The new user interface is in preview!

Want to check it out? Click here! (If you don't like it, you can still switch back)

League Forums

Main - General MFN Discussion

Re: injurieeees

By Lucky
11/21/2019 7:25 am
3 OL injured in the second half, in almost the same play.. taken out of the game.. proceeds to sack me over and over.. fumble recovery for the game winning td.

3 OL in 1 minute, one out for the season and 2 deep orange.. So far for me it's not how many injuries, its how they happen. My starting OL is gone in 1 minute, unplayable for half the season at least. I've seen this happen in my 4 leagues a few times where half a position group gets injured in the same game. I read that thread about injuries being adjusted somewhere and what I took from that was people quoting the "amount" of injuries in a given league, not taking into account how they happen.

I would be okay with every one of my OL getting injured in a season, but when you RNG half my position group to unplayable in one game, combined with the lack of stuff to do.. how do you hope to sustain my interest? I'm not being a jerk, it's a real question new players are gonna ask themselves considering it's about 7 weeks to flip a season. If my team is now unable to really put up a fight for the playoffs, not due to my error.. why should I care? Why shouldn't I just sign on every 2 days, scout and close the program? Is that the level of involvement we are going for??

I know some of you won't be able to help yourselves, perched and ready to pounce with the flaming about how injuries are part of the game and I can just quit ya ya ya. It's old, we've read that story.

I'm not quitting, I'm posting this based off my initial reaction so as to show, this is how people are gonna feel when that happens. 99 out of 100 aren't going to post anything.. they quit. We don't want that to happen do we?

edit: To be clear I'm not asking any GM to change injury settings.. it's more to point how the algorithm for determining injuries needs a little adjusting, it's a computer game.. it should be fun and engaging.
Last edited at 11/21/2019 7:51 am

Re: injurieeees

By Redneckgopher
11/21/2019 8:32 am
Well I am new and for what it's worth I couldn't agree more.

RNG

Re: injurieeees

By Lamba
11/21/2019 10:05 am
While I agree that it sucks that injuries seemingly targets one group per game, I'd rather have it like this, than if it's just a matter of juggling your inactive slots.

Re: injurieeees

By raymattison21
11/21/2019 10:58 am
Three Oline were injured in a relatively quick span, but the C had two previous injuries , and one to the neck would have had me sat him so not to take on another injury .

The T who is out is a bad roll. Blame the rng....but the inactive T could have played with his lower body injury .

For Oline I am more likely to sit an o lineman due to upper body injury but I prefer elite skill ratings there. You do have 17 guys with some sort of injury so I guess rng strikes again but like the fumble, sacks, fatigue , and play counts could have possibly avoided those poor rolls with some adjustments available .

Looking back at the injuries to the line in general I agree with the poor rolls but like I said sitting that C would have lessoned his chances for another injury thus lowering your teams.
Looking at your snap counts there I am assuming your Oline fatigue is higher than 30. Most of the time except for long drives they will play all of the snaps with that setting.

The backups played little even with the injuries , but I would look at adding depth there. Injuries don't matter as much if you have depth and using skill ratings for Oline play allows for plenty of options for cheap. They may not be road graders or versatile guys but they will give your qb that extra second to make a throw.

That leads me into those sacks. If you look back at the play counts those particular plays counts were climbing past 5. The pass out of the big set the sacks were allowed by your best olinemen . That makes me think the non penalized defensive call , combined with a pass key help aid in the sack roll. Not the fact that guys were injured

The other play was a long pass with few options . ..the time from snap to throw is longer on long passes so in general you will take more sacks during to good coverage and defensive calls.

And the fumble was by a low rated FB stripped by a high rated defender. In clutch senerios , even with 100 avoid fumble I would have been scared of the rng roll.

Still, 17 injuries of some kind is really high and the fact they can get injuries again stinks , but I have a good team like 10 games in and we have only 3 designated injuries and 4 guys with some sort of "knicked up" . Two of them at like 97 or 98 arm ..not bad at all

I got hit harder earlier in the season but I like to sit some guys till they are 100 and play younger developing guys in their place . I also rarely use starters on special teams, I do not have a feature back, but I use a rotational dline and my fatigue settings have my qb with the highest snap counts for the offense .

Super high numbers here but I do think the rng can be tamed some with the right approaches.

Re: injurieeees

By punisher
11/21/2019 11:48 am
Lamba wrote:
While I agree that it sucks that injuries seemingly targets one group per game, I'd rather have it like this, than if it's just a matter of juggling your inactive slots.


Agree because well whats next we dont have any INJURIES at all and to me that would **** to have no injuries because that would be totally not in line with real football .

and really having injuries i say gives other people a chance especially if like one team has 10 higher rated players and they are going up against a team maybe with 1 high rated player and rest of team is hot garbage of a team

at least it gives that lesser team a chance to beat that team that has more high rated players than they do especially if injuries are hitting some of those superstars on that team.

Re: injurieeees

By Lamba
11/21/2019 11:56 am
punisher wrote:
Lamba wrote:
While I agree that it sucks that injuries seemingly targets one group per game, I'd rather have it like this, than if it's just a matter of juggling your inactive slots.


Agree because well whats next we dont have any INJURIES at all and to me that would **** to have no injuries because that would be totally not in line with real football .

and really having injuries i say gives other people a chance especially if like one team has 10 higher rated players and they are going up against a team maybe with 1 high rated player and rest of team is hot garbage of a team

at least it gives that lesser team a chance to beat that team that has more high rated players than they do especially if injuries are hitting some of those superstars on that team.

Yeah I mean, basically - isn't IRL sports very RNG too?

There's a fine line to thread with things like this. Obviously, none of us really enjoys logging in and seeing 5 new players injuried, 3 of them being all your MLB's or something like that. But on the other hand, if all you had to do was draft once per season, why even play a football simulator?

jdb's goal, I believe, is to try and actually simulate football with all the oddities, joys, grieves and annoyances. We need to have overcome adversity (of some sort), to get the truly exalted joyous feeling, when everything works out.

Last season, I bummed out of playoffs really fast after a nightmare season riddled with injuries. The two years prior had been similar, but I won league championships. You need a little bit of this and a little bit of that to make things work. :-)

Re: injurieeees

By Lucky
11/21/2019 12:47 pm
It seems like most are missing my overall point.

When a player gets injured, it seems to trigger a mechanism to increase the likeliness of another player in that same position group getting injured. (seems likely, but maybe not) This occurs a little to often.

That's it!
Last edited at 11/21/2019 12:49 pm

Re: injurieeees

By Lamba
11/21/2019 1:19 pm
I don't think anyone has missed your point.

It's more likely that you're having a streak of bad RNG and a bunch of them have piled up in one positional group.

After game 1 of the regular season, I had all 3 of my centers injured and around 8-10 total injurydesignations.

It's rare in real life football, but it happens. Also, in real life football, there's 32 teams we really look at. In this sim, there's what, 3200? **** happens.

Re: injurieeees

By Infinity on Trial
11/21/2019 2:25 pm
I'm not concerned with the overall rate of injuries, but I have concerns about the cluster bug, which has been a topic of discussion for years without any apparent attention by our coding mastermind. That is, injuries seem to pile up within a single position group.

Re: injurieeees

By Smirt211
11/21/2019 2:34 pm
Yep, the rip tide on the lines or with offensive play makers.

You gray out probables for them to heal but catch a back-up questionable injury or you take on a few probables at once and risk some 70%'ers to have them dinged worse while attaining a fresh worse off injury. On the lines it could be that the worse rated players are ill-equipped to take on the starter's pounding play after play (inferior rated) so they're more apt to get injured. You're always playing from behind, trying to catch up with the rising sun and failing to heal 'em up before the new batch arrives.