Lack of Injuries in Franchise Mode

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  • KBLover
    Hall Of Fame
    • Aug 2009
    • 12172

    #16
    Re: Lack of Injuries in Franchise Mode

    Originally posted by SidBream
    Ratings play much more of a role that sliders. In everything.

    No amount of slider tweaking can substitute for a good roster with re-rates.

    Eh - turning up error sliders has solved that issue for me.

    And I'm not exactly going to re-rate my Year 14 carryover...
    "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

    Comment

    • NolanRyansSnowmonkey
      MVP
      • Jun 2016
      • 1354

      #17
      Re: Lack of Injuries in Franchise Mode

      Originally posted by mrjeffreys2000
      I manual injuries. After each game I use a random number generator to injur 5 mlb players. Since roughly half of the injury options are 1-5 day injuries I’ll average 2.5 dl transactions a day. Over the 6 month season that’s about 470 dl stints per season. The league had almost 600 last season and averages about 450 the last 30 years. Seems to play out very well for me so far. I also injur two minor leaguers a day the same way.
      I have wondered for a while if anyone did this. I know this is not something that most people want to trouble themselves with, but for others i think this is a good idea. It is, after all, no more trouble than when playing a table-top game. I think it would be interesting to bring a few table top ideas to mix with the video game. (I know there are others here that use modifiers for other things as well).

      Ive never done it myself but it has crossed my mind. How many games have you done this?

      The only issue i could see arising from this would be that there may be too thin of a supply of players to keep up with this many injuries. MLB organizations have many more farm clubs full of players to cycle through and restock, and in comparison this game is fairly limited. Just a thought.

      (An idea i had was to sim my teams games on OOTP , game by game, as i go through my season, and use those injuries as my own. There may be some issues with that as well, so i may have to go full-bore-baseball-nerd and make some house rules.)

      I may or may not do these, but i think they are interesting concepts. Who knows, maybe someday video games will come with 20-sided dice as well lol.

      I just really enjoy having to adapt and call players up and down throughout the season to deal with injuries, as much as i hate when they happen.

      Comment

      • Armor and Sword
        The Lama
        • Sep 2010
        • 21793

        #18
        Re: Lack of Injuries in Franchise Mode

        Originally posted by NolanRyansSnowmonkey
        I have wondered for a while if anyone did this. I know this is not something that most people want to trouble themselves with, but for others i think this is a good idea. It is, after all, no more trouble than when playing a table-top game. I think it would be interesting to bring a few table top ideas to mix with the video game. (I know there are others here that use modifiers for other things as well).

        Ive never done it myself but it has crossed my mind. How many games have you done this?

        The only issue i could see arising from this would be that there may be too thin of a supply of players to keep up with this many injuries. MLB organizations have many more farm clubs full of players to cycle through and restock, and in comparison this game is fairly limited. Just a thought.

        (An idea i had was to sim my teams games on OOTP , game by game, as i go through my season, and use those injuries as my own. There may be some issues with that as well, so i may have to go full-bore-baseball-nerd and make some house rules.)

        I may or may not do these, but i think they are interesting concepts. Who knows, maybe someday video games will come with 20-sided dice as well lol.

        I just really enjoy having to adapt and call players up and down throughout the season to deal with injuries, as much as i hate when they happen.

        I was (and still play them from time to time with my son) an avid table top sports gamer.

        I employed a random number method to Madden contract extensions (resigns). 0-33 I let them walk 34-100 they negotiate and try to resign. It was a lot of work for 32 teams.

        An injury routine for 1-5 day injuries could be cool as well as major injuries. But man.....it would take a lot of work with 30 teams. A lot of time and work.

        But it can be done.
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        • NolanRyansSnowmonkey
          MVP
          • Jun 2016
          • 1354

          #19
          Re: Lack of Injuries in Franchise Mode

          Originally posted by Armor and Sword
          I was (and still play them from time to time with my son) an avid table top sports gamer.

          I employed a random number method to Madden contract extensions (resigns). 0-33 I let them walk 34-100 they negotiate and try to resign. It was a lot of work for 32 teams.

          An injury routine for 1-5 day injuries could be cool as well as major injuries. But man.....it would take a lot of work with 30 teams. A lot of time and work.

          But it can be done.
          Yeah you're right it sure would be a lot of time and work. If i did it i probably wouldn't have realized just how much time until i was knee-deep into it lol.

          Comment

          • a bit outside
            Banned
            • Jun 2017
            • 187

            #20
            Re: Lack of Injuries in Franchise Mode

            Be careful what you ask for, I have my slider on seven and have eight players on the DL, five of them on the 60 day.

            Comment

            • KBLover
              Hall Of Fame
              • Aug 2009
              • 12172

              #21
              Re: Lack of Injuries in Franchise Mode

              Originally posted by NolanRyansSnowmonkey
              (An idea i had was to sim my teams games on OOTP , game by game, as i go through my season, and use those injuries as my own. There may be some issues with that as well, so i may have to go full-bore-baseball-nerd and make some house rules.)
              I never thought about OOTP.

              I'm going to have to use the house rules from MLB15 I used when, even then, I was having a lack of injuries. I found my notes on it so I can start using it.

              -Any player that played could be injured.

              -On any play that looked "risky", injury wise, I noted his name down. If this player had multiple plays like this, I noted that, too, for the next step.

              -I rolled 1D100 once for each "injury point" with those being 1 for playing, 1 for pitching until tired, 1 for pitching "into the orange" (stamina meter turns orange), 1 for pitching "in the red" or out of energy (all stacks so "in the red" is 3 points total), and 1 for any "risky plays".

              0-30 no injury, the player just got nicked up and will be ready to go just with normal rest/workouts for the next game.

              31-40 pending diagnosis, player is benched and "unavailable for precautionary reasons" for 1-4 games when this is rolled again

              41-60 day-to-day injury, pick an injury related to the play and randomize the duration

              61-80 moderate injury, pick an injury that's "out" and max duration is 6 weeks. 10% chance to lose 1-10 points (check each rating relevant to the player).

              81-90 serious injury, pick an injury that's "out" in minimum duration is 8 weeks. 30% chance to lose 1-10 points (check each rating relevant to the player).

              91-100 critical injury, player must be out for the year. 50% chance to lose 5-20 points (check each rating relevant to the player)

              On the odd chance the game actually injured the player, roll the above to see if it's "worse than previously thought" (or a setback, etc).

              Every week, 25% chance of a set back. Extend the injury duration 1-20 days. If there's a set back, 30% chance to lose 1-5 points (check each rating relevant to the player).

              And yeah, no way I do this for all the teams. That's when I'd just up the injury slider because it has no problem injuring other teams in sim games.
              "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

              Comment

              • NolanRyansSnowmonkey
                MVP
                • Jun 2016
                • 1354

                #22
                Re: Lack of Injuries in Franchise Mode

                Originally posted by a bit outside
                Be careful what you ask for, I have my slider on seven and have eight players on the DL, five of them on the 60 day.
                Ouch. I have my injury slider on 8, and i have 2 players on DL. One was simmed in spring training, and the other was injured during a game.

                Counting the spring month and the first 8 days of the season there have been a total of 16 players put on DL in the league.

                Comment

                • NolanRyansSnowmonkey
                  MVP
                  • Jun 2016
                  • 1354

                  #23
                  Re: Lack of Injuries in Franchise Mode

                  Originally posted by KBLover
                  I never thought about OOTP.

                  I'm going to have to use the house rules from MLB15 I used when, even then, I was having a lack of injuries. I found my notes on it so I can start using it.

                  -Any player that played could be injured.

                  -On any play that looked "risky", injury wise, I noted his name down. If this player had multiple plays like this, I noted that, too, for the next step.

                  -I rolled 1D100 once for each "injury point" with those being 1 for playing, 1 for pitching until tired, 1 for pitching "into the orange" (stamina meter turns orange), 1 for pitching "in the red" or out of energy (all stacks so "in the red" is 3 points total), and 1 for any "risky plays".

                  0-30 no injury, the player just got nicked up and will be ready to go just with normal rest/workouts for the next game.

                  31-40 pending diagnosis, player is benched and "unavailable for precautionary reasons" for 1-4 games when this is rolled again

                  41-60 day-to-day injury, pick an injury related to the play and randomize the duration

                  61-80 moderate injury, pick an injury that's "out" and max duration is 6 weeks. 10% chance to lose 1-10 points (check each rating relevant to the player).

                  81-90 serious injury, pick an injury that's "out" in minimum duration is 8 weeks. 30% chance to lose 1-10 points (check each rating relevant to the player).

                  91-100 critical injury, player must be out for the year. 50% chance to lose 5-20 points (check each rating relevant to the player)

                  On the odd chance the game actually injured the player, roll the above to see if it's "worse than previously thought" (or a setback, etc).

                  Every week, 25% chance of a set back. Extend the injury duration 1-20 days. If there's a set back, 30% chance to lose 1-5 points (check each rating relevant to the player).

                  And yeah, no way I do this for all the teams. That's when I'd just up the injury slider because it has no problem injuring other teams in sim games.
                  That is awesome. I like that a lot. And very table toppy. Lol. Love it.

                  Have you ever considered trying to add something for a lingering or nagging injury? For example if a player tweaked a hamstring, but didnt go on DL, or maybe he pulled it and went on DL, and after he is reactivated he may or may not be more susceptible to reinjure it over the next few weeks or months.. so although he isnt injured and can play, you may want to be careful with him or not play him as much...

                  i have always wished the game had something like this.

                  Comment

                  • KBLover
                    Hall Of Fame
                    • Aug 2009
                    • 12172

                    #24
                    Re: Lack of Injuries in Franchise Mode

                    Originally posted by NolanRyansSnowmonkey
                    That is awesome. I like that a lot. And very table toppy. Lol. Love it.
                    Thanks. At one point, I wanted to make a pen/paper baseball game. I remember having the whole rules/formulas written on one piece of paper filled with small print.

                    And I call myself wanting to make a text sim baseball game, but then I figure - no one would play it when they can play OOTP lol. I might do it just for my own hobby project though.


                    Originally posted by NolanRyansSnowmonkey
                    Have you ever considered trying to add something for a lingering or nagging injury? For example if a player tweaked a hamstring, but didnt go on DL, or maybe he pulled it and went on DL, and after he is reactivated he may or may not be more susceptible to reinjure it over the next few weeks or months.. so although he isnt injured and can play, you may want to be careful with him or not play him as much...

                    Hmm...for something like that, I would probably do something like for 2 weeks after the player returns from the DL, he has a 25% to re-injure every day he plays a "full" game (5 defensive innings, 50 pitches, or at least 3 PAs) and 15% if he plays less than that.

                    The re-injury check would be separate from the usual "injury points" rolls.

                    If he gets re-injured, he gets a day-to-day injury related to the old injure for the max days. If he plays while day-to-day, make another check. If he's injured again on this check (or by playing) he's on the DL for 14-28 days for rehab.

                    You could use the same rules for playing while day-to-day. Reset the day-to-day injure to 6 days and keep checking each time he plays (either partial or "full" game)

                    Just kinda hashed that out as I was thinking about it, so some stuff might not make sense or be confusing.
                    "Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18

                    Comment

                    • markor
                      Rookie
                      • Dec 2011
                      • 135

                      #25
                      Re: Lack of Injuries in Franchise Mode

                      I’m happy with position player injures at the moment but no pitcher injuries yet in played games. Also no cpu injuries in played games. What are you guys seeing?

                      Comment

                      • NolanRyansSnowmonkey
                        MVP
                        • Jun 2016
                        • 1354

                        #26
                        Re: Lack of Injuries in Franchise Mode

                        Originally posted by KBLover
                        Thanks. At one point, I wanted to make a pen/paper baseball game. I remember having the whole rules/formulas written on one piece of paper filled with small print.

                        And I call myself wanting to make a text sim baseball game, but then I figure - no one would play it when they can play OOTP lol. I might do it just for my own hobby project though.





                        Hmm...for something like that, I would probably do something like for 2 weeks after the player returns from the DL, he has a 25% to re-injure every day he plays a "full" game (5 defensive innings, 50 pitches, or at least 3 PAs) and 15% if he plays less than that.

                        The re-injury check would be separate from the usual "injury points" rolls.

                        If he gets re-injured, he gets a day-to-day injury related to the old injure for the max days. If he plays while day-to-day, make another check. If he's injured again on this check (or by playing) he's on the DL for 14-28 days for rehab.

                        You could use the same rules for playing while day-to-day. Reset the day-to-day injure to 6 days and keep checking each time he plays (either partial or "full" game)

                        Just kinda hashed that out as I was thinking about it, so some stuff might not make sense or be confusing.
                        That seems like a really good way to do it, and i think i understood most of it. I am liking the idea of this. I would love to be concerned with my players the way i am with players on the Rangers. I hold my breath every time Adrian Beltre runs the bases. Unfortunately he is extreeemely durable in the game. Been considering lowering that just to torture myself on whether he will get injured or not lol.

                        I used to love making baseball games. I remember making a dice game with full boxscores when i was 7 years old and that never went away. I made several games growing up and had baseball scorebooks that i kept score on, but the rules werent too in-depth. If it wasn't for getting Diamond Mind and Strat-O-Matic at a fairly young age i probably would have attempted making an in-depth one. Kind of wish i did anyway. By now it would have grown into a really good game. i think. Lol. Would still be a fun hobby now.

                        I have been kicking the idea around of using some of the modifiers listed in one of the slider sets. But i havent analyzed it closely enough to know how realistic it is. I know Caufield also was working on different wind sliders for different stadiums/months, which i think would be interesting too. Not sure where he is on that. Have you tried any of these?

                        I got caught up in this conversation, and just now realized and hope i am not pulling us too off-topic for this thread, if so, i apologize.

                        Comment

                        • bakersville123
                          Rookie
                          • Aug 2007
                          • 211

                          #27
                          Re: Lack of Injuries in Franchise Mode

                          Originally posted by bobloblah1980
                          Rosters has a lot to do with the injuries. I'm using a modified version of tru Sims and I get lots with in game at 10 and quick manage/ SIM at 7 or 8

                          I noticed tru sim's roster seems to have minimum durability scores 70 or 80. You're getting frequent in-game injuries with these rosters? (in combination with 10 inj slider)


                          I just got 18 last week, started a fresh franchise 30 team control default SCEA rosters and I have played 23 games and not a single in-game injury for either my team or the opponent with the inj slider at 10.



                          Plenty of sim injuries across the league.



                          Very strange. I play CPU vs CPU, which was my style last year on 17 where I used Bacon's fictional roster and had to turn injuries DOWN to 7 from 10 because of too many in-game injuries. Seemed like every slide resulted in an injury lol.



                          A bit frustrated with the lack of them in-game in 18. Makes me wonder if I have a setting wrong, but I've double checked my profiles, in fact recreated them off of the the 'experienced' profile, made sure injuries were 'on' for both profiles, and sim injuries are working fine across the league including my minor leagues.


                          Thankfully we have the ability to add/edit injuries manually, so I will likely resort to table-top mechanics to keep injuries a factor for my team until I can figure out why they aren't happening dynamically in-game.

                          Comment

                          • mkharsh33
                            Hall Of Fame
                            • Nov 2006
                            • 12777

                            #28
                            Re: Lack of Injuries in Franchise Mode

                            With my injury slider set at 10 - had my first in-game injury happen. Corey Kluber had to be lifted immediately with an injury. I was pitching with him. After the game it was stated it was a 2-3 day oblique injury.
                            STEELERS INDIANS CELTICS

                            Comment

                            • bakersville123
                              Rookie
                              • Aug 2007
                              • 211

                              #29
                              Re: Lack of Injuries in Franchise Mode

                              Originally posted by mkharsh33
                              With my injury slider set at 10 - had my first in-game injury happen. Corey Kluber had to be lifted immediately with an injury. I was pitching with him. After the game it was stated it was a 2-3 day oblique injury.

                              How many games had you played prior w/ inj slider at 10?

                              Comment

                              • mkharsh33
                                Hall Of Fame
                                • Nov 2006
                                • 12777

                                #30
                                Re: Lack of Injuries in Franchise Mode

                                Originally posted by bakersville123
                                How many games had you played prior w/ inj slider at 10?
                                0 - I just started a new franchise last night. into the 6th inning i had a pop-up notification come up in between batters that he was injured and needed replaced. kinda stunned me!
                                STEELERS INDIANS CELTICS

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