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Main - General MFN Discussion

Re: injurieeees

By CoconutsMigrate
1/23/2020 9:48 am
I think it helps a lot if you set you sub rate low and rotate players more. Especially if you have guys who have lower position experience or conditioning issues. Still sometimes you get a rash at one position..

CM

Re: injurieeees

By Lamba
1/23/2020 2:05 pm

Re: injurieeees

By CrazySexyBeast
1/27/2020 3:38 pm
Fascinating read through and data regarding the real world NFL and injuries. The link is part 4 of 4 and each part is worth a read.
NFL Injuries Part IV: Variation by Position
https://www.footballoutsiders.com/stat-analysis/2015/nfl-injuries-part-iv-variation-position

FWIW: Injuries are just fine in MFN, they really are. Data shows MFN is close enough, anyway. My 2 cents is y'all's fatigue settings are way, way too low. If 60-70 is "suggested," WHY use 25? I use overrides to get the right player in the right spot, perhaps a high speed/acc guard for a pull running play, high spd /acc/pass rush for a blitzer only position in a formation, and never for fatigue purposes.

It is rather challenging to get a proper perception of just how injured a player is, but I also do not play any player with an injury rating of 65 or lower in a key appendage ie a foot/knee/ankle for a wr/rb, or neck, ankle feet for linemen, etc. Be super nice to know which side - left or right.
The decreases in spd have been discussed to the very best guesses any of us can give from the work put in, max 25% decrease. So, a 0 is 25% decrease. I don't know about you, but if my leg is at 0% I am surely not even walking - and yes call me shirley :P The point is, it should be fair to extrapolate that persons findings and say a 50 hand injury is a 12.5% decrease to catch the ball?

The truth is, despite the community's vast and much appreciated efforts, no one knows jack about the absolutes to be able to make a confident decision about something as simple as if an injury should result in benching a player for a game or be placed on IR for the season.

In addition, there's always <10 other players not showing an injury designation that do have injuries. We all ignore them though, because we don't see the word "probable." Someone called them "hidden" injuries a while back and thought it was a bug. Totally innocent question, but hilarious and shows just how much we ignore the data we don't see or know of.
That thread included someone asking which player to play, and someone suggesting to play the more injured player. Who in there right noggin would play a player at a position who is more injured just because the player rating is higher?

In conclusion, I'm not going to say I know the answer, I will say I think many people have taken the idea of injuries more seriously than necessary as a direct result of a real lack of what the numbers on a player card actually mean.

Re: injurieeees

By Lucky
1/29/2020 7:48 am
CrazySexyBeast wrote:
Fascinating read through and data regarding the real world NFL and injuries. The link is part 4 of 4 and each part is worth a read.
NFL Injuries Part IV: Variation by Position
https://www.footballoutsiders.com/stat-analysis/2015/nfl-injuries-part-iv-variation-position

FWIW: Injuries are just fine in MFN, they really are. Data shows MFN is close enough, anyway. My 2 cents is y'all's fatigue settings are way, way too low. If 60-70 is "suggested," WHY use 25? I use overrides to get the right player in the right spot, perhaps a high speed/acc guard for a pull running play, high spd /acc/pass rush for a blitzer only position in a formation, and never for fatigue purposes.

It is rather challenging to get a proper perception of just how injured a player is, but I also do not play any player with an injury rating of 65 or lower in a key appendage ie a foot/knee/ankle for a wr/rb, or neck, ankle feet for linemen, etc. Be super nice to know which side - left or right.
The decreases in spd have been discussed to the very best guesses any of us can give from the work put in, max 25% decrease. So, a 0 is 25% decrease. I don't know about you, but if my leg is at 0% I am surely not even walking - and yes call me shirley :P The point is, it should be fair to extrapolate that persons findings and say a 50 hand injury is a 12.5% decrease to catch the ball?

The truth is, despite the community's vast and much appreciated efforts, no one knows jack about the absolutes to be able to make a confident decision about something as simple as if an injury should result in benching a player for a game or be placed on IR for the season.

In addition, there's always <10 other players not showing an injury designation that do have injuries. We all ignore them though, because we don't see the word "probable." Someone called them "hidden" injuries a while back and thought it was a bug. Totally innocent question, but hilarious and shows just how much we ignore the data we don't see or know of.
That thread included someone asking which player to play, and someone suggesting to play the more injured player. Who in there right noggin would play a player at a position who is more injured just because the player rating is higher?

In conclusion, I'm not going to say I know the answer, I will say I think many people have taken the idea of injuries more seriously than necessary as a direct result of a real lack of what the numbers on a player card actually mean.



The "trade meter" and "auto fill special teams" are also suggestions in MFN. I think when you experience so many things that are completely whack, you start to disregard a lot of the provided information as what it is, useless.

This is entirely on the developer. I don't think I've read anywhere someone asking him for the exact coding or math regarding anything in the game, however it is his game, it would be nice for him to provide some basic "examples" of how some of these things work. Real time examples not, "injuries affect players...". Something more like " a hand injury affects a WR's ability to catch the ball, either a percentage chance on each attempt, or a percentage OF attempts to catch.. or both?? Does it affect his ability to B&R?? is it modified by his strength?? height, weight?? Does it increase his chance to get the same injury again?? etc.. Spread all that through the entire game.

I'm only asking for HOW <-- it works not the exact math and code behind it. I know that's gonna be hard to understand for a lot of the MFN player base. I understand that are all sorts of common sense things to do like overrides for subs etc.. I do those things but the developer has provided very few common sense things in this game in relation to what I know as the NFL, so its difficult to know what's what without at least some "official" examples of how it "officially" works. But lets call it what it is, all of that would take work and nobody likes work.

Re: injurieeees

By CrazySexyBeast
1/29/2020 3:38 pm
Agreed. Simple decisions should be simple. :)

Re: injurieeees

By Redneckgopher
3/26/2020 10:21 am
***?? 1st preseason game and my 84 and 86 CB both have 8 week injuries? Really?? you know as a new owner trying to learn this game I spent (for me anyway) a considerable amount of time thru the draft again and FA market, resigning players making trades all to have potentially the beginning of my season screwed up thru RNG injuries. Way way to ****** high frequency and intensities for my liking. The complexity of this game is good I like the challenge and the fact it will keep my interest as I learn. But this has the potential to just have me say "F*** it" and leave

Re: injurieeees

By RoyceR
3/26/2020 11:08 am
Set them out the rest of the preseason and they will be healthy enough to play week 1 or 2.

Then let that be your learning experience to not play your studs in the preseason lol

Re: injurieeees

By raidergreg69
3/26/2020 11:22 am
Check your fatigue setting as well. They could be too high.

Re: injurieeees

By raymattison21
3/26/2020 12:25 pm
Redneckgopher wrote:
***?? 1st preseason game and my 84 and 86 CB both have 8 week injuries? Really?? you know as a new owner trying to learn this game I spent (for me anyway) a considerable amount of time thru the draft again and FA market, resigning players making trades all to have potentially the beginning of my season screwed up thru RNG injuries. Way way to ****** high frequency and intensities for my liking. The complexity of this game is good I like the challenge and the fact it will keep my interest as I learn. But this has the potential to just have me say "F*** it" and leave





note the conditioning of the player and how far he runs on consective plays. Yes, the RNG is tough sometimes but for preseason, especially the conditioning, starts real low and that exasperates the chance for injuries dramatically. Say they had 88 or higher, there, my bets are they would get better rolls.

i just finished a regular season with zero injures.....we were completely healthy!, for me that completely changes the game and how i would run a team from top to botttom.

there are leagues with lower injury rates for those who like less of them