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Old 04-17-2020, 04:53 PM   #41
Syd Thrift
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If you have to go back 100 years, you might be making his point.

He mentioned Morneau as being the only one to miss that much time, but Corie Koskie and Joe Mauer both missed long stretches. One year Mauer missed half of August and all of September, and he would have missed October too if that had been an issue for the Twins that year.
The post before didn’t go as far back and at that only recounted the most severe injuries.

Concussions are weird. Sometimes they can set you back weeks, sometimes you’re ready to go right away. Nowadays we know the added risk of piling concussion on top of concussion but I guess if you really, really wanted to do this, the game could store the fact that a player is coming back from one, allow you to play them early, and each time they got another head injury (oh yeah, it would also should be much more likely to get a new one as they come back), they might suffer a ratings loss, or a change in their personality, or have a kind of secret time bomb set up where 5 or 10 years from now they’re forced to retire due to the onset of athletic dementia or ALS...

That sounds *really* dark, just thinking about it...
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Old 04-17-2020, 05:25 PM   #42
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I remember Nick Esasky basically having his career end due to vertigo. I don't remember if it was related to a concussion or not though.
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Old 04-17-2020, 05:25 PM   #43
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Normal OOTP Classic seems to work just fine in my experience. Mind you if you have a ton of fragile players in your organization you may experience some additional challenges managing your team.
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Old 04-17-2020, 05:49 PM   #44
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I at first thought it was excessive. No longer. Even though I went to the WS one year with two starting OFs who were typical career AAA players.
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Old 04-17-2020, 05:49 PM   #45
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I remember Nick Esasky basically having his career end due to vertigo. I don't remember if it was related to a concussion or not though.
Apparently it was an ear infection that caused it.
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Old 04-17-2020, 07:16 PM   #46
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In real life there were 29 players with over 10000 ABs for their careers alltime....

If you run a historical sim from 1901 to 2020 with injuries on high you will find that the replay will produce a little more than 29 but it is still the injury setting I consider the most realistic for Historical play.
I honestly think one level lower is more realistic for Historical because there is already a bunch of injury degradation (from real life) baked in.
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Old 04-17-2020, 08:06 PM   #47
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Here's what I would do if I was concerned that injuries were too high, that it was a bug affecting just my team, etc...:

1) Start a new test league, adjusting settings to what you think ATM are your liking.
2) In the settings, make sure you SAVE all injury logs.
3) Run the test for maybe 20 sim years.
4) Review injuries to see if a) they are realistic, and.or b) to your liking

You will likely find that your team is not being singled out. But you may want to adjust settings to your liking, which might involve more testing.

Good luck!
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Old 04-17-2020, 08:18 PM   #48
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What I would really appreciate and have suggested a few times over the years is an additional slider for injuries under settings. Not frequency which is great to have, but rather an additional "injury severity" slider. Options like "max two months" or "max three weeks" etc.
As I generally play single season sometimes I edit players to reduce the length of time they are out. Can't have the 61 Yankees with Maris out for five months, or the 85 Royals with Brett out for six months, etc.
I typically play historical and while I like to see variations from history (otherwise, why play a historical sim?), I don't like to see season-ending and career-ending injuries (that's just my preference; I realize that's not for everyone). In addition, since most of my sim era's are prior to the 90's and many of them 60's and much earlier, I don't like to see modern medical lingo in my injury diagnoses. IOW, I don't want to see Chief Bender sidelined by a "a partially torn ulnar collateral ligament" or Ted Williams shelved due to a "flexor-pronator strain." So, a few years ago I made my own injuries file and made sure there were very few injuries longer than 30 days, no SEI's or CEI's, and I looked up all the overly (IMO) technical medical descriptions and replaced them with the way I'd have read about them in old sports sections. Lots of sprains, soreness, and bruises to body parts described in basic terms like arm, elbow, shoulder, knee, finger, lower leg, foot...).

It wouldn't work for modern-day simmers, but it works for me...
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Old 04-17-2020, 08:21 PM   #49
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I thought my game was broken when I've gone through ST and the first two weeks of my season and nobody on my team has gotten hurt.
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Old 04-17-2020, 11:21 PM   #50
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I thought my game was broken when I've gone through ST and the first two weeks of my season and nobody on my team has gotten hurt.
greatest post in this thread
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Old 04-18-2020, 02:48 AM   #51
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I personally hate long injuries, a star missing half or more of a season. I want to have a fairly normal (OOTP classic) number of short injuries, however, in the game.

I end up editing the injuries file in the database, which I'm able to do but takes a lot of effort with each new season's game and then every time there's a patch I have to be sure to save the database files (I alter others as well) and replace them.

To many, editing the database files isn't just extra work but they feel like it's too hard for them to do.

The best solution, as was suggested, is to have a separate injury severity setting, so I could set frequency to OOTP classic and severity to very low, and be set.

It also would be nice, and not only for the injury file, if updating for a patch gave an option not to rewrite the customizable database files...which takes a lot of extra time and I have to undo those changes anyway
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