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Main - General MFN Discussion

Re: Position Transfer Injuries

By Duval
6/26/2019 12:34 pm
Cjfred68 wrote:
Setting fatigue settings so low (30) may result in poor conditioning which would increase injuries. This also leads to continuous swapping in and out of every lineman.

In fact, would a low fatigue setting actually alert the AI that a player is fatigued which would actually increase injury probability.

I am just speculating but based on my experience, I set my fatigue levels in the mid range, rest injured players as best I can....meaning yeah you can play a probable 4 player but if you can avoid it, it's better in the long run.

My philosophy is that my roster is 53 and I have to dress 46. I will play the 46 healthiest players. It magnifies the need for depth at every position and creating versatile players that can play multiple positions.

Of course, there are exceptions to all these rules. If I'm in the playoffs or need to win a particular game. Let's face it, injuries in game are not realistic.

Last season in the NFL during week 9 of the season the following teams had this amount of players on Injured Reserved which meant they wouldnt be returning during the season unless they sat out 8 games and each team is limited to 2 that can return.

Atlanta 6
SF 7
Cincinnati 8
Philadelphia 8
Carolina 9
Oakland 11
Indianapolis 12
New Engalnd 12
Jacksonville 13
Washington 13

Now these numbers include players hurt in training camp where the NFL teams may have close to 90 players attending and of course NFL teams have 53 active and 7 inactive reserves so the numbers are slightly off. In addition, teams will "hide" draft picks on the IR by claiming they have an injury. Now all the players on the IR arent starters but the majority impact a teams depth. For example, Washington lost 3 running backs which resulted in the signing of Adrian Peterson, lost 2 guards in preseason then 2 more during the same game against Atlanta.

Bottom line.....be thankful that injuries are not more realistic because they are much more manageable in the game.

Some owners lose sight that this game is designed with the "long view" in mind. That means if you are looking for instant success in this game, this probably isnt the game for you. You either take over a team during an allocation draft or take over a preexisting team that most likely needs to be rebuild. In both cases, you can have short term success by either drafting older players in an allocation draft or trading away future picks to fill holes on an existing team but in both cases this can hurt the longterm success of a francise. In reality, building a consistently good francise takes seasons of drafting and signing free agents while managing the cap through the years in order to retain the star players.

While NOBODY enjoys injuries during a season, if you have a great team with a deep roster, it affords you the opportunity to improve the team by allowing the depth players to start, progress and obtain the play knowledge needed to become successful.

Injuries have taught me how to construct a roster. How many O-lineman do you keep on your roster? How many QBs? How often does your QB get hurt during the regular season? I see rosters with multiple K, P and 3 QBs. When I cut down from 60 to 53 players, it is a hard decision because I try to have 3 deep depth at just about every position except QB, P, and K. You should enter the regular season knowing who your 3rd string center is as well who is your 5th and 6th OT and OG is. You should also know who your 4th DT, 4th MLB and 6th CB is.

This game is first and foremost a roster management sim and success in this game is building a deep and versatile roster. Without injuries, this game would simply be who puts together the best 22 starters.


This is a little insulting.

I'm not sure I should post anything else.

Re: Position Transfer Injuries

By Cjfred68
6/26/2019 12:40 pm
Duval,

This isnt addressed to you...I'm speaking on owners that take teams over and bail after 1 season.

As a league admin for 4 leagues, it gets frustrating when owners join one of your leagues and quit after a partial season.

The worst is when you create a new league and owners bail after the allocation draft because it didnt turn out how they wanted.

My response initially referenced your fatigue settings so I get where you could take the whole post as being addressed to you but that wasnt my intention. I apologize if you took it as such.

Bottom line....injuries **** but they arent going anywhere and they could be worse

Re: Position Transfer Injuries

By Duval
6/26/2019 1:07 pm
Cjfred68 wrote:
Duval,

This isnt addressed to you...I'm speaking on owners that take teams over and bail after 1 season.

As a league admin for 4 leagues, it gets frustrating when owners join one of your leagues and quit after a partial season.

The worst is when you create a new league and owners bail after the allocation draft because it didnt turn out how they wanted.

My response initially referenced your fatigue settings so I get where you could take the whole post as being addressed to you but that wasnt my intention. I apologize if you took it as such.

Bottom line....injuries **** but they arent going anywhere and they could be worse



*passes the peace pipe*.. Gotcha, yes I have considered the lower fatigue setting being an issue, maybe ill adjust that in a league to see how it goes.

The game needs incentive to stay. People are going to lose interest in things that aren't engaging or rewarding. Since we can't really reward "bad football", the reward has to come from something like longevity and/or consecutive months active.. or something. Anything that would keep the average joe who stumbles across MFN to want to come back even after the daunting task of learning the game and losing over and over in the first 10 days, then realizing its going to be another 5 weeks until the draft when you get to make your very first pick.

I love MFN, and that guy who makes this game cause honestly, there just isn't really anyone doing it. I want to see this game grow into its own esport, lol

Re: Position Transfer Injuries

By Cjfred68
6/26/2019 1:24 pm
I think that is the reason "roster only" leagues were created. Newer owners can join those and focus on roster management and have some success early without the daunting task of figuring out gameplanning and rule creation.

And when it comes to injuries.....while we can focus on the negative impact it has on our teams.....I've also seen it act as an equalizer where a key injury or 2 to a perennial contender can hamstring there attempt to become a dynasty.

I believe this game is 40% roster management.....40% gameplanning....and 20% luck.

Injury frequency, duration and to which players are a part of that 20% luck. 2 seasons ago, Atlanta went to the Superbowl and choked it away to New England....last season, essentially the same team with an added threat at WR stumbled out of the gate due to injuries and didnt even make the playoffs.

I love this game too.....In fact, I would say I'm addicted to this game. I am on this game everyday, regardless of what I'm doing in the real world. Lol
Last edited at 6/26/2019 1:27 pm

Re: Position Transfer Injuries

By raymattison21
6/26/2019 1:43 pm
" . I want to see this game grow into its own esport, lol"

It's like all those Madden players with a good stick could play as one individual player like the first person shooter games out there..maybe some guys make for better qbs and some dbs..then other users could coach/scout/ gameplan and some run the administration parts like a gm. And then everyone could bet on the whole thing at the elite levels .

Really any sport game could be set up this way. But I have not played a first person football game since nfl 2k5 , and I remember it being pretty bad. But that seems like a long time ago in technology time.

Madden has really opened a lot of opportunities by eliminating competition and putting out the same game year after year

Re: Position Transfer Injuries

By TarquinTheDark
6/26/2019 1:59 pm
“Hey, the offensive linemen are the biggest guys on the field, they’re bigger than everybody else, and that’s what makes them the biggest guys on the field.”
- John Madden
Last edited at 6/26/2019 1:59 pm

Re: Position Transfer Injuries

By vcr5150
7/17/2019 4:26 pm
A little more about injuries ......

It seems like they are happening with increased frequency. I have a few teams that are getting to the meat of the schedule, and I'm having to get creative to field 46 players. Never had this issue to this degree before. All the collision positions - RB, OL, and DL.

A while back I did set fatigue levels pretty low (trying to avoid injuries) but now I think that may be contributing. Feels like a catch 22 between lack of conditioning and playing while fatigued.

Re: Position Transfer Injuries

By jdavidbakr - Site Admin
7/17/2019 8:46 pm
vcr5150 wrote:
A while back I did set fatigue levels pretty low (trying to avoid injuries) but now I think that may be contributing. Feels like a catch 22 between lack of conditioning and playing while fatigued.


This very well may be an interesting side effect of having your conditioning set too low. Is it a catch 22 or is it a just decision you have to make? Low fatigue = more injuries, but also low conditioning = more injuries and low fatigue levels = less conditioning.

Re: Position Transfer Injuries

By jlyman
7/17/2019 9:29 pm
I've actually begun to raise my fatigue levels in almost all my leagues. There is definitely a balance to it. And it seems every team is a little different. But I still get a rash of injuries through a position group. It does test one's creativity.