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OOTP 14 - General Discussions Discuss the new 2013 version of Out of the Park Baseball here!

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Old 04-18-2013, 08:52 AM   #1
BIG17EASY
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Injuries in OOTP14 compared to 13

I've been playing my imported OOTP13 league since the pre-order of 14 came out on Friday. In 13, I had injury frequency set to low because normal was giving me way too many injuries, which jived with reaction in the forums at this time last year.

Six weeks into my season on OOTP14, I realized I was getting almost no injuries with frequency set to low. Has anyone else seen this with either an imported game or a game created in OOTP14? I'm trying to determine if it's ok to play all leagues in OOTP14 with injury frequency on normal. Last thing I want to do is start a new league on normal and get flooded with injuries in spring training.

Thanks.
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Old 04-18-2013, 09:11 AM   #2
BeancheBlanco
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I have injury frequency set to high and it's exactly how I like it (realistic). People overblow injury frequency every OOTP based on a small sample size and the conclusion that it must be the norm for the new game.
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Old 04-18-2013, 06:58 PM   #3
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I don't think this part of the game was touched since OOTP-13, so any differences you're noticing are just due to small sample size.
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Old 04-18-2013, 10:08 PM   #4
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Quote:
Originally Posted by injury log View Post
I don't think this part of the game was touched since OOTP-13, so any differences you're noticing are just due to small sample size.
Thanks. I hadn't read anything about injury changes, but was wondering if anyone has experienced anything that seemed different from 13.
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Old 04-18-2013, 10:11 PM   #5
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Quote:
Originally Posted by BeancheBlanco View Post
I have injury frequency set to high and it's exactly how I like it (realistic). People overblow injury frequency every OOTP based on a small sample size and the conclusion that it must be the norm for the new game.
Thanks. I was asking if others have experienced or tracked anything that suggested injury rates are different than 13. It's my opinion that injury settings on low were realistic in 13, so talking about what we like or what's overblown doesn't answer my question.
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Old 04-19-2013, 05:49 AM   #6
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Quote:
Originally Posted by injury log View Post
I don't think this part of the game was touched since OOTP-13, so any differences you're noticing are just due to small sample size.
Right, that part of the code was not touched.
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Old 04-19-2013, 08:59 AM   #7
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Originally Posted by Markus Heinsohn View Post
Right, that part of the code was not touched.
Thank you, Markus. This answers my question.
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Old 04-21-2013, 07:09 PM   #8
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Originally Posted by BIG17EASY View Post
Thank you, Markus. This answers my question.

I've heard somewhere that since OOTP 13, injuries do NOT affect player development or player ratings.

Is this true?
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Old 04-21-2013, 07:22 PM   #9
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Did you hear that from Markus or a OOTPD communication?
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Old 04-21-2013, 08:15 PM   #10
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Originally Posted by Gomer View Post
I've heard somewhere that since OOTP 13, injuries do NOT affect player development or player ratings.

Is this true?
No, that is not true at all. But the influence of injuries on ratings/development was toned down in OOTP-12 (I think - so many versions I can't remember exactly when each change happened).

There's a bit of a long history here. Many years ago, back in OOTP 2006 or 2007, players would just lose or gain Potential randomly, and instantaneously. Some people thought that was bizarre (and I guess it is!). They argued that a player should never suddenly lose potential without some reason, and that injuries were the only sensible reason someone might suddenly lose potential. That may sound right, but it isn't, and it led to some misguided changes to the game.

In response, two changes were made to OOTP: potential changes were made gradual instead of instantaneous (which alone completely solved the issue with sudden potential changes, so no other changes were needed), and injuries were made the primary cause of potential drops. But baseball players are very unpredictable, and OOTP needs to generate a lot of potential drops. When injuries are the only cause of potential drops, OOTP needs even minor injuries to cause potential loss, and in OOTP-9 (or some earlier version - can't remember which) a chipped tooth or scratched fingernail could turn a top prospect into a career minor leaguer.

That caused a lot of problems. With that development model, your optimal strategy becomes to avoid playing your prospects at all, because you don't want to expose them to injury risk. That's clearly not how real baseball works. But even more importantly, injuries just don't cause that many players to drop off a cliff in real life. I looked at real life player performance before and after isolated long-term injuries, and for batters, it is very rare that a single injury has any significant lasting effect on performance. The one exception is serious leg injuries, which typically produce a noticeable drop in stolen base attempts (Speed, in OOTP terms). For pitchers, it happens a bit more often that an injury is 'catastrophic' (i.e. producing a noticeably negative effect on performance), but it is still true that most pitchers return from injury quite successfully.

So OOTP now models injury effects more realistically. Significant injuries sometimes hurt ratings, but that is not the norm, especially for batters. Injuries do have short-term effects on performance; players can have day-to-day injuries which temporarily hurt ratings, and players will have some 'rust' when returning from DL assignments. Randomness (along with other factors, like personality ratings) again plays an important role in determining potential ratings changes, and short-term injuries should never have catastrophic effects on ratings.
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Old 12-23-2013, 03:18 AM   #11
geisterhome
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Question

Any more opinions on what injury frequency is the most realistic for a 2013 league?
I had it on normal, then high (according to the game realistic for today) and im still not sure what works best.
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