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Originally Posted by NomarHits400
I would say that is spot on, and is why I maintain that citing one or two examples of a player that might have "retired" immediately- or close to it- because of a CEI is not evidence that this is general practice. You can't have it both ways.
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I'm not trying to have it both ways - if I want to establish that something happens in real life, I only need one example of it happening to do so. There are certainly examples of players being injured in real life, and retiring very soon thereafter. I was responding to a few previous posts that said this
never happens, when it very clearly does.
Quote:
Originally Posted by NomarHits400
I think you are agreeing with me that this should be modeled better; I am simply saying that I believe eliminating CEI's as they are currently construed will instantly make this part of the game better- as players will now retire due to eroding skills caused by the injury- but over time- not over night. I guess you don't agree with this part?
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I agree entirely that this should be better modeled. I wrote quite a detailed post above outlining how I think OOTP could better model real life, so I won't reprise that here.
As Stu pointed out above, there are fairly severe limitations with OOTP's injury model, and there's a tradeoff: you can either have a fairly realistic number of CEIs which aren't always reported the way you'd expect, based on real life; or you can have too few CEIs, most of which are reported as in real life. That's simply down to personal preference, but fortunately it's an easy matter to either enable or disable 'instant' CEIs by modifying the injuries.txt file. My main point is that either way, your game will be realistic in some ways, and unrealistic in others.