Thread: injuries
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Old 05-21-2017, 04:56 AM   #22
Bears5122
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Join Date: Mar 2003
Posts: 850
Quote:
Originally Posted by henry296 View Post
I think it needs just a small tweak. Just simmed 2017 QS and there were only 40 position players who appeared in 150 games compared to 84 in real life 2016 and only 60 appeared in 140 compared to 124 in real life.
This is definitely an issue and I've seen similar results.

I think the number of injuries the game is producing may be correct on the higher levels, it's just the durations are much too long for position players. There are too many players who come down with multi-month or season ending injuries (especially early in the season). I know we look at stats like average time on DL, but it seems heavily skewed by the number of pitchers getting Tommy John these days.

The problem with playing on normal or high injury settings right now is it will skew your league down the line. With the likelihood of a player playing in 140 or more games in a season cut by such a large degree, it's unlikely they can produce realistic career stats.

From some testing, I get a more realistic games played sampling with injuries set to low. Now that likely means the injuries happen less than they do in real life, but since the durations seem to be too long for position players, it evens itself out. I've even toyed around with lowering position player fatigue to low which does help a little bit too.

Like you said, I think it just needs a tweak. Lowering the duration for position players perhaps. Also if injury proneness still only moves in one direction, that should probably be changed in some form to balance it out a bit. For every month a player goes without being injured he gains a tiny bit in that category. Otherwise you're just creating a league of mostly injury prone players.
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