AndyP
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(10-13-2012, 08:23 PM)Cdawg Wrote: as admins, the few of you at least have the ability to sim ahead and dictate if the settings hold true. Sim 3-5 yearsfrom now, and if...say the injury differential is small between now and then, Well then you have everyone's full support. But lets say they continue to say high(and truthfully I don't really want to go looking through and organizing injuries, length, amount etc) then tweak, and resim the 3-5 years. From the very small sampling I did, injuries seam to hover around the 50 mark the last 2 year for about 3 teams(I did myself, I think Cincy and Toronto.)
50 what? Every sim is so different, how on earth would I test this?
Quote:And it's been brought up, or at least complained about frequently, or as frequent as 4-5 times is. The guy who runs The Brewers for like 3 years straight complained he couldn't put a competitive team on the field b/c of how frequent the injuries are.
A sizable percentage of Americans believe aliens are living among us, does that make it true? It's still perception.
Quote:But I still believe that 20 years of advancement in RL and Sim life should have a beneficial increase in player health??
In real life, pitchers now are getting hurt more than they were 30 years ago according to SI. History says the opposite has actually happened.
As for what matty said - we've all seen this in mogul - starters getting hurt on days they don't even pitch. Often the day before the pitch - things like broken jaws, etc. Mogul is a sim and it's a code isn't perfect. The file has to drop people to advance young talent, sometimes it does that via long-term injury.
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mattynokes
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10-13-2012, 10:36 PM
(This post was last modified: 10-13-2012, 10:41 PM by mattynokes.)
(10-13-2012, 10:28 PM)AndyP Wrote: As for what matty said - we've all seen this in mogul - starters getting hurt on days they don't even pitch. Often the day before the pitch - things like broken jaws, etc. Mogul is a sim and it's a code isn't perfect. The file has to drop people to advance young talent, sometimes it does that via long-term injury.
Since Mogul doesn't have in-game injuries it's irrelevant when the injury happens - it's still a result of in-game usage. I wish I could find the thread where Clay addressed this.
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AndyP
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(10-13-2012, 10:36 PM)mattynokes Wrote: Since Mogul doesn't have in-game injuries it's irrelevant when the injury happens - it's still a result of in-game usage. I wish I could find the thread where Clay addressed this.
When you're talking about a sim where injuries happen outside games, what is the point of making a distinction of "baseball-related activities"? Truth is, it randomnly assigns injuries during the season based on a variety of factors. Some of those injuries function as a way to drop players. Whether intentional by Clay or not, it works that way.
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Atlbravesfan27
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10-13-2012, 11:00 PM
(This post was last modified: 10-13-2012, 11:01 PM by Atlbravesfan27.)
First off, let me start by saying i posted this in a drunken pissed off rant last night. It was afterall, 2:49am in the morning. I finally had a night out last night, and i took full advantage. Maybe too much fun, so the alcohol definitely effected how pissed i was after seeing yet ANOTHER major injury on my team. I do apologize for causing a stir and threatening to quit...
With that said... I've been playing Mogul for a long, long time. Since the very first version in fact. I know this game upside down and backwards and i've NEVER seen so many serious injuries. To be honest, i couldn't care less about what the settings are currently, fact is, they need to change, no matter how low or high you think they may or may not be at the moment. At the very least, the severity of the injuries need to be turned down some. I can live with the frequency, but i cant live with the serious injury after serious injury that seemingly plagues my team every season. Yes, i've had some success at winning the division etc, but the severity of injuries has no doubt kept my team, and i'm sure many others from doing more. Yes, i understand that of the guys i listed, the health ranged from 72-89, which isnt bad, but certainly not great and they are bound to get hurt at some point, but having that many guys go down for such lengthy periods is absolutely absurd.
In short, i'm asking, at the very least, for the admins to take a look and discuss and hopefully change the injury severity.
AndyP
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By my count 25 MLB players were lost for the rest of the season in 2012 prior to August 17th. In our file when I looked at sortable stats and injured days....I didn't count a significantly higher number than that. If anything, ours looked lower.
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Cdawg
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Shut up Andy, just change it or I'll waste you, FOO!
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i agree on one aspect, that injuries are more severe in this version than i've ever seen. i've been playing since vitals were letter grades, which is longer than i care to say, and this seems a bit absurd.
that said, tinkering with the file won't do any good. if the machine wants there to be long injuries, there will be, and there's not too much we can do about it, as far as i know. let me know if i'm wrong.
best course of action is to just ride it out and let the machine sort itself out. just like any transition, there will be adjustments and small corrections made to make sure the upgrade to the new version ends up as close to the last one as possible.
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AndyP
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I think at this point it's too early in the transition too. We can lower severity and I'm open to that option if we see this trend continuing once the file has balanced out. It's just going to require some patience, but in the offseason we can tinker with injury severity and see if this is something we can adjust without doing more harm than good.
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mike
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It takes 2 full seasons in order to re adjust itself
Cdawg
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I'm gonna adjust your jaw if you don't stfu noob
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