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Old 06-04-2009, 03:06 AM   #21
jbergey22
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It didn't end his career or his effectiveness though.


Kevin Maas!!!!!!

I really wasnt wanting to get into a debate on this just point out that shattered hands do happen.

On that note I do feel feel the shattered hand hurt David Cones effectiveness at least the first couple of years after it happened until Cone adjusted his game.
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Old 06-04-2009, 03:12 AM   #22
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Originally Posted by Markus Heinsohn View Post
I simply disagree with you, let's agree on that
We can disagree but the game is a far less realistic day to day baseball sim than it has been in the past.
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I am not sure I want to [live in England], where a toilet is a Loo, a truck is a Lorry, and a fag is a cigarette, and when the Queen says "Bloody", it makes the national news.
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Old 06-04-2009, 03:19 AM   #23
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I really wasnt wanting to get into a debate on this just point out that shattered hands do happen.

On that note I do feel feel the shattered hand hurt David Cones effectiveness at least the first couple of years after it happened until Cone adjusted his game.
When did David Cone break his hand anyway?
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Old 06-04-2009, 03:24 AM   #24
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When did David Cone break his hand anyway?
I wish I could remeber. It was with the Mets I do know that much.
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Old 06-04-2009, 03:59 AM   #25
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Originally Posted by bababui View Post
Markus...maybe one player having a shattered hand is realistic. But three? Four?? Its absurd. And not realistic in any way.
How about five players with torn hip labrums?
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Old 06-04-2009, 04:02 AM   #26
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Labrums are in your shoulder, ARod.
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Old 06-04-2009, 04:05 AM   #27
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How about five players with torn hip labrums?
Markus listens to the simmers rather than the players interested in the real baseball experience.
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Old 06-04-2009, 04:05 AM   #28
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Labrums are in your shoulder, ARod.
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I am not sure I want to [live in England], where a toilet is a Loo, a truck is a Lorry, and a fag is a cigarette, and when the Queen says "Bloody", it makes the national news.
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Old 06-04-2009, 04:08 AM   #29
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Markus listens to the simmers rather than the players interested in the real baseball experience.
Is that why he added the widgets, the impoved in game AI and individual pitches? I figured he was doing all of that for them simmers.
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Old 06-04-2009, 04:10 AM   #30
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Markus listens to the simmers rather than the players interested in the real baseball experience.
Dude has some serious hate being thrown around tonight.
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Old 06-04-2009, 04:13 AM   #31
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Is that why he added the widgets, the impoved in game AI and individual pitches? I figured he was doing all of that for them simmers.
The individual pitches are a point of contention. A young guy without a decent fastball wouldnt be drafted. This iteration of OOTP thus far in my short time playing it doesnt have the core realism of earlier editions. Markus is getting too technical without hiring the professionals to make it work IMO.
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Old 06-04-2009, 04:20 AM   #32
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The individual pitches are a point of contention. A young guy without a decent fastball wouldnt be drafted. This iteration of OOTP thus far in my short time playing it doesnt have the core realism of earlier editions. Markus is getting too technical without hiring the professionals to make it work IMO.
Well you seem all disgusted for some reason but Im not really understanding your point on this.

If pitch A is called zoolo(works like a sinker/two seamer) and is rated a 71
if pitch B is called larry(works like slider) and is rated a 55
and pitch C is called cat(works like a change) and is rated 62

Does it really matter what they are called if they are rated correctly? If you wanted to get detailed Im sure some pitchers throw 10 different fastballs(different grips), do you want each of the 10 different fastballs rated even though 5 of them do basically the same thing?
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Old 06-04-2009, 04:29 AM   #33
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IRL a young pitcher without a fastball is a grocery clerk. As a pitcher evolves, he might become a sinker ball pitcher.

Also, we are left guessing how pitch ratings influence pitcher ratings. As someone who doesnt sim past things, Im confused why my decent pitchers have 6.00+ era's and what pitch ratings have to do with this? And, shouldnt poor pitch ratings make them 20/80's?
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I am not sure I want to [live in England], where a toilet is a Loo, a truck is a Lorry, and a fag is a cigarette, and when the Queen says "Bloody", it makes the national news.
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Try to rob me at gun point, I'll just kick your ass. No cops needed!
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Old 06-04-2009, 04:36 AM   #34
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IRL a young pitcher without a fastball is a grocery clerk. As a pitcher evolves, he might become a sinker ball pitcher.

Also, we are left guessing how pitch ratings influence pitcher ratings. As someone who doesnt sim past things, Im confused why my decent pitchers have 6.00+ era's and what pitch ratings have to do with this? And, shouldnt poor pitch ratings make them 20/80's?
Id speculate that no good pitcher gets drafted with just a straight 4 seem fastball unless they throw 98. Most pitchers have some sort of natural or induced movement on their fastball. Id agree with you that most pitchers do throw a 4 seem fastball however from a gaming perspective I dont see any reason why it needs to be rated seperately from a two seamer. No one lives off a 4 seem fastball.

As far as paragraph 2 there does seem to be a problem there.
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Old 06-04-2009, 05:08 AM   #35
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Id speculate that no good pitcher gets drafted with just a straight 4 seem fastball unless they throw 98. Most pitchers have some sort of natural or induced movement on their fastball. Id agree with you that most pitchers do throw a 4 seem fastball however from a gaming perspective I dont see any reason why it needs to be rated seperately from a two seamer. No one lives off a 4 seem fastball.

As far as paragraph 2 there does seem to be a problem there.
That's a completely moronic statement, no offense. A 2-seam fastball is generally 5mph less than a 4 seam and a 2 seam is usually a fastball with a strong break (often called a splitter or sinker). Derek Lowe's "Sinker" was a 2-seam fastball. A guy will often throw a 95mph 4-seam and a 91mph 2 seam. It's used just like any other pitch is to keep a batter off balance. Some guys don't even bother throwing the 4-seam. I know I could throw my 2-seam almost as hard as my 4-seam, but it had such break that it was almost pointless for me to throw my 4-seam when I used to pitch. I went 2-seam, straight change, curveball. Only threw a 4-seam with 2 strikes if I wanted a rising fastball out of the zone. A ratings system for that might be 3-6-6-6. Lowe and Masterson also work primarily off the 2-seam.
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Old 06-04-2009, 05:38 AM   #36
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Hamate bone

Don't hamate bone (hand?) injuries last a long time? I remember there being a slew of these for star prospects last year. F-Mart and a couple other guys I don't remember. They all missed significant time, I think, my memory is terrible.
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Old 06-04-2009, 07:54 AM   #37
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We can disagree but the game is a far less realistic day to day baseball sim than it has been in the past.
And yet u continue to buy the game.

As far as the long hand injury maybe just add more descriptive titles to certain injuries.
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Old 06-04-2009, 08:04 AM   #38
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There are no such injuries.

Football manager hired a longtime coach to help them make the game as realistic as possible. Its time OOTP did the same thing.
I am sure if Markus had the financial backing like football(soccer) manager has here would be a team of pol he would hire. You don't seem to realize that he is an independent game creater and his fan base is not as big as sega.
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Old 06-04-2009, 08:29 AM   #39
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Match results in Football Manager need quite a bit of work. That being said, the graphics are very nice for a text sim
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Old 06-04-2009, 08:30 AM   #40
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Yeah... Jay Gibbons had that hamate bone injury awhile back and it took him a decent amount of time to get back to normal. I don't think it was six months, but it lingered.

And what about David Ortiz's injury? I can't remember if it was in his wrist or his hand, but I don't think he's been even close to the same player since.

Another thing to keep in mind with OOTP is that when it determines how long a player is OUT from a non-day-to-day injury, it does it from the outset - it immediately gives you exactly how long that player will take to *fully recover* from that injury. That doesn't happen in real life, because no one can predict. Take Jose Reyes' calf injury. The Mets kept saying "It's nothing serious... he'll be back in a few days" but that was weeks ago. He kept re-aggravating it, and now he's on the DL, where he just re-aggravated it again. So if Reyes got injured in OOTP, it probably would've said "strained calf, 8 weeks" or something like that. We'd probably say, "8 weeks? That's unrealistic for a strained calf!" but with Reyes we might see that it's not so far off.

I would like to see a compromise in the way OOTP handles non-day-to-day injuries. When a player is hurt and determined to be "OUT," instead of OOTP saying "Recovery time is six months - you can't use the player at all until then, and after six months he'll be 100% ready to go," I would like to see OOTP's "recovery time" be more like a "time before player could resume baseball activities." Once that time period has elapsed, the player goes from being OUT to having a percentage health status like a day-to-day injured player. After that point, you could presumably start working that player back in slowly (i.e. using him off the bench) until he's fully healed, just like you might handle a day-to-day player. The percentage health status would slowly improve over time (depending on the injury) until he was back to full strength. That way, your player with the fractured hand might be able to resume baseball activities in 8 weeks (instead of six months), but you may find that if you play him too hard after that 8 weeks, the injury doesn't heal completely and lingers, so you can either leave him on the DL until it heals completely, use him gingerly until it heals completely, or keep playing him and risk doing more permanent damage. I'd like to see this kind of injury model in OOTP some day.

I'd also like to see that slow health status improvement with day-to-day players as well. Instead of saying "He's day-to-day for six days" with his health status staying at say 75% until the six days is up, I'd like to see the health status slowly approach 100% each day until he hits 100% after the sixth day.
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