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Old 09-05-2024, 12:32 PM   #36
Sweed
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Join Date: Apr 2002
Location: Iowa
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Quote:
Originally Posted by thenewchuckd View Post
So to me, it is VERY clear that wrecked and fragile guys get injured more than durable, normal and iron man guys. How much more is up for debate, perhaps. As is whether you think this is manageable.

I will just say - you're taking a risk - throwing money or trading for wrecked guys. Fragile guys might be more manageable, although you have to realize the slippery slope.

I suppose it may also depend on the injury setting of your league.

What are the risks?
-For prospects, getting injured more often and with more severity, could just derail them from even making the majors
-For any injury: getting hit with a major injury that makes the player regress
-Every injury (with it seems the exception of very durable/iron man players), has an impact on the player's overall injury rating. No matter how minor the injury. Therefore increasing their chances of future injuries, including major injuries
-Missing a significant portion of the season and having an impact on your team's record

You're focusing on the last one, I'm just pointing out that injury risk goes beyond time on the field.

I would never draft a fragile prospect & the slippery slope with minor injuries to me is to the point of game breaking. To clarify: I'm talking about minor injuries turning a near durable high schooler (let's say 50-60 overall injury rating) to fragile by the time he hits the majors, just based on some unlucky minor injuries over this period.



But isn't that how real life works? Teams always take into account a players injury history. Your certainly entitled to think this is game breaking, my opinion would be it's adding a layer of real life decision making for the user. The way may not be perfect but we're dealing with compute code and, like all games, design decisions have to be made.

The only data posted so far, dealing with the number of players with wrecked/fragile and playing time, I have seen is mine. With the data from my league a player that is 21 yrs old has a 6.2% chance of getting the "fragile" tag. Not a 6.2% chance of missing significant time, but a 6.2% of getting the rating. From my post above..

Quote:
Fragile batters from my last season.
164 total
156 had at least 100 PA
with 86 of those having at least 400 PA
Over half of those fragile batters got 400+ PA. I didn't do, so have no idea, what the PA would have been if I filtered at 200 or 300 PA. The only other thing I can say for sure is 95% had 100+ PA. What I can't say about the players is why they got the number of PA they did. Some of those in the 100's may have been bench players. IOW we shouldn't assume they only got 100 because they missed time. The ones that got 400+ were obviously playing, but were the ones that just made it to 400 platooning or would they have 600 if not injured? I simply don't know.

Maybe I'm missing something and we're talking past each other, but in a computer game like OOTP what other affects are there besides missing playing time? Development, maybe? For me that ties into playing time, if one wants to take it as separate I wouldn't argue against that POV.

Since you mention the injury setting I did post mine earlier but will post again for clarity for anyone coming into the thread.

I use "modern day realistic" for both long term and short term injuries.
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