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Main - General MFN Discussion

Hidden Attributes

By jsid
5/19/2015 5:54 pm
Are there any hidden player attributes that we can't see in the bars like durability/injury prevention, clutch, x-factor? I've wondered about all of these items during different aspects of the game.

Re: Hidden Attributes

By jdavidbakr - Site Admin
5/19/2015 6:59 pm
No, only boom/bust is hidden. I've gone back and forth about having those types of attributes, honestly about halfway on the fence. I like the idea, but I also think that some of those attributes could cause a good bit of frustration if you aren't aware that they're there.

Re: Hidden Attributes

By jsid
5/19/2015 7:04 pm
jdavidbakr wrote:
No, only boom/bust is hidden. I've gone back and forth about having those types of attributes, honestly about halfway on the fence. I like the idea, but I also think that some of those attributes could cause a good bit of frustration if you aren't aware that they're there.


Thank you for the response. I like it the way it is as well. Follow up to injuries - Do past injuries make a player more susceptible to future injuries? e.g. All other things constant and all body parts at 100, will a player with 3 serious leg injuries be more likely to be hurt in the future than someone with no injuries or is it all just the way the rolls go?

Re: Hidden Attributes

By jdavidbakr - Site Admin
5/19/2015 7:12 pm
jsid wrote:
Thank you for the response. I like it the way it is as well. Follow up to injuries - Do past injuries make a player more susceptible to future injuries? e.g. All other things constant and all body parts at 100, will a player with 3 serious leg injuries be more likely to be hurt in the future than someone with no injuries or is it all just the way the rolls go?


This is also something that I considered and decided against - mainly because I didn't want the deflation of an injury like that to cause someone to walk away from the game. I used to play another community sim and this happened to my star RB just when my team was turning around for the better - after several years (real years, not just sim years) of building my team to that point, my team went back to where it was when I first took it over. I really lost the desire to go up that hill again and that was the beginning of the end for me in that league.

What _does_ happen is, if a player is currently less than 100%, he is more likely to get re-injured. The more severe his injury, the more likely he will obtain another one. And, if a player has some severe injuries in his history, his probability to retire early increases. But once a player gets back to 100% he is not any more likely to be re-injured than someone else who never got injured.

Re: Hidden Attributes

By Gustoon
5/20/2015 12:07 am
jdavidbakr wrote:
jsid wrote:
Thank you for the response. I like it the way it is as well. Follow up to injuries - Do past injuries make a player more susceptible to future injuries? e.g. All other things constant and all body parts at 100, will a player with 3 serious leg injuries be more likely to be hurt in the future than someone with no injuries or is it all just the way the rolls go?


This is also something that I considered and decided against - mainly because I didn't want the deflation of an injury like that to cause someone to walk away from the game. I used to play another community sim and this happened to my star RB just when my team was turning around for the better - after several years (real years, not just sim years) of building my team to that point, my team went back to where it was when I first took it over. I really lost the desire to go up that hill again and that was the beginning of the end for me in that league.

What _does_ happen is, if a player is currently less than 100%, he is more likely to get re-injured. The more severe his injury, the more likely he will obtain another one. And, if a player has some severe injuries in his history, his probability to retire early increases. But once a player gets back to 100% he is not any more likely to be re-injured than someone else who never got injured.


So as it stands right now:
Its week 6 and my star RB gets an injury and is 'out' for 12 weeks. He still counts against the roster and cannot be put on IR, which seems a bit odd as we are trying to mirror the NFL.

Problem is I can still play him, but as you have said it increases his serious injury likelihood and can contribute towards retirement, so the only sensible option is to deactivate that player.
I wish we could have a practice squad of say 4-6 players that we could dip into to alleviate this problem.

Re: Hidden Attributes

By Mr.Krazy
5/20/2015 1:06 am
Gustoon wrote:
jdavidbakr wrote:
jsid wrote:
Thank you for the response. I like it the way it is as well. Follow up to injuries - Do past injuries make a player more susceptible to future injuries? e.g. All other things constant and all body parts at 100, will a player with 3 serious leg injuries be more likely to be hurt in the future than someone with no injuries or is it all just the way the rolls go?


This is also something that I considered and decided against - mainly because I didn't want the deflation of an injury like that to cause someone to walk away from the game. I used to play another community sim and this happened to my star RB just when my team was turning around for the better - after several years (real years, not just sim years) of building my team to that point, my team went back to where it was when I first took it over. I really lost the desire to go up that hill again and that was the beginning of the end for me in that league.

What _does_ happen is, if a player is currently less than 100%, he is more likely to get re-injured. The more severe his injury, the more likely he will obtain another one. And, if a player has some severe injuries in his history, his probability to retire early increases. But once a player gets back to 100% he is not any more likely to be re-injured than someone else who never got injured.


So as it stands right now:
Its week 6 and my star RB gets an injury and is 'out' for 12 weeks. He still counts against the roster and cannot be put on IR, which seems a bit odd as we are trying to mirror the NFL.

Problem is I can still play him, but as you have said it increases his serious injury likelihood and can contribute towards retirement, so the only sensible option is to deactivate that player.
I wish we could have a practice squad of say 4-6 players that we could dip into to alleviate this problem.
+1

would love to have a practice squad. Make it a tab under depth chart entitled Practice Squad and put a max. of 6 players in it in case a team does not have enough depth in a certain position. And you could limit players with certain potential to go into the practice squad, just so people don't keep good players in their practice squad to unleash them later in the season.

the way

Re: Hidden Attributes

By jdavidbakr - Site Admin
5/20/2015 7:08 am
Gustoon wrote:
Problem is I can still play him, but as you have said it increases his serious injury likelihood and can contribute towards retirement, so the only sensible option is to deactivate that player.
I wish we could have a practice squad of say 4-6 players that we could dip into to alleviate this problem.


The only problem with this is that in the NFL, the practice squad is little more than a group of free agents who get to practice with your team. In order to move one to the active roster, you still have to cut someone on the active roster. In fact, any team can sign a player from any other team's practice squad to their own active roster, so there's not even any guarantee that you'll get to keep your practice squad players. For our purposes here, the only benefit to having a practice squad would be that they would have a better understanding of your playbook - and since they're actually practicing the other team's playbook they wouldn't even be learning your own - other than that, it's no different than grabbing someone from the free agent pool. I personally think that benefit is not worth the extra work you would have to put in to maintain the practice squad.

Re: Hidden Attributes

By jdavidbakr - Site Admin
5/20/2015 7:14 am
Gustoon wrote:
So as it stands right now:
Its week 6 and my star RB gets an injury and is 'out' for 12 weeks. He still counts against the roster and cannot be put on IR, which seems a bit odd as we are trying to mirror the NFL.


If a player is "out" you can put him on the IR. If he is not "out," (i.e. "probable", "questionable", or "doubtful") then he still can play - and the recovery time is the estimated time to get back to 100%, not to get back to "probable" status. A 12 week "doubtful" status will quickly turn into a 10 week "questionable" status, for example. The lower the injury status, the less likely he will get re-injured.

This, to me, is how the real NFL works - most players play hurt every week. Technically, if I wanted to be super-realistic, any player with any playing time will have a less than 100% health status. This is all part of the risk/reward balance you as an owner must come to for your team. I've softened some of the risk by not making the injuries chronic. Real NFL teams are far more aggressive about playing their injured players than I think most of us here will be.

Re: Hidden Attributes

By Gustoon
5/20/2015 10:01 am
Ok after reading what the alternatives could be, I'll shut up.
Thanks

Re: Hidden Attributes

By benguigui
5/20/2015 1:05 pm
Just a quick question.

does the performance of injured player is proportionnal to their health... For example, if a WR have a pass ctching rating at 80 and a hand health rating of 90, he will performed as a 72 rated pass catcher?

If it is the case, I guess the healthy segond stringer will often be better than the injured starter given the player population distribution in the game.