one or the other better, it'd make the other worse. I was hoping the frequencies would be fully customizable, but we've known for awhile that they wouldn't be. If you're happier with the new frequencies then we should end up being happier too, but I'm wondering if Markus did tweak it in the directions that a lot of us were previously complaining about or if something else was done.

Thanks for your thoughts on the differences in frequencies between pitchers vs batters and starters vs bench players. That's definitely something for us all to keep in mind.
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