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Old 05-28-2025, 10:45 AM   #1
MisterTidster
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Injury Prone stinks!

Haven’t played OOTP since the 2018 version. Currently on year 2050 of an OOTP 26 game. It’s been a wakeup call for me to lose pitcher after pitcher to UCL injuries. I knew Tommy John surgeries were more common these days, but seeing the frequency in the game made me realize how widespread the problem is in MLB. That said, it doesn’t feel like injuries in OOTP are modeled quite right, especially when it comes to being injury prone.

So I did some searching on google and learned that around 35% of MLB pitchers have Tommy John surgery. Around 30% might need a second. UCL injuries correlate with high velocity and movement. It feels like the way injuries are handled in OOTP 26 is one percentage assigned to a player for the likelihood to get injured, then a second percentage for assigning what the injury actually is.

Problem with this model is that since players become more injury prone after big injuries, they’re at risk for multiple major UCL injuries that put them on the fast track to wrecked. Same goes for hitters with the dreaded “broken kneecap”. Basically I have to assume that any injury prone player likely won’t last more than three years on a contract and can’t be counted on to play a whole season and be available for the playoff roster. The way injuries are modeled in OOTP 26 creates a constant snowball of injuries once a player gets their first major injury and you just don’t see as many players have a freak major injury and be fine for the rest of their career.

I think it would be worth looking at the rate in decline in injury prone status after injuries. Perhaps even separating severe injuries into its own percentage pool so injury prone can increase the injuries that keep players out 4-8 weeks, but season ending major surgeries.

It’s tough to model in a way that feels authentic. I don’t want to turn injuries off, because it’s fun planning alternatives to keep the team going in case of injuries. It just kind of sucks how common it is for a “normal” player that goes from normal to wrecked in a matter of 3-4 seasons after a major injury.
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Old 05-28-2025, 11:36 AM   #2
Sweed
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This conversation came up in the v25 forums, here is the thread "Injury Rating Creep". https://forums.ootpdevelopments.com/...hlight=wrecked I posted data from my game.

This one post from the thread I write about wrecked players and how it affects their output/playing time. There is more data and conversation in the thread you may find interesting? Or maybe it will be of no interest to you, and no help at all? IDK.

Quote:
Originally Posted by Sweed View Post
Before I go here is a quick look at stats of wrecked and fragile players in my league. The sample is small and limited to the stats of my last season completed. Meaning if a injured guy didn't play at all last year and retired he doesn't show up in the sort. It's the best I'm going to do late at night with a golf match in the morning.

Edit: All stats come from a league that uses "modern day realistic" for both long term and short term injuries.

I'm not going to write out all of the data as there will be screen shots at the bottom. The stats include all levels even though filtered to MLB players. This was so I could see the stats for the entire season and not have players have 100 PA at MLB but 300 more at AAA, same thing for pitchers. So the short version..

Fragile batters from my last season.
164 total
156 had at least 100 PA
with 86 of those having at least 400 PA

Wrecked batters
78 total
73 had at least 100 PA
with 33 of those having at least 400 PA
1 had less than 50 PA

Starting Pitchers. These are only current MLB SP though the screen has minors and FA included.

SP that are wrecked
12 total
10 of those threw at least 100 innings.
The 2 that didn't throw 100 went 77.1 and 56.2

Screens are both of wrecked batters and pitchers and you'll see at the top that both minors and FA options are checked. Scope is "all levels', split is last year. Should give a decent look at what I am seeing. Didn't have time to get fragile done too. I do see I messed up the batter screen shot as it's scope is MLB only while the stats above are from a "all levels" scope I used before taking the screen. For clarity it's still the same 78 wrecked batters, and as you can see they got plenty of MLB AB's.

With what I see in my league I don't see the need for me to dig any further. Of course I'd still be happy to look at any data others may post that could end up changing my mind.
I still think if you want Markus and Matt to look into this some type of data is going to be needed. But then I'm not them so that is only my opinion.
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Old 05-28-2025, 11:45 AM   #3
Rain King
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I do want to also point out that after that thread, there were changes to Injury Proneness made to one of the final OOTPv25 Patches.

- Updated injury prone calculations, only impacts players moving forward
- More lenient to smaller/random injuries
- Slight adjustment of prone ratings calculation based on injury settings (playing on high injury should cause each injury to have slightly smaller impact on prone calculations)

https://docs.google.com/document/d/1...8/edit?tab=t.0
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Old 05-28-2025, 12:34 PM   #4
OutS|der
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The change that should of happened is the ability to edit a players injury history.
It's frustrating the only way to remove an injury is system wide or adding it to the players history making them more fragile
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Old 06-21-2025, 08:26 AM   #5
findinghomer
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Injuries in this game are absolutely ridiculous. We play on highest setting (league claims this is the most realistic setting) it's not! I can't do one week sim wo an injury. We just finished the season, I have 13 active injuries, 22 IL for the year, one career ending and uncountable DTD. I've had 17 Injuries in the last 4 weeks I've had only 3 one week sims in 2 whiole years without an injury. lmfao. Aaaaand i play my players cautiously. Wrecked, benched less than 100%. Fragile benched at 96 %. All P have aggressive tired hook ,sp 85 pitch count. Doesn't matter. Also they WILL randomly regress from durable to Normal to fragile overnight. Then it's over. But they say it's realistic. I was hoping 26 would fix this. Fragile and wrecked players are worthless , and they all very quickly become that. I still do ok, but i literally won't trade in this league bc you have to have 60 players to compete

Last edited by findinghomer; 06-21-2025 at 08:33 AM.
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Old 06-21-2025, 09:00 AM   #6
WhiskyTango
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OP: does it depend on injury settings? I play with long term injuries extremely low and short term high (classic) and fatigue very high. I don't notice what you are though am still in the 1940s in my historical save.
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