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Old 04-04-2016, 08:05 PM   #21
mmarra82
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Change it to real low if you don't like it. I play at realistic...to me that is the fun part of being a GM, knowing who to bring up, and factoring in their major league time, etc.

Your sim, play it your way.
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Old 04-04-2016, 09:19 PM   #22
FSUKegman
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The problem that I have found is that the "overall injury proneness" rating seems to be going up by roughly 10 points per year so by the time they are 30 most of the players in my league are "wrecked". Is there a setting that I can slow down the progression of the injury proneness each year?
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Old 04-04-2016, 10:30 PM   #23
injury log
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Injury proneness is only supposed to go up when guys actually get injured. If it's going up just by magic, that's a bug, and should be reported.

As far as I know, literally nothing was changed in the injury model this year, so whatever settings people liked in OOTP16 should produce the same results in OOTP17. If you liked the "Low" setting in 16, you should see the same results in 17, and if you feel you're not, it's probably just bad luck in a small sample size.
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Old 04-04-2016, 11:01 PM   #24
CMH
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Originally Posted by TwinsGuy34 View Post
This is a good list, thank you.

There are more injuries than what most would think, including me.

So, I guess I don't know what to think now....... I just hate having to deal w/ what's seemingly a lot of injuries.
There are more injuries in baseball than in any other professional sport.

Yes, even football.

And that was a stat I read back in 1995. I imagine it hasn't gotten much better.
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Old 04-05-2016, 04:43 AM   #25
Markus Heinsohn
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Quote:
Originally Posted by FSUKegman View Post
The problem that I have found is that the "overall injury proneness" rating seems to be going up by roughly 10 points per year so by the time they are 30 most of the players in my league are "wrecked". Is there a setting that I can slow down the progression of the injury proneness each year?
This rating only changes when a player gets injured.
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Old 04-05-2016, 04:44 AM   #26
Markus Heinsohn
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Quote:
Originally Posted by injury log View Post
As far as I know, literally nothing was changed in the injury model this year, so whatever settings people liked in OOTP16 should produce the same results in OOTP17. If you liked the "Low" setting in 16, you should see the same results in 17, and if you feel you're not, it's probably just bad luck in a small sample size.
This The only thing that got changed was how CEI are handled, those were dialed down and now almost exclusively happen on recurring injury setbacks.
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Old 04-05-2016, 06:54 AM   #27
shipfb21
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I play gm only, n i think modern day injuries is the way to go. injuries are a major part of the sport. and as a gm, u have to have a plan b, c, and even d, e, and f throughout the course of a season. it just brings another level of difficulty to the game. injuries impact ur decision making in extensions, free agency, minor leaguers, n even the draft. for one example im playing as a small market team with very little money available. i signed a mid rotation starter to b my #2. i signed him to a 2yr deal for about 4 million a year. he was injured in spring training n required tommy john, out for over a year. that injury was a death blow both financially n roster wise. i love it.

Last edited by shipfb21; 04-05-2016 at 06:55 AM.
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Old 04-05-2016, 07:08 AM   #28
jsteele1020
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If you are playing GM only, there wouldn't be a lot to do without injuries to deal with.
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Old 04-05-2016, 09:13 AM   #29
edtheguy
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And another thing to consider is all of those fragile and wrecked players that you don't sign are ending up on an AI roster somewhere. If you then turn injuries down, while it might make it easier to manage your roster you are also making those players less of a risk and making the AI's job easier in a way.

FYI, I finished the season with my entire rotation on the DL with 93 wins and won the wild card game before our traditional playoff choke job. For all I now we might have done worse with the stars in the rotation. Or we might have gone 114-48 and I could have gotten bored and started another save. So it works for me on realistic modern day.

That said, possibly the most beautiful thing about OOTP is its versatility - if it is more fun for you to play with few - or no - injuries then go for it once you start the game it's your world to do with what you will...
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Old 04-10-2016, 09:43 PM   #30
MizzouRah
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This version has more season ending injuries than any other version, wow. I've had the setting on "classic" forever and almost every other day another player gets a season ending injury. What was tweaked for this version?
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Old 04-10-2016, 10:39 PM   #31
jpeters1734
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God another post complaining about injuries. Just turn them off if you don't like it.
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Old 04-10-2016, 10:50 PM   #32
MizzouRah
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God another post complaining about injuries. Just turn them off if you don't like it.
Nice post! I don't want them off.. just seems like too many long term injuries. Please post more enlightening posts, I'd love to hear more of your cool insight!
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Old 04-10-2016, 10:54 PM   #33
SirMichaelJordan
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Quote:
Originally Posted by injury log View Post
Injury proneness is only supposed to go up when guys actually get injured. If it's going up just by magic, that's a bug, and should be reported.



As far as I know, literally nothing was changed in the injury model this year, so whatever settings people liked in OOTP16 should produce the same results in OOTP17. If you liked the "Low" setting in 16, you should see the same results in 17, and if you feel you're not, it's probably just bad luck in a small sample size.


Bump
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Old 04-11-2016, 11:22 AM   #34
GoBucsGo
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If you look at the current list of MLB injuries and still say injuries in game are too much for you, you need to play with injuries off. If anything, OOTP doesn't have enough injuries even on the high setting
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