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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 05-01-2013, 08:36 PM   #41
SunDevil
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Just to add another dimension to this discussion.

Out of the Park Baseball Manual

Quote:
Players who experience injuries to certain areas of the body may become more prone to future injuries in that area. For example, a player who suffers a major knee injury will be much more likely to experience future knee or leg problems than a player who has never been injured before. Having a good team trainer can be a huge advantage in dealing with injuries.
Out of the Park Baseball Manual

Quote:
Disabling the Personnel/Coaching Model

You can also disable the coaching / personnel system entirely if you so desire. This can be done during game creation in the Game Options page, or after game creation by navigating to OOTP Menu >> Game Setup >> Global Setup tab. If the coaching system is disabled, players will still develop, of course. However, each team will be treated as if it had average and identical personnel in all roles.
I just wanted to ask the question that if you are running a league and disable personnel from the game and your team trainer is now the average rating that all teams get assigned, are there more serious injuries, does healing takes longer and do more injuries occur in the same area because of the average rating for the personnel option disabled?

Out of the Park Baseball Manual

Quote:
Fatigue Recovery The ability to help players recover from fatigue. You can think of this rating as if your team also has a training staff. The better your training staff, the more 'in shape' your players will be, and therefore the more quickly they will recover from fatigue. See Injuries and Fatigue for more information about fatigue in OOTP.
Out of the Park Baseball Manual

Quote:
Once a certain amount of fatigue has been accumulated, the player becomes tired. Tired players don't perform as well, and are also more prone to suffering injuries. Pitchers are often very tired or even exhausted immediately after pitching. It's also important to note that fatigue can accumulate over time and have long-term adverse impact on players.
Another overall question about running any kind of league. How much does fatigue and the disabled personnel option or having poor personnel have on the overall increase of fatigue and injuries?

Last edited by SunDevil; 05-01-2013 at 08:40 PM.
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Old 05-02-2013, 06:33 PM   #42
Charlie Hough
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Interesting stuff. I was able to touch base with Markus elsewhere and this is what he had to say:

"No, the only thing OOTP uses is the injury-proneness data which can be edited in the player editor. Injury proneness does only change through major injuries, and even then not always, some randomness is involved."

So this contradicts my running theory that OOTP was storing additional, hidden injury data and using it to calculate the increased chances that a player will be injured after he has first suffered an injury.

If anything, this seems to suggest that injuries are more random than we might have thought. I will continue to pay attention to injury proneness ratings and do some testing to see what I can uncover.

I continue see things that are very strange. For example, in the original saved game that I mentioned previously, I've seen a couple of players listed as fragile even though they have suffered only one minor injury in three seasons. However, they have injury proneness ratings of well over 100. One example is at 133. So that explains their fragility.

Yet there are players rated at 70 in injury proneness who have a medical record like they've been serving in a war zone for several years. This, combined with Markus' statement, seems to make it clear that injures are much more random than I figured. And the proneness ratings are not a reliable guide.

For example, another puzzling case in my game is a player who has missed 17 months due to two major arm injuries, but his arm proneness is only 111 while his leg injury proneness is the maximum of 200! He hasn't suffered a single leg injury so far, and you'd think that the proneness would be swapped for legs vs. arms given his history. Plus, he's not even listed as fragile. His overall proneness is 111. Weird stuff.
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Old 05-02-2013, 07:05 PM   #43
injury log
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Can't read the whole thread, but there are issues with OOTP injury frequency:

- in OOTP, players mostly get injured in games. So people who play more get injured more. There's no way at all that is true to the same extent in real life; players in real life often get injured throwing on the side, or report soreness after a workout, or whatever. So star players are very likely disproportionately affected by injury in OOTP;

- in OOTP, injury frequency is constant throughout a season. But as someone posted in this forum last year, injury frequency in real life declines throughout the season. Not sure the precise explanation, but I suppose any players with injuries 'waiting to happen' (nearly torn ligaments or whatever) will become injured early in the year. The players playing late in the year are the durable players.

- in OOTP, things like injury setbacks and injuries from storylines were added to the game after the injury frequency testing was done, so I think some of the newer injury-related features may have increased the duration and number of injuries somewhat beyond what is realistic (on the 'realistic' setting).

And I disagree completely with Questdog when he suggests that injury proneness doesn't exist in real life. I might just link to someone who has actually studied the issue rather than try to support the point on my own:

Baseball Prospectus | Positional Health Reports: Introduction
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