I've been in a number of dynasties with the bulk of my experience coming within my primary league at the Tradition Sports Online website... and a private, online dynasty that I run just for fun and practice, where I'm in the year 2025 or so.
I have never once had a starting running back have a full healthy season, with any of the three teams that I have run with in online dynasties... which spans around 25 to 30 in-game seasons at this point.
Not once.
It culminated when I had only one good running back this year... a 78 OVR guy with 96 speed... So basically he is all speed, nothing else. But the guys behind him were so bad, that I really needed him. So what I did was I limited his carries to about 10 a game. I threw him screen passes and tried to get out of bound when possible... My fullback, who has 90 speed, got about half the carries to keep the load down on him. It worked... Until a few carries into Week 10 when he got hurt for the remainder of the season... Keeping the streak alive as being my starting RB is basically a Madden Curse.
Am I the only one having this problem? Compound this with the fact that some dynasties just don't have much HB talent come through year after year (my main league is this way) and I usually just have one effective halfback at the beginning of a year. That guy is WITHOUT FAIL hurt by Week 3-4..... Usually in the opening week.
I can trace this problem back to the beginning of NCAA 10 when I decided to take the fastest HB in the game (Jahvid Best) for a test drive with Cal to see what an elite speed back could do against defenses.
I put the game on All America default sliders... Started the game, and Best was hurt on the first couple plays of the game... For the rest of the game. I said wow, that's strange, I'll restart because I really want to try this. I remember this vividly still.. The next game he was hurt ON THE OPENING KICKOFF, for the rest of the game.
Suffice to say it took 7 tries before I could play a quarter of football without best getting hurt. It's almost like the running back's effective injury rating is lower the higher his OVR, and importance to the team.
And it seems to me that the main issue here is that EA's system needs guys to get hurt. It wants to fulfill a quota of guys getting hurt, guys on the injury list, throughout the NCAA. And the VAST majority of injuries happen during tackles. Therefore your running back is much, much more likely to get hurt in the game than any other position. And then on top of that fact, again, it just seems like the better he is, the more guaranteed it is that he'll get hurt. I have run ALL KINDS of dynasties over the past two years and not once have I had a player at that position remain healthy enough to have a Heisman candidate season.
Well I guess I will get to the point, please fix the injury system EA.
More guys need to get hurt off the ball, and injuries need to happen at a relatively fixed rate UNTIL such time as a realistic or rather "desired" number of players are injured around the country.
I have never once had a starting running back have a full healthy season, with any of the three teams that I have run with in online dynasties... which spans around 25 to 30 in-game seasons at this point.
Not once.
It culminated when I had only one good running back this year... a 78 OVR guy with 96 speed... So basically he is all speed, nothing else. But the guys behind him were so bad, that I really needed him. So what I did was I limited his carries to about 10 a game. I threw him screen passes and tried to get out of bound when possible... My fullback, who has 90 speed, got about half the carries to keep the load down on him. It worked... Until a few carries into Week 10 when he got hurt for the remainder of the season... Keeping the streak alive as being my starting RB is basically a Madden Curse.
Am I the only one having this problem? Compound this with the fact that some dynasties just don't have much HB talent come through year after year (my main league is this way) and I usually just have one effective halfback at the beginning of a year. That guy is WITHOUT FAIL hurt by Week 3-4..... Usually in the opening week.
I can trace this problem back to the beginning of NCAA 10 when I decided to take the fastest HB in the game (Jahvid Best) for a test drive with Cal to see what an elite speed back could do against defenses.
I put the game on All America default sliders... Started the game, and Best was hurt on the first couple plays of the game... For the rest of the game. I said wow, that's strange, I'll restart because I really want to try this. I remember this vividly still.. The next game he was hurt ON THE OPENING KICKOFF, for the rest of the game.
Suffice to say it took 7 tries before I could play a quarter of football without best getting hurt. It's almost like the running back's effective injury rating is lower the higher his OVR, and importance to the team.
And it seems to me that the main issue here is that EA's system needs guys to get hurt. It wants to fulfill a quota of guys getting hurt, guys on the injury list, throughout the NCAA. And the VAST majority of injuries happen during tackles. Therefore your running back is much, much more likely to get hurt in the game than any other position. And then on top of that fact, again, it just seems like the better he is, the more guaranteed it is that he'll get hurt. I have run ALL KINDS of dynasties over the past two years and not once have I had a player at that position remain healthy enough to have a Heisman candidate season.
Well I guess I will get to the point, please fix the injury system EA.
More guys need to get hurt off the ball, and injuries need to happen at a relatively fixed rate UNTIL such time as a realistic or rather "desired" number of players are injured around the country.
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