There's none on mine
Injuries?
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Re: Injuries?
Go to your settings and up them frequencies bro...
I get em at least 2 a game, sooo you just have to adjust -
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Re: Injuries?
It’s not about the sliders, i was wondering as well. You won’t get injuries until the two way contracts end and after that you get injuries. I don’t know why it’s like this, but I found out a few days ago.
This is just the issue if you play with G League on btw.
Edit : you can still get injuries in game, just not in simulationComment
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Re: Injuries?
It’s not about the sliders, i was wondering as well. You won’t get injuries until the two way contracts end and after that you get injuries. I don’t know why it’s like this, but I found out a few days ago.
This is just the issue if you play with G League on btw.
Edit : you can still get injuries in game, just not in simulationComment
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Re: Injuries?
Injuries happen with the G-League on as well, you just don't see it because most don't show up in the ticker or social media screens and are healed in 2-3 days and a lot of the players aren't affiliated with an NBA franchise, but even players on 2 way contracts get injuries and those do show up. The thing is that even if called up the default AI rarely put G-Leaguers on the court. Last season I had 8 players total who had NBA time before returning to the G-League, and half of them for just 1 game. Of course players pick up injuries in training but 2-way contracts don't allow for a lot of room for that too, just a lot of bench warming. And oh, I simmed the entire season for a separate experiment I was doing, so they do get simmed, but I've only seen one in-game long-term injury happen during the season to a 2-way player while they're up and that's already a crazy high percentage of those who actually plays in both, since that's literally 1 in 8.
It's really just that the AI is terrible at roster management and this is a downstream effect. You won't get hurt if all you do is literally sit on the bench, never playing and never training, until you get sent down again after 2 games. Also, recordkeeping is still pretty poor in-game. It's not exactly OOTP or FHM level, but consider that out of all of the AAA sports titles with franchise modes this is still probably the most comprehensively documented one (NHL doesn't even tell you what injury you suffered in Be A Pro and so you're left with literally zero clue as to how long you're out and need to sim forward, and FIFA/EAFC treats injuries like malingering and holds you responsible for not playing even though you don't have the option, I call those Gulag modes). At least you can see injury history in 2K, however abbreviated.Comment
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Re: Injuries?
Drop durability slider for more in game injuries
Sent from my iPhone using Operation SportsComment
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Re: Injuries?
The problem is that division of labor works quite well but only if the labor is actually divided. Your code can pass whatever tests you write but without rigorous testing, which in companies the size of 2K would be delegated to a team specifically tasked for QA, and as long as people instead of bots are playing a game, you'll need actual people being assigned to test aspects of patches, release candidates, etc etc. Exactly how each company does it tends to be a bit different, but it's more than just play game, write report, go home. 2K is actually hiring QA positions right now if you want to apply: https://boards.greenhouse.io/2k (as well as other jobs)
The problem though, may simply be that it is fairly evident that thanks to the manner by which the company acquired assets including smaller companies and such, you end up with a spread out group testing a wide range of products, all with timelines. They also need to test the international versions that are in different languages. It can add up to be a fair bit of work, even though it's considered fairly junior since one doesn't need to actually work on the codebase. Tech gig for liberal arts students, if you will, unless you're the type of liberal arts student who gets a warning on the third day that you and the guy two doors down in your dorm are using up 75% of the school's bandwidth (true story, but in our defense, we were on a mountaintop in Vermont where cell phone service was nonexistent even when I graduated in 2010 and beyond campus the closest residence where broadband was available was in Massachusetts and so we thought that it would be a good idea to set up a server on campus stocked with old games when we inevitably get snowed in or classes get canceled because we got a bear drunk passed outside the dorm. Also we ended up running the IT department for free while enrolled full time. My BA was in History, btw.)
Anyway, since the work is generally considered non-technical, it is frequently outsourced. Of course, there are lots of competent QA outsourcing companies out there - Microsoft does a lot of their QA through outsourcing, and patch Tuesdays are fairly regular and fairly orderly occurrences. You can imagine where this is going though, as apparently 2K, amongst other companies, hired an outfit in Romania that basically were faking their reports and also, were testing products - 200 projects at a time - with junior employees and without proper triaging of issues. 2K is mentioned but they never seemed to have made much of statement about the full extent of the effects. Obviously, they're hiring in house QA now, but the report came out 13 months ago and one does not build a whole infrastructure in one release cycle. Although now that we know they do their QA in house, we can look at Glassdoor and it doesn't look great so far. 2K's obviously not the only company affected by this, but NDAs that are not enforceable in the states may be enforceable elsewhere, and some states have more lax rules than others in this regard as well. Although, transparency is a bonus, but I'm fine with getting problems fixed quietly and not making a fuss. There's certainly benefit to that if they can pull that off.
Of course, if the bug reports are all being faked, it would stand to reason that some Romanian guy getting paid peanuts isn't getting a cut of the microtransaction money and so likely had no incentive to spend energy specifically on MyTeam. Devs can't fix bugs they don't know exists. It's a management problem, pure and simple. Why do firms pay consulting firms to audit their practices? Part of that is, well, to catch exactly crap like this. 2K obviously uh, didn't.
But hey, at least they're not using contractors/temps like EA Sports, right? I mean, not anymore, hopefully, right? What is clear is that devs don't plan features, don't have equity, and don't get a cut of that sweet sweet pack money. Nor did anyone else who isn't management, it appears. Hey, EA Sports in Vancouver is actually hiring QA for NHL, and it's a permanent full time gig, just 1 though. EA has 1300 employees working at their studios in Vancouver.
tl;dr: blame managementComment
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Re: Injuries?
In all seriousness, and I realize that this is essentially a meme at this point, the individual developers are on salary and their work tends to be distributed via some sort of triage system that comes with unit tests and integration tests and so forth. Programming is more debugging than actually writing code anyway, especially since there is an existing codebase that they're simply making changes to with a version tracking system - without which you really can't have multiple developers working on any piece of software.
The problem is that division of labor works quite well but only if the labor is actually divided. Your code can pass whatever tests you write but without rigorous testing, which in companies the size of 2K would be delegated to a team specifically tasked for QA, and as long as people instead of bots are playing a game, you'll need actual people being assigned to test aspects of patches, release candidates, etc etc. Exactly how each company does it tends to be a bit different, but it's more than just play game, write report, go home. 2K is actually hiring QA positions right now if you want to apply: https://boards.greenhouse.io/2k (as well as other jobs)
The problem though, may simply be that it is fairly evident that thanks to the manner by which the company acquired assets including smaller companies and such, you end up with a spread out group testing a wide range of products, all with timelines. They also need to test the international versions that are in different languages. It can add up to be a fair bit of work, even though it's considered fairly junior since one doesn't need to actually work on the codebase. Tech gig for liberal arts students, if you will, unless you're the type of liberal arts student who gets a warning on the third day that you and the guy two doors down in your dorm are using up 75% of the school's bandwidth (true story, but in our defense, we were on a mountaintop in Vermont where cell phone service was nonexistent even when I graduated in 2010 and beyond campus the closest residence where broadband was available was in Massachusetts and so we thought that it would be a good idea to set up a server on campus stocked with old games when we inevitably get snowed in or classes get canceled because we got a bear drunk passed outside the dorm. Also we ended up running the IT department for free while enrolled full time. My BA was in History, btw.)
Anyway, since the work is generally considered non-technical, it is frequently outsourced. Of course, there are lots of competent QA outsourcing companies out there - Microsoft does a lot of their QA through outsourcing, and patch Tuesdays are fairly regular and fairly orderly occurrences. You can imagine where this is going though, as apparently 2K, amongst other companies, hired an outfit in Romania that basically were faking their reports and also, were testing products - 200 projects at a time - with junior employees and without proper triaging of issues. 2K is mentioned but they never seemed to have made much of statement about the full extent of the effects. Obviously, they're hiring in house QA now, but the report came out 13 months ago and one does not build a whole infrastructure in one release cycle. Although now that we know they do their QA in house, we can look at Glassdoor and it doesn't look great so far. 2K's obviously not the only company affected by this, but NDAs that are not enforceable in the states may be enforceable elsewhere, and some states have more lax rules than others in this regard as well. Although, transparency is a bonus, but I'm fine with getting problems fixed quietly and not making a fuss. There's certainly benefit to that if they can pull that off.
Of course, if the bug reports are all being faked, it would stand to reason that some Romanian guy getting paid peanuts isn't getting a cut of the microtransaction money and so likely had no incentive to spend energy specifically on MyTeam. Devs can't fix bugs they don't know exists. It's a management problem, pure and simple. Why do firms pay consulting firms to audit their practices? Part of that is, well, to catch exactly crap like this. 2K obviously uh, didn't.
But hey, at least they're not using contractors/temps like EA Sports, right? I mean, not anymore, hopefully, right? What is clear is that devs don't plan features, don't have equity, and don't get a cut of that sweet sweet pack money. Nor did anyone else who isn't management, it appears. Hey, EA Sports in Vancouver is actually hiring QA for NHL, and it's a permanent full time gig, just 1 though. EA has 1300 employees working at their studios in Vancouver.
tl;dr: blame managementComment
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Re: Injuries?
It’s not about the sliders, i was wondering as well. You won’t get injuries until the two way contracts end and after that you get injuries. I don’t know why it’s like this, but I found out a few days ago.
This is just the issue if you play with G League on btw.
Edit : you can still get injuries in game, just not in simulation
Could you explain this a little better? If we have G league on we won’t see injuries until all 2 way contracts are up? When exactly would that be?
Is the key to just turn off G league if we want injuries to work?
Sent from my iPhone using TapatalkComment
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Re: Injuries?
I heavily edited my roster and dropped durability of individual body parts of players who have career long nagging injuries. (Bernard King's knee). I get injuries all the time.
When you set up your MyNBA I bump all my injury sliders to the max and get a good result. If you want consistent minor injuries and not as many Torn ACL's you can lower the injury severity slider but keep the duration and frequency ones maxed.Comment
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