Quote:
Originally Posted by RchW
I just checked my almost 100 season fictional league and it is wild. Fragile/wrecked for MLB players is 400/1418 or 28.2% and including 3 levels of minors it's 664/4607 or 14.4%.
No wonder I struggle to sign FA as I won't do fragile/wrecked.
This has been played and imported since at least v14.
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Good point. The original 10.3% number in the thread pertained to the entire universe. If just looking a ML level players, it is is 24.7% after 30 seasons of play vs .53% at start. That's much more than a "discrepancy," it is a game altering issue that affects anyone playing a decade plus into the future.
And for the record I hope this thread isn't being interpreted as one complaining about too many injuries. Ideally I'd like to set injuries at High or Very High because that's where it needs to be to get a appropriate amount of pitchers starting 30 games per season. At Normal or below, far too many start 30+ games compared to real life. But if you do that, injuries really go into a tailspin as the years go on - the numbers reported in the OP were just at Normal level.
This complaint is more about injury distribution. And how the AI's seeming inability to account for injury proneness destroys not just its competitiveness, but its financial standing over the long run.
Right now, 32.4% are Durable/Ironmen and near impervious too injury. That's definitely seems too many. 24.7% are Fragile/Wrecked and guaranteed to get injured.
The remaining 42.9% are Normal, but just an injury or two away from becoming Fragile/Wrecked. My ideal fix would be to see most players in the Normal range, but when they suffer an injury they wouldn't immediately turn into Fragile (short of the injury being a Tommy John or something else long term). The hit to their Proneness ratings needs to be much lower, and there is no setting/slider for this. Please give us one!
In that scenario, injuries could be set to High or Very High to get a MLB realistic number of injuries and 30 game starters. With more players ranked Normal - and thus equally susceptible to injury - it would introduce more uncertainty/fog to the Player. Because, like others have mentioned, every Filter I have screens out Fragile/Wrecked players. Won't touch them. Ever. Huge advantage to the Player and handicap to the AI.