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Old 08-28-2024, 09:53 PM   #8
Francoeurstein
Minors (Triple A)
 
Join Date: Jun 2012
Posts: 297
Quote:
Originally Posted by Sweed View Post
Again are we only looking at the term fragile/wrecked and not looking at how much time players actually miss?

The SP I talk about in my first post I went and looked at in my game. He's been gone now for 10 seasons. In one of those seasons he started "only" 26 games. The other 9 he has always been between 28 and 30 starts while having the "wrecked" label for all of those seasons. IOW as a "wrecked" player he is missing about 2 starts per season. His biggest problem is with all of the injuries he did lose one point off of his stamina, going from 5 down to 4 on the 2/8 scale. This does mean he will probably finish around a 160 innings pitched as a ceiling for a season.

I'd say fragile and wrecked are just words used by the game. It doesn't mean 90 yrs old with brittle bones and arthritis. They could just as easily be labeled "more prone" and "most prone". Would we question a 17 yr old playing if a scout described him as "more prone" to injury?

We just went from having a "disabled list" to an "injured list". Disabled in the older versions didn't actually mean disabled in the general sense of the word.

I'm still not saying there isn't an issue as I haven't dug deep into the data of my game. But like many things with OOTP what are we asking to be done to fix an issue, if we don't have data to show what needs fixing?

Personally I don't think much has changed in the labeling of injury proneness.
thenewchuckd comments "OOTP has been like this for many versions now" and I agree. So then back to the question, what is the result to these fragile and wrecked players? Are they actually missing too much time due to their injury history?

I've always seen a lot of fragile and wrecked players in my league. I also see many of those players playing against my team. Could be my impression is wrong as I don't sim out many seasons per version and without that large sample size I'm not "feeling" the change?
I don't have any data to support my claim, but I may gather some, idk. Time is precious and I'm not sure if I want to spend it collecting data for a game that doesn't even have a manual.

With that said, it certainly feels like the fragile & wrecked players on my team spent a lot of time on the IL. For fragile players it seems like they are prone to moderate injuries and frequent short IL stints. For wrecked players, they can hardly stay on the field at all. Most of them feel like a modern Royce Lewis or Byron Buxton.

To play devil's advocate, let's pretend I crunched some numbers and found there was little correlation between injury rate and injury proneness. Wouldn't that also be an issue? When you are running a team, a players injury proneness rating should absolutely be taken into account. When you boot up a quick-start or modern save, there are far less players with negative injury proneness ratings, but the ones whose ratings are poor tend to get injured more often -- this reflects reality.
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