The injury rate in the game is way too high. Either it needs to be scaled back to something approaching realistic rates or at least have a way for the users to adjust the injury rate.
The injury rate in the game is way too high. Either it needs to be scaled back to something approaching realistic rates or at least have a way for the users to adjust the injury rate.
I think a slider is the best option since not everyone would be satisfied by having it done in game. I like dealing with multiple injuries but others might like low numbers of injuries.
how about the option to turn them off? Sorry but being a console gamer I have kinda gotten used to being able to turn them off.
I agree an adjustable injury rate would be the best solution and hopefully something that wouldn't be too difficult to implement.Originally posted by 21C
I think a slider is the best option since not everyone would be satisfied by having it done in game. I like dealing with multiple injuries but others might like low numbers of injuries.
Sliders drive me insane most of the time because they usually have sketchy default values that require you to play the game for a month to figure out your preferences.
I would be happy if injury rate is realistic but allows people to turn them on/off or increase/decrease them.
You can go to advanced options and clear all the injuries. I understand this is some extra work, but its not that bad.
And it really doesn't solve the issue for me. While I appreciate your suggestion, I'd like to see a more balanced rate of injuries or a way to adjust the rate. I still want to see injuries including long term injuries, just not at the high rate we see them at now.Originally posted by liveandletdie
You can go to advanced options and clear all the injuries. I understand this is some extra work, but its not that bad.
I'll post this in the Beta forum in case Clay dosen't see it. (BETA expected to still be open for 2 weeks or so)
thank youOriginally posted by liveandletdie
I'll post this in the Beta forum in case Clay dosen't see it. (BETA expected to still be open for 2 weeks or so)
My opinion on injuries, having spent hours tweaking the game in this area, is that they match the number of injuries in MLB. Depth is key to a successful team. The Red Sox spent most of the year without Nomar or Trot, and Pedro's constantly missing starts. But they still won the World Series.
I THINK people tend to think injuries are overblown because they are more prevalent than in previous versions of Mogul, and because it's frustrating when it happens to YOUR players.
However, I could be wrong. There are many other smart people playing thousands of seasons of Baseball Mogul and looking at the results, and this is more testing than I'm able to do myself.
But my opinion doesn't matter anymore, because I just added the ability to set injuries in the League Editor anywhere from -100% (no injuries) to +100%.
Clay
Clay Dreslough, Sports Mogul Inc.
cjd at sportsmogul dot com / blog / twitter
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Mogul has never (that I've noticed) granted a save for pitching the final 3 innings of a win (where the finishing pitcher didn't get the victory).
In the box score at the bottom of this post, Padres pitcher A. Lerew inherited a 3-0 lead and pitched the final 3 innings of a 5-0 victory. He should have gotten a save, but did not. Since the best Mogul ever is out, I thought I'd dinally bring this up.
Heres the text of how a pitcher qualifies for a save from the MLB rules (http://mlb.mlb.com/NASApp/mlb/mlb/of..._scorer_10.jsp)
SAVES FOR RELIEF PITCHERS
10.20
Credit a pitcher with a save when he meets all three of the following conditions: (1) He is the finishing pitcher in a game won by his club; and (2) He is not the winning pitcher; and (3) He qualifies under one of the following conditions: (a) He enters the game with a lead of no more than three runs and pitches for at least one inning; or (b) He enters the game, regardless of the count, with the potential tying run either on base, or at bat, or on deck (that is, the potential tying run is either already on base or is one of the first two batsmen he faces); or (c) He pitches effectively for at least three innings. No more than one save may be credited in each game.
Below is the box score.
San Diego Padres at St. Louis Cardinals
August 18, 2008
1 2 3 4 5 6 7 8 9 + R H E
Padres (SDP) 2 0 0 1 0 0 2 0 0 5 4 1
Cardinals (STL) 0 0 0 0 0 0 0 0 0 0 7 1
SAN DIEGO ab h bb r hr bi k sb avg
B. Giles (RF) 3 1 1 1 1 2 1 0 .268
C. Utley (2B) 4 0 0 1 0 0 0 0 .292
A. Pujols (1B) 4 1 0 1 1 2 0 0 .280
P. Fielder (LF) 4 1 0 0 0 0 1 0 .296
X. Nady (CF) 4 1 0 1 1 1 0 0 .269
K. Greene (SS) 3 0 1 0 0 0 1 0 .258
I. Stewart (3B) 4 0 0 0 0 0 1 0 .213
T. Greene (C) 3 0 1 1 0 0 0 0 .238
J. Germano (P) 2 0 0 0 0 0 1 0 .000
B. Bonds (PH) 1 0 0 0 0 0 0 0 .241
A. Lerew (P) 0 0 0 0 0 0 0 0 .000
TOTALS 32 4 3 5 3 5 5 0
HR: A. Pujols (29), X. Nady (23), B. Giles (21)
SAN DIEGO ip h bb hr r er k pit ERA
J. Germano 6.0 6 0 0 0 0 6 83 3.58
A. Lerew 3.0 1 0 0 0 0 3 36 5.01
TOTALS 9.0 7 0 0 0 0 9 119
ST. LOUIS ab h bb r hr bi k sb avg
S. Boyd (RF) 4 2 0 0 0 0 0 0 .324
B. Ryan (SS) 4 0 0 0 0 0 0 0 .268
R. Gorecki (CF) 4 1 0 0 0 0 1 0 .261
S. Rolen (3B) 4 1 0 0 0 0 2 1 .268
J. Willingham (C) 4 0 0 0 0 0 1 0 .225
E. Valent (LF) 4 2 0 0 0 0 1 0 .353
S. Hillenbrand (1B) 3 1 0 0 0 0 1 0 .217
J. Uribe (2B) 3 0 0 0 0 0 1 0 .264
J. Lackey (P) 2 0 0 0 0 0 2 0 .122
B. Hill (PH) 1 0 0 0 0 0 0 0 .254
J. Journell (P) 0 0 0 0 0 0 0 0 .500
K. Olsen (P) 0 0 0 0 0 0 0 0 .000
TOTALS 33 7 0 0 0 0 9 1
2B: S. Hillenbrand (7), S. Boyd (7)
ST. LOUIS ip h bb hr r er k pit ERA
J. Lackey 6.2 4 3 3 5 4 4 109 4.85
K. Olsen 0.1 0 0 0 0 0 0 2 6.46
J. Journell 2.0 0 0 0 0 0 1 24 5.40
TOTALS 9.0 4 3 3 5 4 5 135
WP: J. Germano (6-2)
LP: J. Lackey (5-12)
Attendance: 43,706
Time: 2:38
I would agree with this mostly, except for the fact that so many of the injuries my players have been getting are 200+ days, thus very serious injuries. I've only played a couple seasons in the new BM2k6 but the number of huge injuries is just crazy. Thank you for allowing a slider.Originally posted by Clay Dreslough
I THINK people tend to think injuries are overblown because they are more prevalent than in previous versions of Mogul, and because it's frustrating when it happens to YOUR players.
Also, in the MLB injuries don't always take players out, more often they just hamper them.
Thus, the best thing (in the future) would be to have two separate things.
1) Injuries: These would be DL type injuries. Out at least 15 days (bascially the way injuries seem to work right now).
2) Body/Form/etc.: This would be the players current health, which would flucate over the season. This would simulate the groin pulls, sore elbows and flus that players are always getting. The players are still playable but all stats are modified by some hidden multiplier. This would be the biggest influence that the trainers would have.. keeping everybody in top form.
A players health rating would affect both, but much more so the Form as some injuries are just unlucky (like Derek Jeter's shoulder).
Weird. The code's in there to award 3-inning saves and I thought it was working at some point.Originally posted by ladawson
Mogul has never (that I've noticed) granted a save for pitching the final 3 innings of a win (where the finishing pitcher didn't get the victory).
Does anyone have an example of such a pitcher actually getting the save? So I know if this is a sometimes bug, or an always bug...
Thanks,
Clay
Clay Dreslough, Sports Mogul Inc.
cjd at sportsmogul dot com / blog / twitter
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I think I found this bug. It wasn't awarding 3-inning saves for pitchers that entered in save situations. It should have been working fine for guys that entered with big leads.
Clay
Clay Dreslough, Sports Mogul Inc.
cjd at sportsmogul dot com / blog / twitter
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Bug reports and roster corrections: support@sportsmogul.com
I think my guys had been getting the saves but it doesn't show up in the box score.