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OOTP 19 - General Discussions Everything about the 2018 version of Out of the Park Baseball - officially licensed by MLB.com and the MLBPA.

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Old 03-31-2018, 11:03 PM   #1
mkvitz89
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Injury slider

Has anyone found a realistic injury setting.. I have mine at low and there are few too many injuries. I bump it up to ootp default and good god those poor starting pitchers. 10 starters leave game due to injury in 1 day. I know that this was most likely a rarity but the pitchers seem to get injured quite often.. Just looking for a realistic sweet spot but not having any luck..
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Old 03-31-2018, 11:43 PM   #2
malor
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Try the High(Realistic Modern Day) setting. I feel like I'm playing a hospital simulator handling all of the injuries.

Unfortunately for us, the setting is actually accurate recreating real life numbers.

Player do get hurt and they get hurt often.

When following our favorite teams in real life, we only pay close attention to that one team, not the other 29. Throw in the 250+ minor league teams with an average of 25 players each and you will see a lot of injuries. Even one player per team at a time results in ~300 players injured. Some MLB teams last year had 10+ MLB players on the 10 day or 60 day DL at one time.

If you want realistic injuries, chose HIGH. I found the Normal setting to be to low.

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Old 04-01-2018, 06:56 PM   #3
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Quote:
Originally Posted by malor View Post
Try the High(Realistic Modern Day) setting. I feel like I'm playing a hospital simulator handling all of the injuries.

Unfortunately for us, the setting is actually accurate recreating real life numbers.

Player do get hurt and they get hurt often.

When following our favorite teams in real life, we only pay close attention to that one team, not the other 29. Throw in the 250+ minor league teams with an average of 25 players each and you will see a lot of injuries. Even one player per team at a time results in ~300 players injured. Some MLB teams last year had 10+ MLB players on the 10 day or 60 day DL at one time.

If you want realistic injuries, chose HIGH. I found the Normal setting to be to low.

Malor
Disagree with this. If you choose High, you will decimate pitching staffs across the league, which will water down pitching and boost offense across your league. I used to use High in OOTP16, and it seemed about right, but something has changed to my eyes since then. I tried High in OOTP19, but it was driving offense up, so I switched to "Normal" and have been pleased with the results so far. There are still many injuries, but at least it's not a "hospital simulator". I'd go with "Normal" for injuries and "Average" for position player fatigue personally, but that's just me. Then again, I play using 1984 stats and strategy settings, so what appears right to me, may not actually be right for others.
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Old 04-01-2018, 07:54 PM   #4
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a typical case of being fooled by randomness and a not so accurate perception of reality... and all of this can be proven if you read into it with a little research. i found 2 articles that were interesting to scan over.. and i learned something too.. one less myth in my head.

rates of injuries isn't some mystical thing we don't keep track of or is too difficult to analyze and understand in a fairly throrough way even in baseball's infancy of using data in rational and logical ways. (a bunch of meatheads avoided it for ~100 years.)

ootp has said the rate is similar to real life.. and it probably is. pitchers get hurt sleeping on their arm in the wrong way. it's a very unnatural movement -- the overhand pitch.

2 or 3 guys from each organization needs tommy john surgery every year -- that includes the minors, of course. *i didn't look this up, and i wouldn't doubt it's higher. i'd be surprised if it's much below 2/org.

you should expect nearly 1/4th of your pitchers in any year to have an injury.. that's just ~average. now, whatever normal volatility is associated can make that sway upand down wildly for any individual team relative to league average.

you can't really use that to predict anything specific.. injuries are more random than that.. however, we can determine whom is at a higher risk of an injury, though

heh, i learned something from reading! a 'higher' velocity fastball is more strongly correlated with injury than throwing a slider or curveball. always assumed the opposite due to people perpetuating myth that has a weaker causal relationship to injury as proven be the data..

proper data > human eye, always. when it proves you wrong, you should evolve with that new knowledge and accept it as true. it never ends.. we are wrong about more things than we are right - we know less than what we don't know (in volume).


http://harvardsportsanalysis.org/201...cher-injuries/

http://newyork.cbslocal.com/2017/03/...hing-injuries/


So, whichever setting results in 23-24% of pitchers being injured each year is the "accurate" setting.

Last edited by NoOne; 04-01-2018 at 07:55 PM.
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Old 04-01-2018, 08:21 PM   #5
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Does increasing the Position Player fatigue increase the rate of injury or just affects performance?
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Old 04-01-2018, 08:44 PM   #6
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playing fatigued does correlate to higher injury risk in ootp, pretty sure that's straight from the horse's mough.

so, if it causes more players to play while fatigued, the answer would be yes. if they are protected in similar ways and play with similar fatigue, then the answer is no.

frequency of a needed sub would increase, so a few extra days a year at a slightly increased rate for those single games at a time would make a small blip, maybe? that would be true if it isn't proactive in avoiding fatigue.. if it's reactive it will be a slight increase due to an increased # of days playing with a bit of fatigue.

unless extreme (# of extra days playing fatigued), probably not noticeable to the eye -- my guess.. not fact.
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Old 04-02-2018, 03:10 AM   #7
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I keep mine on Low or Very Low. Otherwise...the bodies start piling up lol.
Also, most of the injuries are long term. I got tired of seeing my whole outfield out for months at a time.
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Old 04-02-2018, 06:12 AM   #8
hluraven
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I have mine on high - and don't get nearly enough injuries (in my opinion). While you get occasional bad streaks with injuries, it is fairly easy to have seasons without any injury crisis, or even many at all.

You will need to have a team trainer that is good at preventing injuries, and be careful managing tired players, but those are basics you should do anyway. Do this, you will get - at worst - a realistic amount of injuries.
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Old 04-02-2018, 08:28 AM   #9
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The big question for me, which has never really been answered IMO...is how do high (realistic) injuries affect the aging curve over time if you’re using default settings? (1.000)
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Old 04-02-2018, 10:40 AM   #10
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if it doesn't result in a loss of current ability, which i think does result from some injuries on occasion, it might even help prolong a career.

wear-n-tear is somethign they track.. e.g. a pitcher that throws too much will age sooner etc.. so, if an injury that doesn't cause any loss in ability reduces mileage, it could theoretically increase chance of maintaining that ability at an older age too.

not going to help them get into the hof if they miss a ton of games in their prime, though.

leads to another thought... probably diproportionately distributed.. e.g. more inuries added to the older than the younger players. so, maybe that would cancel out any positive effect on longevity...
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Old 04-02-2018, 10:55 AM   #11
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I've used the classic setting forever. I like some, but I want most of the players to actually play and make an impact for their team(s).

I do the same in FOF and any other text sim.
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Old 04-02-2018, 02:17 PM   #12
malor
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I have found that a Trainer with "Prevent Injury" focus helps a lot to slow down injures. The same goes for simply avoiding Fragile and Wrecked players on your roster. Yes, they may be future HOFs, but if they are on the DL 2-3 months a season, are they really worth the money your pay them and the money required to pay other to take their place. Better to give up some production to save money or even better, use the money to acquire more players..

If I have a choice when filling a player need, I don't even consider Fragile and Wrecked players. I never draft these type of players at all. When trading, I may take them as minor league filler if they are better than what I'm replacing.

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Old 04-02-2018, 04:28 PM   #13
james17
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Quote:
Originally Posted by Qrusher14242 View Post
I keep mine on Low or Very Low. Otherwise...the bodies start piling up lol.
Also, most of the injuries are long term. I got tired of seeing my whole outfield out for months at a time.
Mine are on low or very low too. I know I’m not getting enough injuries but my problem is that I play out all my games and, as a result, I develop an attachment to certain players. If they go down it just really saps my interest in the game. I think maybe ‘depressed’ is a better word.

And all my players are fictional!

I’m beginning to think I’m crazy!
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Old 04-02-2018, 04:46 PM   #14
Cobby
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I once played the first month or two of a season and had an amazing number of injuries - I lost just about everybody.

I was a bit peeved so I called the team trainer into my office so I could chew him out. When he didn't show up, I walked down to his office in a huff and found the place deserted.

Oops. I guess I forgot to hire a new team trainer this year.

Don't forget to do this. (word to the wise).
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Old 04-02-2018, 05:12 PM   #15
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I am ok with frequency options , low works for me. In my single season historical games I would love to have the option of limiting severity. Something like unlimited, max 8 weeks, max four weeks, max two weeks.
Would save me a lot of editing in commish mode which is how I manually limit it now
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Old 04-02-2018, 06:41 PM   #16
Xogo
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I go with Very Low or Low. Id rather have too few injuries than too many. I dont see anything wrong, or consider it unrealistic, if a majority of a teams best players are in nearly all of the games. I see most AI managed teams have designated rest days for almost all players anyway.
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Old 04-02-2018, 07:19 PM   #17
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The big question for me, which has never really been answered IMO...is how do high (realistic) injuries affect the aging curve over time if you’re using default settings? (1.000)
I'd suggest that it would have minimal effect since whatever data and algorithm used to project the development/aging output is based on real life.

Zero sum game.
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