View Full Version : Injuries?
plaperriere
07-22-2006, 12:17 PM
Hello. I am new to the forums...and new to the game. So far, I will say it is an addictive game. But, what is with the injuries? It seems that after every game...I have multiple players with injuries. It is getting annoying. Is there a way to reduce the frequency of injuries? Is it a glitch? Seriously...I go 2-3 games...and I have an injury or two that would range from 4 days to (my latest)...84 days. I know injuries happen...but, if it continues at this rate...I will not have a team left!!! Any information would be helpful. Thanks.
ohms_law
07-22-2006, 12:34 PM
Clay (the game's owner/developer) has done extensive research on injuries in baseball. If you look at the injuries in real life and compare them to what occurs in BBM, then they are usually realistic. The one caveat being that the eccentricites of random number's can create some unusual situations sometimes, in my opinion (both alot of injuries and very few). All the above being said, injuries are a common complaint.
Anyway, you can adjust the about and severity of injuries that occur. Click on League -> League Editor (it'll prompt you to turn on Commisioner mode, which i'm fairly certain that you must do), and there's two drop down list box's in the center that will allow you to set Injury freaquency and severity from +100 to -100%.
Voidmare
07-24-2006, 03:31 PM
I'm new to the game, but have been reading these posts daily since I started playing. I keep reading about the injuries, but haven't seen a problem with them yet in my game. I have not adjusted/editted anything via Commish mode.
I've only played a year and a half so far and all games in Player mode... are injuries less of a problem if you play all games out rather than simulating any?
My first season, my starters missed a grand total of 7 starts while I lost only one starter on offense for more than a week. My second season so far, through the end of July, I've lost my CF for 12 days and my pitchers have missed a total of one start. Am I just the one lucky person that the random number generator loves so far or is my team due to have their 747 crash on take-off soon?
Thanks.
Keith L
07-24-2006, 09:28 PM
I'm not sure whether this would be considered abnormally high, but it sure seems very high when I'm playing out the season day-by-day in one-pitch mode. 10 "significant" injuries in 30 games (I'm currently at 42 games played with the last 12 injury free -- knock on wood).
The most frustrating injuries are the pitchers who seem to regularly get hurt when they are not even playing. The May 1 & May 8 broken neck vertebra injuries both were for pitchers that had no work that day. I guess the bullpen likes to roughhouse a bit too much?
I've also had about 5-6 more injuries that don't show in this list, but they must have been too short to warrant inclusion in the list (my guess is that <2weeks is the cutoff)?
I am and have been #1 in medical spending the entire season as well with an A+ rating, so I shudder to think what it would be without that, maybe players dropping dead rounding third? ;-)
HoustonGM
07-24-2006, 09:36 PM
Just adjust the injury frequency in the league editor.
Somebody should take a look at the real life Nationals disabled list, something like 7 guys out for the season currently, and 3 others on the DL.
SF_Giants
07-25-2006, 02:47 AM
you want a lot of injuries try playing dynasty in MVP Baseball 05. i was palying today and like every 2-3 days someone got hurt.
ohms_law
07-25-2006, 05:26 AM
The most frustrating injuries are the pitchers who seem to regularly get hurt when they are not even playing. The May 1 & May 8 broken neck vertebra injuries both were for pitchers that had no work that day. I guess the bullpen likes to roughhouse a bit too much?
the description of an injury is only there for color and are generated somewhat randomly (pick body part, pick injury type), don't take it so literally.
The off day injuries are generated acording to how often the player has played to date. if a player doesn't get any rest, he'll progressivly become more and more injury prone as the season goes by. Clay posted about this not too long ago, i'll see if I can find it and quote what he said.
Keith L
07-25-2006, 10:47 PM
Ohms,
I can appreciate what you are saying, but Maddux had only started 3 games so far, none with pitch count over his endurance rating, full rest each time and Honel was a bullpen reliever with about 3 innings pitched total. I'm dealing with it....
I would take Houston's advice and adjust injury frequency except I usually try to NOT change game sliders from defaults. Firstly I like to play the game as the designer has tuned it out of the box; and secondly, I feel tuning puts a bias towards my own preferences. Games are generally more fun for me if I am the one that has to adapt to the reality of the game.
I was just adding my 0.02 here that I agree with some of the other posters that injury frequency/severity seems high based on my own experience with it. Maybe my guys are just hitting a string of bad luck.
Keith L
07-25-2006, 10:48 PM
you want a lot of injuries try playing dynasty in MVP Baseball 05. i was palying today and like every 2-3 days someone got hurt.
LOL well my string of 10 serious injuries in 30 games IS IN FACT one every 3 days. ;-)
HoustonGM
07-25-2006, 11:02 PM
Ohms,
I can appreciate what you are saying, but Maddux had only started 3 games so far, none with pitch count over his endurance rating, full rest each time and Honel was a bullpen reliever with about 3 innings pitched total. I'm dealing with it....
I would take Houston's advice and adjust injury frequency except I usually try to NOT change game sliders from defaults. Firstly I like to play the game as the designer has tuned it out of the box; and secondly, I feel tuning puts a bias towards my own preferences. Games are generally more fun for me if I am the one that has to adapt to the reality of the game.
I was just adding my 0.02 here that I agree with some of the other posters that injury frequency/severity seems high based on my own experience with it. Maybe my guys are just hitting a string of bad luck.
Clay put the sliders there so that you could taylor the game to your preference. Games like this are meant to be highly customizable.
To each his own though/
TheNamelessPoet
07-26-2006, 12:55 AM
Does mogul instead of fan make a difference because i have at least 2X the injurys in mogul and in mogul i even made the injury stuff -40% and i usually only use -20 of MAYBE -30% in fan!!!
ohms_law
07-26-2006, 03:31 AM
Does mogul instead of fan make a difference because i have at least 2X the injurys in mogul and in mogul i even made the injury stuff -40% and i usually only use -20 of MAYBE -30% in fan!!!
I've never heard the the play level affects anything other than financials. This probably has more to do with luck and the mix of players that you happened to have at the time.
Run 10 sims at fan and 10 sims at mogul and count up the injuries. if the averages are higher in mogul level, then we'll know.
ohms_law
07-26-2006, 03:35 AM
...I would take Houston's advice and adjust injury frequency except I usually try to NOT change game sliders from defaults. Firstly I like to play the game as the designer has tuned it out of the box; and secondly, I feel tuning puts a bias towards my own preferences. Games are generally more fun for me if I am the one that has to adapt to the reality of the game....
Clay put the sliders there so that you could taylor the game to your preference. Games like this are meant to be highly customizable.
To each his own though/
I understand what Keith is saying, as that's generally how I feel and play as well. you are correct though in that if one aspect bugs you enough and there is a setting for it, then you should go ahead and adjust it. It does take a while for things to bother players like Keith and I to do that sort of thing though.
SF_Giants
07-26-2006, 04:17 AM
i think your medical budget, injury severity/frequency play, and health ratings have an affect as well as luck.
I can tell you from playing other manger games(mainly Hattrick) that for some reason games heavy on math in calculations have a random factor to them.
I've been around the top 5 in medical spending before and had no injuries while another year have like 20.
ohms_law
07-26-2006, 07:44 AM
oh, there most certainly is a random number that is used to calculate whether a player is injured at any point in time. There's simply no other way ot do it, really.
As I said elsewhere, the medical budget doesn't effect the actual rate or severity of injuries though. It appears to effect how dibilitating an injury is over the long term. In other words, if a player receives a serious injury that drops his overall down 10 points, with the best medical care in the game he may regain up to 8 of those points. with the worst, he'll probably only regain 6 or something. I don't know the actual numbers, but that's my experience.
In terms of determining wether a player is actually injured, Clay posted the determining factors a while back. from: Does DH get injured less? (http://forum.sportsmogul.com/showthread.php?p=546634)
Baseball Mogul checks for injuries when a player:
1) Pitches
2) Bats
3) Slides
4) Is hit by a pitch
5) Tags or forces a runner (to see if he was spiked, stepped on, ran into)
6) Dives for a ball
7) Collides with another fielder
It also checks for accrued "stress injuries" -- the chance of which is increased by playing too much without rest. These are the injuries that "appear" even on a day when a player doesn't play.
#5, #6 and #7 don't happen for DHs, so that reduces their injury chance. But IMHO the game still doesn't properly adjust for the reducd wear and tear of being DH.
This will be improved in BB2K8, when I basically rewrite the way injuries occur.
Clay
When each of these checks is performed, i'm willing to bet that the chance of injury is almost a straight percentage derived from the players health rating. I know from working with random numbers that the rate of injuries is emperically aproximately correct, based on the number of disclosed checks that occur, to say that health is basically a percentage chance that the player will be injured on any one of these checks. So, if a player has an 80 health rating, then he has an 80% change of not being injured whenever he pitches, bats, slides, HBP, etc...
Once a player is injured, then there is some check that i'm sure is also based on his health rating to determine how injured he is. Both in the number of days that he's injured and how much it affects his play.
Of course, all of this in pure conjecture. I have no inside knowledge or anything. mearly experience and knowledge gleaned from posts like Clay's above. I could be completely off base here, but I don't think that I am.
One other thing, if you're spending in medical staff is in the bottom 10, you're basically shooting yourself in the foot. Take a look at the injuries that teams will have when medical spending is at 0, and you'll see what I mean.
MrMackie
07-26-2006, 01:22 PM
I'm not sure whether this would be considered abnormally high, but it sure seems very high when I'm playing out the season day-by-day in one-pitch mode. 10 "significant" injuries in 30 games (I'm currently at 42 games played with the last 12 injury free -- knock on wood).
The most frustrating injuries are the pitchers who seem to regularly get hurt when they are not even playing. The May 1 & May 8 broken neck vertebra injuries both were for pitchers that had no work that day. I guess the bullpen likes to roughhouse a bit too much?
I've also had about 5-6 more injuries that don't show in this list, but they must have been too short to warrant inclusion in the list (my guess is that <2weeks is the cutoff)?
I am and have been #1 in medical spending the entire season as well with an A+ rating, so I shudder to think what it would be without that, maybe players dropping dead rounding third? ;-)
My suggestion, if you're really frustrated with these severe injuries, is to enable Commish mode and manually shorten (or nullify) the injury periods. It can be called "cheating", or as I like to call it "an act of God." :) I don't typically do it, but when the ace of my staff (97 overall, 95 health) went down for several weeks after opening day I said to hêll with it. If you manually shorten injuries in moderation the game remains realistic and fun.
HoustonGM
07-26-2006, 03:27 PM
It's my understanding that Clay is looking to overhaul the injury engine for Baseball Mogul 2008, making injuries happen during PbP games and stuff. One other I'd like to see with the overhaul is changing the way an injury is always a definitive amount of missed time.
Take this example: Joe Schmoe gets injured and is listed as missing two weeks. A week into his injury, he aggravates it, causing him to miss two more weeks.
And in the reserve situation:
Joe Shmoe gets injured for two months. One month in, he's showing rapid imporvement, and will be ready in two weeks from that month (thereby shortening the injury by two weeks).
ohms_law
07-26-2006, 03:56 PM
That's a great suggestion Houston. Another issue that Clay seems open to adjusting is allowing players to play hurt. Not every player sits out for the smaller injuries that occur, epecially in the playoffs.
HoustonGM
07-26-2006, 04:12 PM
That's a great suggestion Houston. Another issue that Clay seems open to adjusting is allowing players to play hurt. Not every player sits out for the smaller injuries that occur, epecially in the playoffs.
Yeah, definitely.
MrMackie
07-26-2006, 04:36 PM
It could be taken a step further for more severe injuries, where a player would have a choice between surgery and non-surgical rehab. With surgery, the player misses more time but is likely to come back in better shape; with pure rehab, the player misses less time but has a greater chance of further aggravation of the injury. Certain injuries would also affect the player's health rating. (I'd personally be willing to do research into baseball-related injuries and their assorted treatments and typical outcomes so that such a feature could be implemented.)
Overall, some of the sillier injuries should be removed, like the broken vertabra (which has afflicted my players on several occasions); additionally, players should not receive injuries when they're not playing. And, as has been mentioned in previous posts, some injuries should either force a player out of a game, or give you option of pulling them out if it's not that severe.
HoustonGM
07-26-2006, 04:40 PM
additionally, players should not receive injuries when they're not playing.
They should. However, i'd say "The majority of injuries should happen while a player is playing."
Off-the-court injuries happen. Johnny Damon's sititng out after hurting his back getting out of his car. A pticher (John Smoltz i think) in the 90s missed a start because he burnt himself with an iron. Aaron Boone hurt himself playing a pickup game of basketball. ETc. etc. etc
MrMackie
07-26-2006, 04:56 PM
^ Of course those happen. I'm just saying they tend to be very trivial and not worth having in a game. If you really want that level of realism, then there should be a separate array of off-the-field injuries that include a host of those kinds of wacky mishaps, such as "(Player name) slipped and fell in the shower and will miss the next week with a bruised butt", and "(Player name) strained his lower left anterior deltoid while trying to pick daisies and will miss his next scheduled start".
HoustonGM
07-26-2006, 05:04 PM
^ Of course those happen. I'm just saying they tend to be very trivial and not worth having in a game. If you really want that level of realism, then there should be a separate array of off-the-field injuries that include a host of those kinds of wacky mishaps, such as "(Player name) slipped and fell in the shower and will miss the next week with a bruised butt", and "(Player name) strained his lower left anterior deltoid while trying to pick daisies and will miss his next scheduled start".
Thatd be awesome.
:p
ohms_law
07-26-2006, 05:06 PM
well, the "stress" injuries are pretty trivial (id' say 98% are less than 2 week injuries). As I said before, the descriptions given for each injury appear to be somewhat random; not meaningfull.
Keith L
07-26-2006, 09:27 PM
As I said elsewhere, the medical budget doesn't effect the actual rate or severity of injuries though. It appears to effect how dibilitating an injury is over the long term.
Ahhhh... I hadn't realized that. That explains a lot as my players always seem to recover well from the injuries, i.e., very little (if anything) lost in terms of overall or peak versus pre-injury. That was certainly a misconception (higher spending = less injuries) I had until now. Thanks.
Gaedel
07-27-2006, 05:41 AM
additionally, players should not receive injuries when they're not playing.
Sometimes a player will get a "stinger" during a game and it is only a day or so later after medical examination that the "hurt" becomes an "injury". This is especially true for pitchers. Pitchers can be hurt warming up in the bull pen or in just their normal throwing on their off day.
Rongar
07-27-2006, 11:20 AM
I don't mind injuries, too much...I owe many a new star on my staff to them..
When a main cyberman is lost for a long time, a player is forced to find new talent either in his "farms" or the AI's league teams...half of my 2 World Series -winning teams were made up of guys that never made it in the real baseball world, and lots more players I used from the farms, long before they became famous, many of these BM "rookies" performing as well for me,in my baseball cyberworld as they they did, years later, in the real world ...people like Hal Trosky(at age 19) Medwick(20)Bucky Walters(22) Jim Tobin(19),many more too humungous to mention
Right now my BM 1977 Dave Stieb is currently leading the league in E.R.A.(1.11)...I only yanked him out of the farm, in desperation 'cos of injuries to various starters ...what a blessing in disguise!
To sum up:
When handed a lemon - brew nectar
Is this a stumbling block, or the foundation stone of a Hall-of- Famer?
"...if you can meet, alike, Triumph and Disaster, and treat those two Umpires just the same" (I take this to mean buy the umps a beer or two, for favourable calls)
"There's nothing good nor ill, yet thinking makes it so"(Shakespeare, misquoted)
etc, etc....
Brewersfan
07-28-2006, 05:47 AM
Yes i agree, i dont mind the injuries its a good way to develop talent and also makes having a deep bench important. just like real life. Also I think dave stieb is like a secret weapon in mogul He always wins cy youngs and goes to the hall of fame in my games. Frank Tanana is another one.
winjammer
10-24-2007, 06:19 PM
is there an injured reserve or are you just supposed to send them to the minors. i couldnt find anything in the rules covering this.
thx.
ohms_law
10-24-2007, 06:27 PM
If you place an injured playier in the minors, then you can choose to put the player on the Disabled List by using the drop down list box labled "Move To:" on the bottom right hand side of the Lineup, defense, or pitching dialog (depending on which one yo're looking at).
Alternatively, using Sort all or (if you move the player to the minors first) sort minors will place injured players on the DL as well, if their injured for 14 days or longer.
MeetDaMets
10-24-2007, 06:36 PM
and then put the blender on medium high
winjammer
10-24-2007, 06:37 PM
thanks for the info.
MeetDaMets
10-24-2007, 06:42 PM
your welcome !
ohms_law
10-24-2007, 11:43 PM
and then put the blender on medium high
hehe, funny.
I'm trying to encourage people to quit posting like this in (most) of the Baseball Mogul, Football Mogul, and Baseball Mogul Online threads though. I mean, certain threads it's obvious that it's not a problem, but things like this where there are actual questions and discussion going on, it gets to be real distracting.
The key is that these threads serve as a reference into the future. Many of us link to them when new threads come up on the same subject. Occasionally, new people who actually know how to use the forum's search feature (it does actually happen! This thread is a perfect example.) will even come along and resurrect these threads to ask and have their own questions answered.
I'm not really trying to be a stick in the mud here, but I've noticed quite few threads recently where there's basically a bunch of garbage in the middle of them. And before anyone else points it out: yes, I'm just as guilty, if not more so, then anyone else.
:)
JJNine99
10-26-2007, 07:01 PM
well, the "stress" injuries are pretty trivial (id' say 98% are less than 2 week injuries). As I said before, the descriptions given for each injury appear to be somewhat random; not meaningfull.
Random is good:eek:, as for description. How about just body part and duration. Leave the rest to our vivid and over-active imaginations.:cool: One, what I hope is a simple suggestion, in the rosters could you put the # of days in red, before the player's name.:D
ohms_law
10-26-2007, 07:08 PM
I agree. (http://forum.sportsmogul.com/showthread.php?t=158982)
:)
boomboom
10-26-2007, 07:15 PM
I would take Houston's advice and adjust injury frequency except I usually try to NOT change game sliders from defaults. Firstly I like to play the game as the designer has tuned it out of the box; and secondly, I feel tuning puts a bias towards my own preferences. Games are generally more fun for me if I am the one that has to adapt to the reality of the game.
Actually the game defaults are not really defaults. Before he introduced the injury slider, the default was set at -30% for both.
-30% I have found gets me the best accurate results.
HoustonGM
10-26-2007, 07:35 PM
Further looking into injuries has actually shown that, leaguewide, the default injury frequency (based on number of players on the DL) is actually slightly less than real life. The real problem I think was the huge discrepancies between medical staffs causing teams to get hit harder than others which made it seem like injury frequency was off, when really, it was just unrealistic for each individual team. The new patch likely fixes that,
Keith L
10-27-2007, 03:56 PM
Funnily enough, this thread seems to have been recently resurrected from it's original creation sometime last year when I was one of the active participants then... since that time I've used -40%/-20% for injury frequency and severity and I personally like the "feel" of that much better.
One thing I'll point out for consideration though for HGM and others is this... maybe the default injury frequency DOES correlate with real life MLB at default... (I haven't researched the stats, but will take those who state this at their words), but even if it does, it is a bit too much for BBM as currently configured simply because the number of viable REPLACEMENT players available to us in BBM is much less that real-life due to the incomplete minors system modeling.
Before adjusting the sliders I often (I'd go so far as to even say routinely) would have 7-8 players on my MLB squad out at any given time during a season (often with long period injuries as well). Maybe it's because I play all my games in PBP? Is it possible injuries occur more often in that mode than for players who sim their games?
Anyway, since my adjustment to the sliders... I routinely have 2-3 on the DL with a low of 0 and high of 4 or 5 any at any point throughout the season. Those sorts of numbers I can deal with. I typically am #1 in medical spending as well and always rest tired position players and fully rest pitchers.
HoustonGM
10-27-2007, 05:41 PM
One thing I'll point out for consideration though for HGM and others is this... maybe the default injury frequency DOES correlate with real life MLB at default... (I haven't researched the stats, but will take those who state this at their words), but even if it does, it is a bit too much for BBM as currently configured simply because the number of viable REPLACEMENT players available to us in BBM is much less that real-life due to the incomplete minors system modeling.
That's a good point...one I've never thought of, nor have I seen anybody mention in past discussions on this.
Before adjusting the sliders I often (I'd go so far as to even say routinely) would have 7-8 players on my MLB squad out at any given time during a season (often with long period injuries as well).
This might go back to the issue with the medical staff rating affecting injuries way too much. You may have had a low rating, which caused players on your team to get injured far more often than they should. This has been adjusted in 10.33 (or 10.32, i forget), and a slider (that's currently unable to be changed, but i'm sure that'll be fixed) was added to control how much the rating affects injuries. Basically, there should be little difference between the medical staff of teams, so even though leaguewide injury rates were accurate, teams with good medical staffs would have unrealistically low injury rates, and vice versa, so looking strictly at your own team, it may lead you to believe that injury rates are too high when in fact, injury rates are just too high for that team.
Maybe it's because I play all my games in PBP? Is it possible injuries occur more often in that mode than for players who sim their games?
No, the injury system is the same for simulations and PBP.
Anyway, since my adjustment to the sliders... I routinely have 2-3 on the DL with a low of 0 and high of 4 or 5 any at any point throughout the season. Those sorts of numbers I can deal with. I typically am #1 in medical spending as well and always rest tired position players and fully rest pitchers.
Due to this issue (http://forum.sportsmogul.com/showthread.php?t=155032), the place in spending you were in may not at all be related to the actual "grade" of your medical staff.
Alloutwar
11-01-2007, 12:23 PM
maybe the default injury frequency DOES correlate with real life MLB at default... even if it does, it is a bit too much for BBM as currently configured simply because the number of viable REPLACEMENT players available to us in BBM is much less that real-life due to the incomplete minors system modeling.
That is a GREAT point, Keith L - one I just thought of today whie reading the first page of this thread. By the time I got to the third - you beat me to it!
Anyway - in real life, when the Red Sox lost Mirabelli for a while, they had Kevin Cash in their minor league system. He's older than a prospect, and maybe not major league material - but he can come up and fill the void. Offense/Defense don't plummet when he takes over - even catching Wakefield!
In our simplified minors system, players like him are all released or retired. Lifelong minors players aren't available to call on, so injuries aren't just 'oh well, I'll call up AAA-player-x as a starter'; they have a much larger impact. It's just a side effect of choosing what features to implement so realistically, yet leaving out others. In real life if things went horribly wrong, you could find someone in the independent leagues or a Ricky Henderson/Julio Franco that never stops playing to fill things out...in BM, the options are more limited. Even if you were a good GM and wanted to keep backups in AAA, the playing time of your prospects will be hampered, you have a total roster size limit, and the drain on your cash is a slight issue.
HoustonGM
11-01-2007, 12:40 PM
It does bring up an interesting question - what do you do about it? There's a few options.
1) Keep things as they currently are. If people don't like it, they can lower the injury frequency.
2) Keep the default injury frequency as it is, but allow the option to have a full minor league system. This option would also require all 30 teams to have the full minor league system, and require a longer draft.
3) A slight twist on #2. Make it (or allow the option) so that only AAA is a full minor league team. This wouldn't require a change in the draft, just some AI changes.
4) Lower the default injury frequency so that injury frequency doesn't match real life.
5) Change the way the minor leagues work with two players at the same position. If one of those players is a veteran, HE gets little playing time, and doesn't hamper the development of an actual prospect.
The only one I wouldn't welcome is #4.
Alloutwar
11-01-2007, 01:13 PM
I think your #3 is a great idea. People talk about full minors all the time..but the main reason I want that is so a) I can have two stars at the same level A-ball without one sitting (ie two A-ball teams), b) for AAA call-ups like this issue. If a full AAA system was established, that would resolve the above issue.
For #4 - well, from what I understand, and from the user studies in threads here, you're looking at it in terms of total BM injuries ~ total real life injuries. What it should be is total BM injury % ~ total injury % in real life. If 10 guys on the real-life Nationals are hurt, but the nationals control 195 players, I don't necessarily think 10 guys on my 65-player roster should be injured for the sake of numerical equality.
This bug/issue is the equivalent of having a US-sized murder rate as the default when you start a game of SimCity. Should a disproportionately large size of your population be murdering each other, just to fit the numbers in the entire US? Well, I'm not really playing the entire US. A good sim should be a to-scale model of what it represents - not 100% match of A and B, but only half of C.
HoustonGM
11-01-2007, 03:42 PM
For #4 - well, from what I understand, and from the user studies in threads here, you're looking at it in terms of total BM injuries ~ total real life injuries. What it should be is total BM injury % ~ total injury % in real life. If 10 guys on the real-life Nationals are hurt, but the nationals control 195 players, I don't necessarily think 10 guys on my 65-player roster should be injured for the sake of numerical equality.
It's comparing total BM injuries to the total number of real life players on the DL. Players on the DL have to be on the 40-man roster. Total number of BM injuries include the entire system of players. So, actually, the number of major league quality (as defined by "on the 40 man") injured players might be a tad low in Mogul.
The real issue was that teams were disproportionately hit by injuries with the flawed medical system. The high ranked medical staffs would have barely any injuries, while the low ones would be hit with 20 injuries. With the recent patches, the disparity between medical staffs is greatly lessened, as well as an option being added to adjust how much the medical ranking affects injuries. This puts teams on a level playing field, in that respect.
Alloutwar
11-01-2007, 04:09 PM
Ahh, okay. - I forgot about DL and 40-man rules That doesn't seem so bad then, Keith's point still being valid.
Yes, the medical system thing did bother me - individual player health is great to have, but medical expense rating should not dictate such a huge disparity. Glad it was improved (slight itch to buy BM08).
3RunHomer
11-04-2007, 02:48 PM
I play with injuries completely turned off. Much much more enjoyable. 5 reasons why injury-free Baseball Mogul is better:
Low budget teams aren't at a disadvantage -- rich teams can't buy their way out of injuries with medical spending.
More competitive leagues -- low health players have more value so the total talent pool grows. More talent spread over the league means better competition.
The health ratings still impact play (performance suffers if low health players play too much).
The game is still fair (all teams benefit equally).
Faster game play -- the simulation isn't constantly stopped by injuries.
Injuries are for masochists.
gosensgo101
11-04-2007, 03:21 PM
Great ideas. I'll rank them in order of preference.
2) Keep the default injury frequency as it is, but allow the option to have a full minor league system. This option would also require all 30 teams to have the full minor league system, and require a longer draft.
Personally, I would rather this. But there would have to be an option to turn it off.
5) Change the way the minor leagues work with two players at the same position. If one of those players is a veteran, HE gets little playing time, and doesn't hamper the development of an actual prospect.
I like this idea too. As long as you can specify which players are your "starters". Specifying positions would be nice too.
3) A slight twist on #2. Make it (or allow the option) so that only AAA is a full minor league team. This wouldn't require a change in the draft, just some AI changes.
I like #2 and #5 better but I would definately settle for this. Again the option to turn it off would be needed.
1) Keep things as they currently are. If people don't like it, they can lower the injury frequency.
I'd rather one of the above but I wouldn't be mad if it stayed the same.
4) Lower the default injury frequency so that injury frequency doesn't match real life.hmm...
...nah
Leave it at default and let the user adjust it if need be.
Ideally I would like the option to choose either 2, 5 or 3 with the ability to set a defense. Default should be number 5 as the user can just go about business like they always have if they really want to.
ohms_law
11-04-2007, 03:35 PM
Personally, I see minor league management improvements as being a must as a next step for the game. As you mentioned, being able to set position and who's starting is what's really important there. But, that's really a whole different subject.
As for injuries, just leave it as is. There is a setting to adjust injuries, and I just don't see anything really compelling requiring more than that.
Rongar
11-04-2007, 07:53 PM
All good points, but I still like the realism of being hit by the 'injury bug'. Plus it gives a chance for career minor leaugers to get 15 minutes of fame.
My feelings, exactly, Yank, plus I like the challenge of "making do" with the survivors of a rash of injuries - especially amongst my starters.
gosensgo101
11-04-2007, 08:23 PM
My feelings, exactly, Yank, plus I like the challenge of "making do" with the survivors of a rash of injuries - especially amongst my starters.
I usually set my Medical Staff low for just that reason. I like having to pull of the deal to replace the player or deciding to go with the veteren bench player or giving a prospect a shot.
3RunHomer
11-05-2007, 08:43 AM
Okay, I decided to try Baseball Mogul one more time with injuries turned on. I raised my medical spending to 3rd (can't afford to go higher -- playing the 2007 Orioles).
On the first day of the season Adrian Gonzalez (84 health) was knocked out for 94 days. In the first 3 weeks Mike Jacobs, Brandon Sing, Miguel Tejada, Daniel Cabrera and Scott Williamson all went down with injuries. Two minor league players did too.
That's all in the first 17 games.
I repeat: injuries are for masochists.
ohms_law
11-05-2007, 08:46 AM
Are you trying to prove a point, or something?
The injury levels are realistic at the default settings. If you don't like that, that's fine. Do what you've done and turn the injury levels down.
HoustonGM
11-05-2007, 03:13 PM
Raising your medical spending does not have an immediate affect either, and there's also the issue with the medical rating being off or whatever,.
MeetDaMets
11-05-2007, 03:25 PM
I repeat: injuries are for masochists.
other then the 1 player you didnt mention length.
personally once ive got a dynasty steamrolling along,
injuries are about the only thing for me to do, so i'm cool.
you could just turn down frequency and severity ya know.
to each his own.
ohms_law
11-05-2007, 09:08 PM
Man, when HGM, MeetDaMets, and I are all going "wtf?", you know that you've committed some sort of faux pax!
lol
gosensgo101
11-05-2007, 09:32 PM
I've got my injury settings at +0 and +0 and I'm on May 26th and I've only had 3 guys get injured for 2 weeks or more. My longest injury so far: 3 weeks. I've had a few 2 and 3 day injuries but nothing more than that.
Just because you get the injury bug once or twice doesn't mean that, and I quote "injuries are for masochists."
Anyways it just goes to show: different strokes for different folks. (I heard that somewhere this week and have been just dieing to say it ever since.) :D
MeetDaMets
11-06-2007, 06:11 AM
Man, when HGM, MeetDaMets, and I are all going "wtf?", you know that you've committed some sort of faux pax!
lol
Well he is just expressing his opinion, which is cool.
I personally dont see a need to focus on a setting that is sooooo
user customizable by design.
Likely done so specifically to avoid user subjectivity debates and simply allow for "what if" so and so never got hurt
(ralph kiner,tony conigliaro, herb score, lou gehrig, etc etc etc )
some people like their coffee black, others w cream.
others with goat milk and cinnamon.
heck i hear some people dont even like coffee !
mdm
master disciple of the Gospel According to Biff
ohms_law
11-06-2007, 06:27 AM
Yea, that's exactly where I was coming from as well. It just struck me that all three of us seem to have the exact same opinion on something. That doesn't happen too often!
:D
Reade
11-06-2007, 08:37 AM
It just struck me that all three of us seem to have the exact same opinion on something. That doesn't happen too often!
We can't have this, someone needs to change their opinion quickly:D
HoustonGM
11-06-2007, 10:19 AM
Injuries should be removed from the Baseball Mogul engine completely.
MeetDaMets
11-06-2007, 10:43 AM
:confused:
what ?
ohms_law
11-06-2007, 10:44 AM
lol
MeetDaMets
11-06-2007, 10:56 AM
lol
i disagree
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