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| OOTP 27 - General Discussions Everything about the brand new 27th Anniversary Edition of Out of the Park Baseball - officially licensed by MLB, the MLBPA, KBO and the Baseball Hall of Fame. |
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#21 | |||
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Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 7,097
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#22 |
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All Star Starter
Join Date: Jan 2008
Posts: 1,851
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I experience lower than real life injury volumes when using the "normal" frequency setting, which matches the description given.
Turn the injury frequency down in the settings if you want fewer? *shrug* |
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#23 |
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Minors (Triple A)
Join Date: Feb 2016
Posts: 229
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I randomly selected 5 IRL MLB teams to see how many they have on the IL right now - 10, 8, 5, 3, and 10... 1 1/2 weeks into the season.
When I found an annual list of MLB IL stints, the only way I could get it close was to set injuries to the max level. Anything less than that yielded 1/2 as many as IRL at best, which, by my interpretation, would be less realistic. Just because we don't like the reality of injury frequency does not mean they are not realistic. Fortunately, the game allows us to drastically reduce them with all of the customization. The defaults should be as close to reality as possible IMO, but I am just one player. |
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#24 |
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Minors (Double A)
Join Date: Feb 2002
Posts: 140
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I wish there were a way to have injuries occur at a real-life MLB realistic rate without everybody becoming "Wrecked."
Truthfully, while there is merit to players having an injury proneness rating (that should probably gradually increase with age in general), I'm not sure I love that this dynamically changes for everyone based on injuries they suffer. I feel like I HAVE to play with injuries a little less than realistic (for this version I'm going to try "Very High" minor injuries and "High" major) because of the dynamic injury proneness rating. In general though it's true, most gamers don't understand how bad injuries are in real life, and while it can get a little tedious if you have a lot of them, I generally enjoy the roster juggling needed to work around them. |
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#25 |
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Minors (Double A)
Join Date: Mar 2020
Posts: 150
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Seconded. This is not a problem, simply an adjustment to the new "normal." I've had to turn up injuries in previous versions to get an accurate experience. Now, I can use the default settings.
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#26 | |
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Minors (Double A)
Join Date: Mar 2020
Posts: 150
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OOTP is too pessimistic about the effect of injuries on career trajectory. On average, they're bad. But we should see a wider range of outcomes. Perhaps the injury frequency setting can be used to affect the "wrecked" frequency. As in, the higher the injury frequency, the fewer wrecked designations. |
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#27 | |
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All Star Starter
Join Date: Oct 2010
Posts: 1,776
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#28 | |||
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Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 7,097
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Here is the link https://forums.ootpdevelopments.com/...8&postcount=31 and a small quote for those that don't want to click the link. Perhaps your curiosity will be raised enough you'll want to read more. Quote:
I'll also post a link to the thread which has a good discussion going back and forth. It was titled "Injury Rating Creep" and I believer speaks to your concern about a "dynamic change" model. I think it's interesting reading. If you look it over you'll have to decide for yourself. ![]() https://forums.ootpdevelopments.com/...hlight=wrecked Before I participated in that thread I was a "get rid of the wrecked guy as soon as I can" player. After the thread I became a little more selective and patient before doing anything. Take from it what you will.
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#29 |
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All Star Reserve
Join Date: Dec 2011
Location: SC USA
Posts: 935
Infractions: 0/1 (1)
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You KNOW....you can turn them down or OFF. I have rare injuries turned on mine.
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#30 | |
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Minors (Double A)
Join Date: Mar 2020
Posts: 150
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Actually...there's an idea. Any arm injury over X months runs a mini-dev lab experience with like 40% struggling outcomes (losses to one or multiple traits/pitches, 30% frustrated (i.e. no change), and 25% positive (+5 to a grade or pitch), and 5% excel (big improvement to a random trait/pitch). That would take quite a bit of tinkering to get right but would feel WAY more realistic than the WRECKED arms system. |
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#31 |
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Bat Boy
Join Date: Jun 2006
Posts: 8
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I finished my first season play through and lost NINE pitchers to season ending injuries. No AI team lost more than one. Just really bad luck?
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#32 |
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Minors (Double A)
Join Date: Mar 2020
Posts: 150
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Probably. I had a similar experience in 2026 but then only had a couple guys out in 2027 (one of whom entered the season WRECKED).
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#33 | |
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Minors (Double A)
Join Date: Mar 2019
Posts: 118
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Here is a reddit post where someone else has seen the issue https://www.reddit.com/r/OOTP/commen...rs_into_a_sim/ |
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#34 |
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Minors (Double A)
Join Date: Mar 2020
Posts: 150
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That reddit post skirts around an actual problem/bug without drawing attention to it. Grades are supposed to be relative to the league/player pool. So, the number of pitchers at each grade really shouldn't change much year to year even if the quality of those pitchers does meander more.
Of course, OOTP adds a layer of confusion by not including velocity in their stuff grades. Stuff has come to mean something fairly specific in the analytics community, and OOTP's definition (basically, stuff=whiffs) is well out of touch with that. You can occasionally find 80 stuff grade pitchers with low strikeout rates because they throw 84, which is weird. |
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#35 | |
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Minors (Double A)
Join Date: Mar 2019
Posts: 118
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#36 | |
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Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 7,097
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Nm.
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Last edited by Sweed; 04-13-2026 at 12:37 PM. |
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#37 |
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Bat Boy
Join Date: Mar 2026
Posts: 8
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The default settings have injuries set to "high" so that's what I'm playing and it is becoming very frustrating. I'm in 2038 and year in and year out I'm losing half of my rotation and starting lineup to the 60 day DL. My goal is realism and other than the occasional unlucky season IRL, long-term injuries shouldn't be this frequent. I have the highest rated trainer on my team.
If I ever start a new game, I'll just lower the injury setting one notch. I'm not sure why it defaults to "high" on normal difficulty but one injury setting lower is the OOTP default so I should have chose that when I started. |
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#38 | ||
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Hall Of Famer
Join Date: Apr 2002
Location: Iowa
Posts: 7,097
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Quote:
Before this year there was only one level. "Normal" difficulty is default and meant to play a realistic game of baseball. I'd say for a realistic simulation the game should start at "high realistic". I'd also argue it shouldn't be called "high realistic", it should just be " default realistic" to make it clear you are getting realistic injuries in a game that tries to simulate reality. Then have levels above and below for those that want less or more. I import my game and haven't started a new game in years. The first thing I do at import is go through all settings (the same as I would for a new game) to be sure nothing changed and I have what I want. Most seasons everything comes in untouched, but there have been occasions where import did not get a setting right.
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#39 | |
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Major Leagues
Join Date: May 2015
Posts: 490
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See: https://www.cbssports.com/mlb/injuries/ Most teams have 8+ players on the list and it does not even include minor leagues. |
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#40 |
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Hall Of Famer
Join Date: Mar 2021
Location: Wilmington, Delaware
Posts: 3,235
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I play with "Short Injury Frequency" at "Low" and "Long Injury Frequency" at "Very Low". My reasoning is, I want the challenge of having to deal with occasionally losing players (need for depth on the bench and the high minors) without disrupting the flow of a season by losing too many key players. I toggle off "Delayed Injury Diagnosis" - even though it is realistic - because I can't stand the time lag and uncertainty. [I refuse to play in trading "Hard Mode" for the same reason - too much aggravating delay in getting deals done.]
That seems to work. Players generally come back strong from short injuries. I overcompensate on IL time to be careful. And I am big on minor league rehab assignments, particularly for pitchers. On my teams I rest guys who are tired (see below), especially pitchers. In terms of susceptibility to injury, I've learned the hard way that player stamina and fatigue are a factor. I set the global Fatigue setting to "Low" playing historical seasons. Players still get tired. But I give the AI managers flexibility in setting lineups to sub in bench players when a starter is tired. [In one sim where I failed to do that, in setting "Daily Lineups", starters would play until their ratings seriously degraded, and then they got hurt.] Live and learn. Circling back to the OP lament, I have not seen a different injury pattern in 27 with the same settings I used in 26 and earlier. Which is a good thing.
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Pelican OOTP 2020-? ”Hard to believe, Harry.”
Last edited by Pelican; 04-18-2026 at 09:23 AM. |
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