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Forum Day Topic: Injuries

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29754.10 in reply to 29754.9
Date: 5/9/2008 4:41:05 PM
Overall Posts Rated:
225225
I don't think I've ever wanted to punch another anonymous internet user in the face. At least before your post.


But...would that be a +5 or just a +1?

Depends on whether he can guess which eye I am shortsighted with. No handouts

"I don't know half of you half as well as I should like; and I like less than half of you half as well as you deserve."
This Post:
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29754.12 in reply to 29754.11
Date: 5/9/2008 5:01:56 PM
Overall Posts Rated:
225225
I was not disregarding the complaint. I was actually trying to assess the merit of the three suggestions you had in your initial post. I just don't find them reasonable, though I am far from thinking the system is without a flaw.

As for your disaster of a season:

First I want to clearly point out that pre- and post- reform situation are clearly different. While I can see the frustration of +8 on a trainee, I'd like to point out that it happened under the old system and with a level 1 doctor. My very rough guess will be that right now, with a decent doctor this will be a +3, give or take half a week.

Second, while the frequency of the other injuries is unpleasant, I don't see anything that compromises a player in the long run (through loss of stamina and game shape). So at least this is good.

The question is how much of an aberration this (half) season was. As with just about anything that has an arbitrary element, someone will be on the wrong side of the random factor. Even with an injury frequency set at an infinitesimally small %, given a sufficient number of users and a sufficient interval of time, someone will have a season comparable to yours. That's the way uncertainty works, and there is really no easy way around it.

The main question is whether one believes that injury frequency is too high on average (which cannot be assessed from your individual example), and whether a high-level doctor should make you invincible (which I think is a clear No).

"I don't know half of you half as well as I should like; and I like less than half of you half as well as you deserve."
This Post:
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29754.16 in reply to 29754.14
Date: 5/9/2008 5:40:36 PM
Overall Posts Rated:
225225
I pointed out I am not a native speaker. I used the word 'gripe' as I know it, with its first meaning in the Webster dictionary: "to complain naggingly or constantly; grumble". "To complain constantly" seems to be fitting the bill, and I've never seen this particular use as being derogatory. But then again, this is just me.

I particularly meant long-term problems with the players, not with the team. As in, no-one was on the shelf for 4 weeks, losing 3 levels of stamina and 4 levels of game shape. Or something like that.

Beyond that, being able to field a capable line-up even when you have 1 or 2 injuries is a part of managing your roster. Given that quite a number of these injuries were game only, I'd hazard a guess that you probably haven't had 3 players injured at the same time for more than 1 week.

A downside to such an idea is that a user can know that once they hit the threshold, none of their players will be injured for the rest of the season. That being said, if a user hits the threshold, they have been screwed by the random number generator often enough that the knowledge won't be a big advantage.


I thought the whole point of the cap was to prevent from being screwed by the random number generator too much. I don't like this idea for several reasons:

First, because any system with concurrent positive probability events is self-regulating (i.e. it is increasingly less likely to get a large number of consequent 'successes' - in this case, injuries);

Second, where do you draw the line? Do you control for the number or week total of injuries? How do yo deal with game injuries?

If you control for length, this system gives comparative advantage to teams who get several long injuries. Sure, they lose 1 or 2 players for a long time, but the rest of their squad becomes invincible.

If you control for number, then squads that sustained several short injuries are clearly better off.

If you control for both, well, then you get the worst of both worlds.

Third, it just feels plain artificial and unnecessary. It's a can of worms, and it creates more potential problems than it solves.

"I don't know half of you half as well as I should like; and I like less than half of you half as well as you deserve."
This Post:
00
29754.18 in reply to 29754.15
Date: 5/9/2008 5:51:37 PM
Overall Posts Rated:
225225
If you have doctor level X, we assign an injury in a non-linear way weighted strongly towards shorter injuries between 0 and (10+X)/2 weeks, and then we subtract X/2 weeks from the injury length. So the better your doctor, the higher the odds that when those weeks are subtracted, you'll get an immediately-healed player.

First thing that comes to mind: implement a structure, where a player can play hurt.

Very rough example: put in additional variable, say "health". Injuries affect health, which then recovers towards its maximum value. At your own risk, you can field a player at less than 100%, but he will perform worse and this will slow down his recovery and the benefit he gets from training.

This opens the door for new types of staff like rehab specialists, and whatnot. Thoughts, everyone?

"I don't know half of you half as well as I should like; and I like less than half of you half as well as you deserve."
This Post:
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29754.19 in reply to 29754.18
Date: 5/9/2008 6:06:21 PM
Overall Posts Rated:
33
I don't think injuries can make the game any funnier at all.
The less they are into the game, the happier the users will be. Injuries only increase the random ... and now, if you have 2-3 players out in the same time, you can even risk a drop of entusiasm buying their substitutes.

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