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Injuries still too much, obviously...


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The injuries are still too much. Putting money into the medical budget isn't helping really, not that I notice anyways. I've got six starters out for my next game, and a few that are suggested not to play. The academics I can handle, the injuries I can't.
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Arlie knows about it and will be fixed in 1.1: [QUOTE=Arles]As to injuries, we are going to be putting out the injury settings in update 1.1. It will have a "High", "average" and "low" setting. I'm thinking the current setting will be "High" based on the feedback I have been getting - with "average" and "low" each having relatively fewer injuries.[/QUOTE]
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Not always. If you have two players with close skills, the backup will be suggested to start if the injury is bad enough to affect performance. Saw it when I was playing Elizabeth City State (Div II mod) today. Most of the time, though, our back-ups are much worse than the starters.
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[QUOTE=mauboy]The injuries are still too much. Putting money into the medical budget isn't helping really, not that I notice anyways. I've got six starters out for my next game, and a few that are suggested not to play. The academics I can handle, the injuries I can't.[/QUOTE] I'm going to have to agree here. While I notice a slight reduction in injuries in the latest version, they are still too much, but let me state my 2 reasons why: 1. It's been said on previous posts that injuries in BB are set at the same frequency of real college football. I will agree with that point, however, having played college football, I also know that even DIII schools have rosters 80-100 men deep, they just don't all dress out for every game. Without that kind of depth, the injuries in BB make it hard to not just field a competitive team, but any team at all. In my first game with the new patch I had 6 players go down in the 1st QUARTER! 4 out for the whole game, 2 out for a quarter or so. by the end of the game I was down 8 players to probable, doubtful, or out status for the next week. (And yes, I know, most injuries come in the first few weeks of the season, but with such a small depth chart I had to really do adjusting just to field a team for the next week.) 2. Your main players (starters), especially at the DI level, are in top shape. They've been playing football since a young age (for the most part). There is no way a top athletic program (even a service academy or lower calaber DI team) would start an injury prone player. It's been stated that you need to adjust playing time for players with low durability ratings, my contention is that very few players (especially your higher end starters) should have such low durability ratings. I've consistantly had starting QB's with durability ratings of 30 or lower, RB's as well. If they can't take a hit, they shouldn't be playing at the DI level. I know that there are players who develop injury problems in college, but, to make it more realistic, why not have an injury history, that way, when you start a new league and you see your stud QB or RB with a durability of 15 (out of 100) you have some explanation as to why. Maybe he blew out his ACL his Sophmore year and never fully recovered. Along that line, new recruits should enter with high durability ratings that can degrade over time with serious injuries. (just my 2 cents anyway :) ) Those two points having been stated I want to say that this isn't a slam, I really like this game, and feel it's well worth the $35 I spent. These are just my insights, and yes I know that Arlie is working on the injuries in the next version, I just needed to vent! And state my reasons why I think the injuries are a little unrealistic. :D
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I agree. My last season by the end of the year I had 20 on the injured list. 20! I didn't have my medical up very high and this might have been the problem. Not real sure. But with all the injuries I was forced to remove some redshirts just to be able to field a team. Any way, glad it's being looked at and will be improved. I too think this is a wonderful game. Wait I have a toe infection .....out 2 weeks!
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[QUOTE=sean705]I've consistantly had starting QB's with durability ratings of 30 or lower, RB's as well. If they can't take a hit, they shouldn't be playing at the DI level. Those two points having been stated I want to say that this isn't a slam, I really like this game, and feel it's well worth the $35 I spent. These are just my insights, and yes I know that Arlie is working on the injuries in the next version, I just needed to vent! And state my reasons why I think the injuries are a little unrealistic. :D[/QUOTE] I'm dealing with this right now playing as Kentucky. I landed a stud QB who wasn't getting any offers from the big boys during recruiting and now i can't keep him on the field because his durability rating is 28. If i play him when he's probable or questionable he always gets hurt in the next game just handing the ball off. I've had him three seasons now and i think he's only made it through a whole game about 5 times. That's a little over-doing it IMO.
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Guys, I have expanded the injury setting option to 5 levels to give people more options for setting injuries to their preference. So, for the next update, the adjustments to injuries will involve three changes: 1. Tone done the severity a little once more. 2. Reduce the impact of probable or players deemed OK getting injured while playing the next game. You may still have this happen for doubtful and "out" players, but probably and even questionable (to a degree) won't be as harsh on reinjury. 3. Add in the injury setting combo box with 5 levels -> Very Low, Low, Average, High and Very High. The current setting will be the "High" level. Hopefully, this will help resolve this issue and allow you guys to tailor the injury experience.
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Guest Nukester
[QUOTE=Arlie Rahn]Guys, I have expanded the injury setting option to 5 levels to give people more options for setting injuries to their preference. So, for the next update, the adjustments to injuries will involve three changes: 1. Tone done the severity a little once more. 2. Reduce the impact of probable or players deemed OK getting injured while playing the next game. You may still have this happen for doubtful and "out" players, but probably and even questionable (to a degree) won't be as harsh on reinjury. 3. Add in the injury setting combo box with 5 levels -> Very Low, Low, Average, High and Very High. The current setting will be the "High" level. Hopefully, this will help resolve this issue and allow you guys to tailor the injury experience.[/QUOTE] This is EXCELLENT news ! Thanks Arlie
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[QUOTE=Arlie Rahn]Guys, I have expanded the injury setting option to 5 levels to give people more options for setting injuries to their preference. So, for the next update, the adjustments to injuries will involve three changes: 1. Tone done the severity a little once more. 2. Reduce the impact of probable or players deemed OK getting injured while playing the next game. You may still have this happen for doubtful and "out" players, but probably and even questionable (to a degree) won't be as harsh on reinjury. 3. Add in the injury setting combo box with 5 levels -> Very Low, Low, Average, High and Very High. The current setting will be the "High" level. Hopefully, this will help resolve this issue and allow you guys to tailor the injury experience.[/QUOTE] Great news!
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Arlie- That's great news regarding the user injury options! That and maybe a small tweek to academics would really make this FIRST version of the game excellent. I found that turning academics over to my staff was much better than my own efforts. I think the Illini alumni would appreciate the fact that I should probably turn EVERYTHING over to my staff having gone 2-9 my first two seasons. :rolleyes:
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