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View Full Version : Injuries (Check posting dates. Thread started prior to 6.1a)


gmoses
10-22-2007, 02:03 PM
I've played FOF for a long time and with the previous versions. Since the last patch I've started 4 new games in succession and ended each with the same problem.

I play out all my games, calling each play even through pre-season. By the first couple regular season games of the each actual season my team has significantly more injuries then every computer controlled team.

In three games with injuries set on 100 I'll have 6-8 players on my injured list. I'll scroll throught the comperter teams and they will all be under 6 with most at 1 2 or 3 injured players.

I started a new campaign with injuries set at 200. I'm about to start game four of the regular season and I have 14 players on the injured list. The highest computer team has 12 with most having far fewer.

I can't believe I'm just this unlucky. It doesn't appear to be my head coach. This campaign he is rated good for injury avoidance but it seems to not make a difference. I've tried reducing playing time for some players and I've also put most starters to avoid special team play. Still the injuries pile on.

Is it possible that playing out games causes more injuries to occur????

Any ideas??? It's very frustrating when my team takes about twice as many injuries as the average computer controlled team. But then I check the forum and I see no one else is having this problem and I wonder what I can possibly be doing wrong.

Dave Hansen
10-22-2007, 02:52 PM
I play out all my games and call my own plays.

I have injuries set to 100.

I've only played two complete seasons to date.

In my short experience my injuries both in frequency and severity "seem" to be on par with the the AI's injury experience.

My biggest issue is the high amount of injuries to my defensive secondary players.

My HC is rated excellent in injury avoidance.

During my last training camp I added and extra hour to the first session that had to do with injuries and motivational effect. I'm hoping to see an improvement in the upcoming season.

I've also tried to hold players out of games/ or reduce their playing time when injuried where ever possible, especially if there is a good deal of risk for re-injury.

Vinatieri for Prez
10-23-2007, 01:22 AM
A good point was made by DH. Many FOF players give short shrift to weight training in training camp. I personally find that is not a good idea.

gmoses
10-25-2007, 05:54 PM
I'm at week 11. I have 15 injuries. The highest any AI team has is 12 and most have in the range of 6-8. A couple have only 3 or 4.

I have had the highest injuries in the league every week exept one week when an AI team got hit with the plauge and everyone was sick.

I've also noticed that teams which have just finished playing me have high injury totals.

Sure looks like playing out the games causes higher injuries. I may be wrong but I'm no novice at computer games. This is the 4th straight carreer that this has happened. It could be bad luck but thats not very likely statistically.

More likely one of two causes are responsible. Either I am doing something different then the AI causing the higher injuries, or playing out games increases injuries.

Seriously am I the only one who has noticed this???

M GO BLUE!!!
10-25-2007, 06:41 PM
Sure looks like playing out the games causes higher injuries.

I wonder if running tests comparing injury rates on games viewed vs. (just) simulated would yield higher results in viewed games. If I wasn't at work I'd try now.. Try re-running a few seasons with all three game viewing settings and see how the injury results might differ. (keep same injury setting)

I have noticed I get hit with a rash of injuries in 6.1 in comparison to any 6.0 incarnation. In the three seasons I have played, I have been down to street free agents signed during the season starting at safety, and been forced to IR guys out only 5 weeks in order to have players.

gmoses
10-25-2007, 07:52 PM
I went ahead and ran the rest of my current season out just by quickly simming and letting the AI set depth charts, strategy, etc.

I ran the season three times. By the 16th week my injuries were in line with the AI.

I also did this with one of my previous carreers that I abandoned due to frustration. Quick simming eliminated the injury problem. But unfortunately this is not how I want to play.

It really seems to me that calling your own plays does something that increases the injury rate dramatically.

Joker
10-25-2007, 11:30 PM
Just a thought here.
Are you working your players too hard? I've noticed "tired players". Is there a theory that if your not benching tired players enough more injuries will be popping up.

gmoses
10-26-2007, 09:50 AM
I've considered that but I don't think thats the problem unless this feature requires a much more radical approach then I thought.

Normally I will let the AI recommend my playing percentage and then adjust from there. I very rarely play anyone more then the AI recommends. Usually I will play a couple players a little less, mainly to get rookies in the game a little more and to pander to the disgruntled.

I don't always check for tired players though and may therefore have started a player who was tired. Possibly the AI doesn't consider tiredness when setting the playing percentage.

Do most players not start tired players?? I would normally just reduce their playing percentages. But maybe I need to do more. It would seem strange to have a top player sit on the bench just for tiredness.

gmoses
10-26-2007, 05:12 PM
Well maybe it might be endurance that is my problem. I looked at my injuries and a lot of them are to low endurance players.

I had been counting on the recommend playing percentage button to keep the proper playing time for my players but maybe this is not enough.

gmoses
10-28-2007, 11:04 AM
OK my working theory is that by trying too hard to protect my starters from injuries I've been overworking my lower endurance subs.

In previous games I had almost all my starters set not to be on special teams. Then I would drop the playing percentages for my starters a little bit below the AI recommendation. The result is that my subs are playing a lot of snaps, get tired and then get injured. Once I have most of my decent subs injured then my starters have to begin playing more and then they get tired and injured. So by the 10th week of the season I've burned my whole team out.

Endurance seems to be a very important rating. It would be interesting if someone with the technology to edit things and run tests would give endurance a look. Say drop all of teams endurance ratings by 20 points and see what effect that has on season injuries.

I've started a new career and will pay close attention to this.

gmoses
11-17-2007, 12:58 PM
Now there certainly is a problem here.

I started another solatare carreer. I have a coach with excellent injury avoidance. Playing with injury level 200.

The first season my injuries were high but not ridiculously so. In general my team led the league in injuries but at least there was usually at least one AI team that equaled mine in number of players injured.

At training camp before the second season I added an hour to the injury avaoidance part of the day and I still have an coach with excellent in injury avoidance. But by the end of the second season the injuries are just all nuts.

I have 19 guys injured. The closest AI team has 12. Most AI teams have way less. Plus my injuries are more severe with 7 guys out for the season. I'm just getting tired of starting each game at such a disadvantage.

I've been watching endurance and tired players closely. But I am at a loss to explain how in every carreer I start I have this same problem.

I just have to conclude that calling your own plays increases injuries in some way.:confused:

Autumn
11-17-2007, 03:54 PM
I defniitely agree that viewing games seems to increase injuries. I always play out my games, only occasionally calling plays. My injuries have been catastrophic year after year. I got a coach with an Excellent in injury avoidance to help with this. I also put extra time in training camp. But ever year I have had whole sections of my team depleted.

One year I had most of my offensive line starters out most of the season. The next year both my starting cornerbacks were out for the season by Week 1. The next year I had three starting linebackers out for the season. At one point I had 8 defensive starters out, 4 of them for the season, as well as my starting quarterback and running back. This is wiht an Excellent and extra time in camp. I haven't tested it, but imagine the hypothesis about viewing games is correct, since I know so many people with this game don't view it play by play.

gmoses
11-17-2007, 05:16 PM
Well it's good to know it's not just me.

I've played two more games and my teams has backed into the playoffs losing 3 of it's last 4. I have 16 injuries. 7 players are "out" for the game and 3 are questionalble with the dreaded strained hamstring of unknown duration. So basically 10 players flat out of the game.

I wouldn't mind so much if the AI also suffered. It's proabably realistic. I'm a RAMS fan after all and am witness to a fairly horrible injury epidemic. But week after week I face AI teams with only a handul of injuries.

It will be a quick playoff season for me. I have nothing left of my team.

This needs to be looked into.

gstelmack
11-17-2007, 07:15 PM
Turf quality has an impact on injuries as well.

Vinatieri for Prez
11-17-2007, 10:23 PM
As well as playing "tired" players, I believe. Maybe. Maybe not.

Rizon
11-18-2007, 12:35 AM
My biggest issue is the high amount of injuries to my defensive secondary players.



I've played out 4 years in FOF2k7, and my secondary is banged up every single week. I'm lucky if I have more than 3 guys 100% healthy (out of 7 or 8). No other player group gets that many injuries.

My HC is rated Excellent in IA.

Autumn
11-18-2007, 10:40 AM
I have new stadium construction in process, so it will be interesting to see if there's a big drop in injuries on the turf. I stick to the recommended settings on playing players, but maybe I should toy with that to see if it can help.

gmoses
11-18-2007, 11:12 AM
My turf is rated very good and I have been very careful to rest tired players in my current carreer.

My secondary has been ripped apart before also but I may have found a solution. Once my top two guys were out for the season I just started platooning everyone else. I put my best guys in the nickle/dime coverages and just played the weaker players in the basic setup. I figured my weak guys would just get lucky on occasion and then I'd have my best guys fresh to close off the drive on 2nd or 3rd down. Since doing this my secondary injuries have eased off.

It seems the most plausable reason for injury problems in solitare play is by changing the recommended settings for playing positions. (Although Autumns comment that she already does this gives me pause) I already use the recommended playing time setting almost always. But I do play around with who goes where on the depth chart. Maybe I'm still ust playing some people too much.

I am encouraged in this belief by the fact that I usually get through pre-season with injuries in-line with the AI.

Is it possible that the AI bases it playing time recommendation in some part on its recommended formation useage?? So for instance the AI plans on using single back formation 1/3 of the time and so recommends 100% playing time for the fullback. (so he rests when we're in singleback) Then I call my plays and run out of an I formation all day resulting in the fullback playing every down. He gets tired then injured.

I can easily see a similar dynamic happening on defence.

gmoses
11-19-2007, 05:48 PM
You know I give up.:(

First week of my third season and I have seven injuries. One top SS out for 17 weeks and another player with the strained hamstring of unknown duration. (generally it doesn't heal all year).

I go through the AI teams and only 3 teams have 5 injuries with all the rest less. Once again I am way behind the power curve in terms of injuries.

It just ridiculous!! I have been trying to find reasonable ways to improve my play. But now I just have to believe there is a bug somewhere.

I have played FOF for years and I want to be able to play this version long enough to develope the history of my league, but its just not possible until this is fixed.

I hope someone will look into this and find out what is happening.

Ben E Lou
11-19-2007, 06:00 PM
You need to report it to support AT solecismic DOT com

RomaGoth
12-21-2007, 10:06 AM
I haven't had the injury problem to the extent you have, but I find that it is VERY difficult to carry a 53 man roster after TC. For example, I started a dynasty with the Detroit Lions and dumped some dead weight players (nearly the entire team in reality), and I carried 5 linebackers. Two of them were immediately injured, thus I am forced to sign someone to replace them both. This means that I would now have 7 LB on my roster, but I would have to cut 2 other guys from other positions.

Does anyone have any idea of the best way to do this? It is very difficult to trim my roster to 53 as it is, but now I have to cut 2 more players in order to sign 2 LB. Incidentally, the 2 that are injured are not season ending injuries, 1 is for one week and the other is for four weeks.

Suggestions are welcome!!! :)

Synovia
12-21-2007, 10:12 AM
I've played out 4 years in FOF2k7, and my secondary is banged up every single week. I'm lucky if I have more than 3 guys 100% healthy (out of 7 or 8). No other player group gets that many injuries.

My HC is rated Excellent in IA.




Theres a bug with injury proneness and defensive players (secondary gets hit the hardest by the bug) thats supposed to be fixed in 6.1a. Are you using that?



Endurance has nothing to do with injuries.




It looks like theres a bug in the playcalling causing injuries.



Just out of curiosity, how many plays are you running per game? Whats the total for each team?

Ben E Lou
12-21-2007, 10:40 AM
I haven't had the injury problem to the extent you have, but I find that it is VERY difficult to carry a 53 man roster after TC. For example, I started a dynasty with the Detroit Lions and dumped some dead weight players (nearly the entire team in reality), and I carried 5 linebackers. Two of them were immediately injured, thus I am forced to sign someone to replace them both. This means that I would now have 7 LB on my roster, but I would have to cut 2 other guys from other positions.

Does anyone have any idea of the best way to do this? It is very difficult to trim my roster to 53 as it is, but now I have to cut 2 more players in order to sign 2 LB. Incidentally, the 2 that are injured are not season ending injuries, 1 is for one week and the other is for four weeks.

Suggestions are welcome!!! :)

Here's a suggestion. At a bare minimum, I try to shoot for:

<table border="0" cellspacing="0" cols="3" frame="void" rules="none"> <colgroup><col width="43"><col width="66"><col width="48"></colgroup> <tbody> <tr> <td style="border: 1px solid rgb(0, 0, 0);" align="center" bgcolor="#000000" height="17" width="43">POS</td> <td style="border: 1px solid rgb(0, 0, 0);" align="center" bgcolor="#000000" width="66">SUGG</td> </tr> <tr> <td style="border: 1px solid rgb(0, 0, 0);" align="center" bgcolor="#cccccc" height="17">QB</td> <td style="border: 1px solid rgb(0, 0, 0);" sdval="3" sdnum="1033;" align="center" bgcolor="#cccccc">3</td> </tr> <tr> <td style="border: 1px solid rgb(0, 0, 0);" align="center" bgcolor="#cccccc" height="17">RB</td> <td style="border: 1px solid rgb(0, 0, 0);" sdval="3" sdnum="1033;" align="center" bgcolor="#cccccc">3</td> </tr> <tr> <td style="border: 1px solid rgb(0, 0, 0);" align="center" bgcolor="#cccccc" height="17">FB</td> <td style="border: 1px solid rgb(0, 0, 0);" sdval="1" sdnum="1033;" align="center" bgcolor="#cccccc">1</td> </tr> <tr> <td style="border: 1px solid rgb(0, 0, 0);" align="center" bgcolor="#cccccc" height="17">TE</td> <td style="border: 1px solid rgb(0, 0, 0);" sdval="3" sdnum="1033;" align="center" bgcolor="#cccccc">3</td> </tr> <tr> <td style="border: 1px solid rgb(0, 0, 0);" align="center" bgcolor="#cccccc" height="17">WR</td> <td style="border: 1px solid rgb(0, 0, 0);" sdval="5" sdnum="1033;" align="center" bgcolor="#cccccc">5</td> </tr> <tr> <td style="border: 1px solid rgb(0, 0, 0);" align="center" bgcolor="#cccccc" height="17">C</td> <td style="border: 1px solid rgb(0, 0, 0);" sdval="2" sdnum="1033;" align="center" bgcolor="#cccccc">2</td> </tr> <tr> <td style="border: 1px solid rgb(0, 0, 0);" align="center" bgcolor="#cccccc" height="17">G</td> <td style="border: 1px solid rgb(0, 0, 0);" sdval="3" sdnum="1033;" align="center" bgcolor="#cccccc">3</td> </tr> <tr> <td style="border: 1px solid rgb(0, 0, 0);" align="center" bgcolor="#cccccc" height="17">OT</td> <td style="border: 1px solid rgb(0, 0, 0);" sdval="3" sdnum="1033;" align="center" bgcolor="#cccccc">3</td> </tr> <tr> <td style="border: 1px solid rgb(0, 0, 0);" align="center" bgcolor="#cccccc" height="17">P</td> <td style="border: 1px solid rgb(0, 0, 0);" sdval="1" sdnum="1033;" align="center" bgcolor="#cccccc">1</td> </tr> <tr> <td style="border: 1px solid rgb(0, 0, 0);" align="center" bgcolor="#cccccc" height="17">K</td> <td style="border: 1px solid rgb(0, 0, 0);" sdval="1" sdnum="1033;" align="center" bgcolor="#cccccc">1</td> </tr> <tr> <td style="border: 1px solid rgb(0, 0, 0);" align="center" bgcolor="#cccccc" height="17">DE</td> <td style="border: 1px solid rgb(0, 0, 0);" sdval="3" sdnum="1033;" align="center" bgcolor="#cccccc">3</td> </tr> <tr> <td style="border: 1px solid rgb(0, 0, 0);" align="center" bgcolor="#cccccc" height="17">DT</td> <td style="border: 1px solid rgb(0, 0, 0);" sdval="3" sdnum="1033;" align="center" bgcolor="#cccccc">3</td> </tr> <tr> <td style="border: 1px solid rgb(0, 0, 0);" align="center" bgcolor="#cccccc" height="17">ILB</td> <td style="border: 1px solid rgb(0, 0, 0);" sdval="2" sdnum="1033;" align="center" bgcolor="#cccccc">2</td> </tr> <tr> <td style="border: 1px solid rgb(0, 0, 0);" align="center" bgcolor="#cccccc" height="17">OLB</td> <td style="border: 1px solid rgb(0, 0, 0);" sdval="5" sdnum="1033;" align="center" bgcolor="#cccccc">4</td> </tr> <tr> <td style="border: 1px solid rgb(0, 0, 0);" align="center" bgcolor="#cccccc" height="17">CB</td> <td style="border: 1px solid rgb(0, 0, 0);" sdval="5" sdnum="1033;" align="center" bgcolor="#cccccc">4</td> </tr> <tr> <td style="border: 1px solid rgb(0, 0, 0);" align="center" bgcolor="#cccccc" height="17">S</td> <td style="border: 1px solid rgb(0, 0, 0);" sdval="4" sdnum="1033;" align="center" bgcolor="#cccccc">3</td> </tr> <tr> <td style="border: 1px solid rgb(0, 0, 0);" align="center" bgcolor="#cccccc" height="17">
</td> <td style="border: 1px solid rgb(0, 0, 0);" sdval="47" sdnum="1033;" align="center" bgcolor="#cccccc">44</td> </tr> </tbody> </table>

This gives nine more spots to work with. I'd use six of those on:

OL
DL
DL
LB
CB
RB or FBAnd you have three spots left over for project players, or extra depth if you have multiple old or injury-prone guys at a particular position.

This configuration puts you, with respect to the position requirements:

BACKFIELD: 5 (3 req.)
OL: 9 (7 req.)
DL: 8 (6 req.)
LB: 7 (5 req.)
DB: 8 (6 req.)

So you're two over the limit at every position group, and at least one over the limit at every individual position except for QB/P/K, with three extra roster spots.

QuikSand
12-21-2007, 11:14 AM
Let's try to keep an eye on posting dates for this newly-resurrected thread. Most of the thread up to this point was stuff posted *before* the 6.1a patch which sought to address some of these issues.

RomaGoth
12-21-2007, 01:28 PM
Here's a suggestion. At a bare minimum, I try to shoot for:

<TABLE cellSpacing=0 cols=3 rules=none border=0 frame=void> <COLGROUP><COL width=43><COL width=66><COL width=48></COLGROUP> <TBODY> <TR> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle width=43 bgColor=#000000 height=17>POS</TD> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle width=66 bgColor=#000000>SUGG</TD> </TR> <TR> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc height=17>QB</TD> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc sdnum="1033;" sdval="3">3</TD> </TR> <TR> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc height=17>RB</TD> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc sdnum="1033;" sdval="3">3</TD> </TR> <TR> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc height=17>FB</TD> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc sdnum="1033;" sdval="1">1</TD> </TR> <TR> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc height=17>TE</TD> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc sdnum="1033;" sdval="3">3</TD> </TR> <TR> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc height=17>WR</TD> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc sdnum="1033;" sdval="5">5</TD> </TR> <TR> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc height=17>C</TD> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc sdnum="1033;" sdval="2">2</TD> </TR> <TR> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc height=17>G</TD> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc sdnum="1033;" sdval="3">3</TD> </TR> <TR> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc height=17>OT</TD> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc sdnum="1033;" sdval="3">3</TD> </TR> <TR> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc height=17>P</TD> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc sdnum="1033;" sdval="1">1</TD> </TR> <TR> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc height=17>K</TD> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc sdnum="1033;" sdval="1">1</TD> </TR> <TR> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc height=17>DE</TD> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc sdnum="1033;" sdval="3">3</TD> </TR> <TR> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc height=17>DT</TD> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc sdnum="1033;" sdval="3">3</TD> </TR> <TR> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc height=17>ILB</TD> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc sdnum="1033;" sdval="2">2</TD> </TR> <TR> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc height=17>OLB</TD> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc sdnum="1033;" sdval="5">4</TD> </TR> <TR> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc height=17>CB</TD> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc sdnum="1033;" sdval="5">4</TD> </TR> <TR> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc height=17>S</TD> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc sdnum="1033;" sdval="4">3</TD> </TR> <TR> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc height=17>

</TD> <TD style="BORDER-RIGHT: rgb(0,0,0) 1px solid; BORDER-TOP: rgb(0,0,0) 1px solid; BORDER-LEFT: rgb(0,0,0) 1px solid; BORDER-BOTTOM: rgb(0,0,0) 1px solid" align=middle bgColor=#cccccc sdnum="1033;" sdval="47">44</TD> </TR> </TBODY></TABLE>

This gives nine more spots to work with. I'd use six of those on:

OL
DL
DL
LB
CB
RB or FBAnd you have three spots left over for project players, or extra depth if you have multiple old or injury-prone guys at a particular position.

This configuration puts you, with respect to the position requirements:

BACKFIELD: 5 (3 req.)
OL: 9 (7 req.)
DL: 8 (6 req.)
LB: 7 (5 req.)
DB: 8 (6 req.)

So you're two over the limit at every position group, and at least one over the limit at every individual position except for QB/P/K, with three extra roster spots.

Definately some much needed guidance. I always knew Skydog was the genius of the bunch, but this just proves it.

With your roster guide above, I can now at least see what positions I need to keep filled versus those that are of secondary importance to me. I am still used to the stupid Madden rosters, which require basically 2 of every position on the team (besides P/K obviously).

Thanks Skydog!

RomaGoth
12-21-2007, 01:29 PM
Let's try to keep an eye on posting dates for this newly-resurrected thread. Most of the thread up to this point was stuff posted *before* the 6.1a patch which sought to address some of these issues.

Good point. I did not want to start a new thread for injuries, thus I just found this one and added to it.

flair1234
12-21-2007, 02:05 PM
Probably unrelated, but with the new patch in my SP league, I just had my star 67/67 2nd year RB go down and need reconstructive knee surgery (45 weeks), four plays later my backup went down with an ankle injury (27 weeks).

All this one game before the playoffs.

Subby
12-21-2007, 02:11 PM
Probably unrelated, but with the new patch in my SP league, I just had my star 67/67 2nd year RB go down and need reconstructive knee surgery (45 weeks), four plays later my backup went down with an ankle injury (27 weeks).

All this one game before the playoffs.
OMFG I THINK YOU ARE ON TO SOMETHING

RomaGoth
12-21-2007, 05:34 PM
Probably unrelated, but with the new patch in my SP league, I just had my star 67/67 2nd year RB go down and need reconstructive knee surgery (45 weeks), four plays later my backup went down with an ankle injury (27 weeks).

All this one game before the playoffs.

Is this with the Detroit Lions? They always seem to have injuries. Lots of them. :confused:

gmoses
01-06-2008, 10:20 AM
Let's try to keep an eye on posting dates for this newly-resurrected thread. Most of the thread up to this point was stuff posted *before* the 6.1a patch which sought to address some of these issues.

Except that nothing in the patch description indicates that this problem has been addressed. The bug that was fixed appears to apply to all teams although maybe someone can clarify.

I strongly suspect that there is a problem caused when you call you're own plays. It may be a bug or it may be an issue where humans call plays differently then the AI and that this somehow causes more injuries.

Anyway it has caused me to quit playing. I only check in now and then to see if anything has changed.

I recognize that if a bug it would be hard to track down since testing would require the games to be played manually. But I would be interested in hearing about the injury experience of other players who play the AI and call all their own plays.

Ben E Lou
01-06-2008, 10:23 AM
But I would be interested in hearing about the injury experience of other players who play the AI and call all their own plays.I get the impression that there isn't a large pool of knowledge about calling ones own plays.

gmoses
01-06-2008, 10:25 AM
Surely I'm not the only one who plays this way? Or perhaps this particular community is only interested in human vs. human games.:(

QuikSand
01-06-2008, 10:38 AM
Rather that throwing this community under the double decker bus for not having an answer to your question, maybe you should contact the developer with your inquiry. Posting things here (this is a fan site, not an official support message board) is often a quick way to tap into a lot of knowledge, but it looks like your question/complaint has us stumped. I recommend you go to the source at support at solecismic dot com, and hope you get some helpful insight.

gmoses
01-06-2008, 11:21 AM
I don't think I've thrown anyone under the DD Bus or in any way been difficult or disrespectful to anyone.

To identify the problem requires that other players report their experiences. Maybe I'm the only one who has this problem. But I'd doubt the developer is going to sit down and play 10 seasons in play call mode (Maybe 100 hours of work) just to deal with my comment.

So I would hope to hear from others. If others have similar experiences then (and really only then) is their any real issue to take to the developer. If nobody else is having the same problem then I can live with that. It must just be something weird I'm doing and so I'll play something else.

I am somewhat annoyed that the thread title was changed in a way that indicates that this thread is now somehow invalid. I've rarely seen this done for other threads and I don't see why this would be done here.:confused:

Ben E Lou
01-06-2008, 11:36 AM
The thread title was changed not because of your post, but to head off the confusion that was starting to arise in one of the tangential discussions. There was a post-6.1a response to a pre-6.1a injury discussion, as if things hadn't changed drastically. I have no idea whether or not the 6.1 fixes relate to the original stuff in the thread.

QuikSand
01-06-2008, 11:56 AM
I am somewhat annoyed that the thread title was changed in a way that indicates that this thread is now somehow invalid.

Read through this thread with a fair perspective, and you see *quite a lot* of the focus landing on "too many injuries in my secondary" from you and several others. And the specific injury problem that was addressed in the latest patch was noted as having a particularly strong effect on the secondary.


Yes, I am aware that your hunch is that your problems are somehow connected to calling your own plays. And that may indeed be a separable issue.

Your insistence that there *must* be some legion of FOF players out there who have "tested" this in single player while calling their own plays is just unreasonable. Real controlled "testing" involves more than a game here or there, or a season or four... but playing things out quite a number of times to tease out short-term flukes. Surely you can put together the notion that this kind of "testing" is just not particularly feasible while calling one's own plays -- it would take an extraordinary amount of time. Especially since at least some part of your worry may well have been addressed by a recent patch, regardless of whether you're willing to concede that point.

So, I'm right back where I was, despite your protests. Your best play here is to contact support, not to sit here and bemoan the obvious fact that nobody else has committed countless hours to testing your particular theory. I actually appreciate the notion that you'd want to have a well-founded claim before bothering the developer -- but in your case, I just don't think there is any reasonable expectation for that intermediate step. Drop him a line -- I suspect that given your description of the possible connection between an "assumed" split of formations in developing the gameplan and depth chart, he might well be able to "noodle" an answer for you.

So - drop the hard feelings routine, and send a note to support. See if there's any more light to be shed on this issue. I'm not saying that to get rid of you, I'm saying that because I think it's the best way for you to get some meaningful input.

Tasan
01-06-2008, 12:38 PM
Speaking as a programmer, letting the author of the software know of a problem he may have not tested as extensively as you have may clue him into a piece of code that he can quickly look at for obvious but easily missed in a quick scan through bad code. I can't count the number of times that I've gotten an email from internal testing that caught something that I quicktested and it looked right on the surface, but extensive testing proved faulty. In some cases, instead of having to dup it myself, I could go straight to code and see an obvious mistake that was missed in review but is obvious in the situation presented by the testers.

Whew, I hope that makes some sense. Please please contact support and report this. These are the kinds of things that Jim will most likely look at, and programmers everywhere are generally appreciative to get.

gmoses
01-06-2008, 02:21 PM
How bout I just drop it Quicksand.

Your way too touchy today. I just dropped in for the first time in a month and posted what a thought was a fairly calm comment.

Apologies for the words "somewhat annoyed" . I should avoid such powerful language. But I really didn't see that my last two posts displayed all that much attitude.

RedKingGold
01-06-2008, 05:11 PM
How bout I just drop it Quicksand.

Your way too touchy today. I just dropped in for the first time in a month and posted what a thought was a fairly calm comment.

Apologies for the words "somewhat annoyed" . I should avoid such powerful language. But I really didn't see that my last two posts displayed all that much attitude.



[redacted]



.

gmoses
01-09-2008, 06:15 PM
OK so how do I contact support. (I've looked at the FAQ but there is no link.

I've tested under 6.1a and it's pretty clear a problem exists. Calling your own plays dramatically increases injuries to both the human and AI team.

Ben E Lou
01-09-2008, 06:47 PM
OK so how do I contact support. (I've looked at the FAQ but there is no link.There's not a link, but there is an address.


Can I ask additional questions about the games?
Absolutely. But please read this F.A.Q. completely and check the game's help file (press F1 from any screen) before sending your questions. If you are reporting a bug, please make sure you have the latest patch installed before writing, and please include details about your computer, your operating system and the version of the game you are running.
Our email address is support AT solecismic.com. Please do not send file attachments, as email with attachments will automatically be deleted before we read it. If your question is about the installation of the game or about the electronic licensing, you'll probably get a much faster and more accurate answer from ViaTech (support AT elicense.com)..

gmoses
01-10-2008, 06:13 AM
Well I contacted support and the good news is I did recieve a response almost immediately. The bad news is it was two lines which said Thank you but there is no difference in play-calling modes. I suspect this is issue closed and no need to bother the programmer.

The thing is they may be correct and it may not be a bug in the play call mode (although it would be nice if they'd check). It could be numerous other things. For example do different plays or formations effect injury rates? Does calling a play too many times (Defence is familiar message) increase injury rates? If so it may just be the fact that humans might be inferior to the AI in avoiding injury causing patterns. Or it may be that the bit of data that controls injuries for a specific event was typed in wrong.

Or it could be that I'm just incredably unlucky and every single carreer I start I lead the league in injuries by huge margins.

Hence the reason I've been looking for feedback from other play-callers before screaming bug.

Autumn
01-10-2008, 01:08 PM
For what it's worth, my experience in previous versions was that it iddn't matter if you actually called the plays, just watching the game in playcall mode increased injuries. However, I haven't noticed this problem at all in my limited experience with the updated version.

gmoses
01-13-2008, 05:36 PM
Started a new career. I have played 3 exibition games. Injury level 250.

I have 17 injuries!!!!!!!! After 3 games!!!!!:eek: :eek: :eek: :rolleyes:

I checked all the AI teams and the highest number is 12. There are 8 AI teams with between 10 and 12 guys injured. The disparity is just intolerable.

Every career I start in this version of the game is the same.

I guess the game is just unplayable in play-call mode.

Ben E Lou
01-13-2008, 05:40 PM
Any chance you're using the same team every time, and your stadium is bad? It's odd that this has never been reported.

gmoses
01-13-2008, 05:51 PM
I generally play the Rams and the turf and stadium condition are both listed as very good.

I have wondered if it could be team specific. It would sort of be accurate if the Rams were hard-coded to self-destruct.:rolleyes: :rolleyes:

I have been trying hard for the last couple weeks to reproduce some sort of injury bug but have failed. In those tests I was not using the Rams. I finnally convinced myself that I was just crying over bad luck and started over as the Rams. And then this again.

Maybe I should try a career as another team. But I think this is six times in a row that I've had to restart and hate to keep beating my head against the wall.

gmoses
01-13-2008, 06:12 PM
By the way if it is team specific it still has to be related somehow to calling your own plays. Two reasons:

1.) When I quick sim ahead even in my current disasterous save, Team injuries drop down to parity with the AI within 6 or 7 weeks.

2.) If it were a general problem with the Rams then players in multi-player leagues would have been screaming about this for a long time now.

So I'm convinced there is either a bug or I am doing something incredably stupid on a consistant basis. Or there is some small action that I am engaging in which triggers a bug.

It's also occurred to me that maybe the injury ratings for coaches are bugged. Since I began having problems I only play with Head coaches rated excellent for injuries. (I often have to quick-draft 10-15 times to get the guy I want.) What a kick in the butt if it turned out that everthing is switched and excellent and godawful are switched.:confused:

gmoses
01-14-2008, 07:47 AM
I just noticed that the injury rating for my offensive coordinator is Poor and my defensive coordinator is only fair. As it happens the bulk of my 17 injuries are on the offensive side. I have a head coach rated excellent and it has been my understanding that only the head coach rating is used (hence highlighted red)

Is it possible that when you call a play manually both sides begin using their coordinators ratings? This would also explain why sometimes the team you play in play call mode sometimes has a big spike in injuries along with your team. Of the 3 teams I played only one had an injury spike. I checked the coaches and the coordinators were low rated for injuries(although the head coach had a good rating. The two teams that didn't have a spike had coordinators with good ratings.

This would also explain why when I quick sim my injuries return to normal. (my excellent rated head coach is being used)

I think I will quick sim my game until the next coach hiring period and then save. Then I will hire the best two injury rated coaches I can find regarldless of cost and see what happens.

Vinatieri for Prez
01-14-2008, 10:51 PM
No. Jim confirmed in another thread that only the red highlighted ratings are in effect for staff.

gmoses
01-15-2008, 06:49 AM
Sure as I said, thats what I had read and assumed as well.

But then I also have an email from suppport saying there are no differences in play mode whatsoever. But here I sit with a bunch of saves that say otherwise.:confused:

While only a handful of posters have reported the same issue I havn't seen any posts at all of someone playing in play-call mode and getting less injuries then the AI. (I assume there's just not that many of us). And I think most of us get an excellent rated Coach just to have a chance. I mean I see AI teams well into the season at injury level 250 with only 4 or 5 injuries. Does that ever happen for hunan controlled teams?

By fast simming it happens all the time. My injuries are as low as the AI in this mode. But the very best I've done as a play-caller is to not have too many more injuries then the AI teams. 17 injuries in 3 exibition games!!! (that's on the injury list at end of game 3---Some other have recovered!!!) How do you continue such a game.

So I'm guessing something is not right either with the code or my brain.:D Hopefully someday someone will point out something I'm doing wrong and my injuries will drop. But of course I'm not the only one. And it's pretty normal for a programmer to say one thing prior to realizing that the code is not doing what he thinks.

So I'll just try testing whatever theories I see as plausable until I get tired of it. I would really like to be able to play a long career. I guess at some point I'll just concede and let the AI call plays.

Vinatieri for Prez
01-16-2008, 12:45 AM
My guess is you've found a bug of some sort.

gmoses
01-16-2008, 06:25 AM
Great!! Someone agrees!!:)

But tech support has blown me off. Still I'll keep the saves and maybe someday someone will ask for them and the problem can be investigated properly.

And it may not really be a true bug.

For example does the AI know the hidden injury ratings when it sets the depth charts???'+ Or they plays that increase the odds of injury? Some thing like that would not really constitute a bug but would certainly make it hard for a human play-caller to compete on a level playing field.