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#21 (permalink) | |||
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Hall Of Famer
Join Date: Jul 2004
Location: A hole
Posts: 2,080
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Quote:
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Reading List Darwin's Radio by Greg Bear The Confusion by Neal Stephenson |
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#22 (permalink) |
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Banned
Join Date: May 2004
Posts: 3,113
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I turned off CEIs except for a couple of really bad "okay, he died" injuries, like a fractured skull, really major back injury (maybe that won't kill you, but that did end Roy Campanella's career), and fractured knee (I think I just missed that one). Partially that's because 5 CEIs a year annoy me too but also because in my current dynasty I'm tossing players out for other reasons.
Otherwise, it seems a lot more accurate this year. Pitchers in particular blow out their arms on a regular basis when they're overused. Well, maybe not blow out but when you get 3 guys with 1-2 week injuries on your roster and you don't want to put any of them on the DL because you need them all back as soon as they're ready... well, that creates a nice little feedback loop as well, causing more and worse injuries. I may be a masochist, but I really like that. |
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#24 (permalink) | ||
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Hall Of Famer
Join Date: Apr 2007
Location: London
Posts: 2,301
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I'm still around... haven't had a chance to try OOTP-9 (at least post-beta) because of various issues, so haven't kept up with the forum.
Anyway: Quote:
I have a breakdown by injury type, play, player position, etc, in a spreadsheet, but a summary of the data is below: Quote:
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#26 (permalink) |
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All Star Starter
Join Date: Jun 2004
Location: In the vicinity of Buffalo,NY
Posts: 1,418
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Thanks for saving me a lot of time in doing that IL...
In my league with normal settings there were only 435 injuries during the season...way too few overall injuries, but to my shock there were 42 injuries that were more than 6 months in length, which equated to 9.7% versus only 38 injuries more than 6 months IRL out of 1353, which ends up being a mere 2.8%... When I jacked up the injury rate to very high I ended up with 1179 injuries with 75 being greater than 6 months, which ended up being 6.3%---better, but still much too high, and the number of injuries were still a little low, although there were many more day-to-day injuries... So what we can conclude is that even on very high, the number of injuries need to be increased by about 8.6% while the percentage of injuries lasting more than 6 months needs to be drastically reduced by about 126%(84 injuries over 6 months if there were the same number of injuries as IRL). On normal settings the number of injuries lasting more than 6 months are signinficantly disproportionate to the overall number of injuries and needs to be reduced by an astounding 242%(would have 130 injuries at these rates longer than 6 months if there were the same total injuries as IRL)... This is something Markus needs to look at very closely and really turn down the number of serious injuries, while increasing significantly the number of day-today and shorter term injuries...
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#27 (permalink) | ||
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Join Date: Jan 2002
Location: Orlando, FL
Posts: 3,827
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#28 (permalink) | |
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All Star Starter
Join Date: Jun 2004
Location: In the vicinity of Buffalo,NY
Posts: 1,418
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Quote:
Its more than 100% because the serious injuries are more than double the the IRL values. There would be 84 injuries over 6 months at that rate if the total number of injuries were the same in OOTP as IRL, while IRL there are only 38. That means there are 126% more injuries in OOTP that last over 6 months than there are IRL....
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"If you don't like it... You better learn to love it... Because its the best thing going... In the world... TODAY!! WHOOOOOOOOOOOOOOOOO!!" -Ric Flair Last edited by Matter2003 : 08-27-2008 at 09:11 AM. |
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#30 (permalink) |
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Banned
Join Date: May 2004
Posts: 3,113
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I'm pretty sure this could be done entirely via the injury.dat file. You'd have to copy a lot of the shorter-term injuries (or create new ones) so that there aren't as many 6+ month or SEI injuries. You'd probably also want to turn off the SEI booleans most of the time.
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#31 (permalink) |
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Major Leagues
Join Date: Jun 2005
Location: Connecticut
Posts: 343
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Is it possible to modify the injury.txt and use it in an exisiting league or can it only work in a new league ? Thanks !
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#32 (permalink) | |
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All Star Reserve
Join Date: Jun 2007
Location: Northern Va., Loudoun County
Posts: 739
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Quote:
![]() I have no clue how to manipulate the injury.dat file in order to change frequencies and such, but would like to see a more realistic injury rate, along with the rates more accurately corresponding to RL data, i.e. the percentage of long term ones being significantly shorter. |
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#34 (permalink) | |
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Hall Of Famer
Join Date: Apr 2007
Location: London
Posts: 2,301
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Matter2003, I agree entirely, except on the percentages-
satchel has it right. Quote:
Also there is no injuries.dat file; that's been gone since v2007. injuries.txt is the injury database. Yes, just change it, save it, and load any league you want. |
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#35 (permalink) |
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Banned
Join Date: May 2004
Posts: 3,113
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Hmm. Really. The game definitely chooses the injury first and then determines if it's a CEI by looking at the boolean. If you change CEI booleans, you will reduce the frequency of CEIs. I just assumed it worked the same with SEIs as well. Anyway, it wouldn't be the end of the world to eliminate all of them and perhaps make some of the injury lengths a little longer to compensate (actually, I'm not sure how much compensating you'd necessarily have to do). A 6-8 week injury at the end of August is as much of an SEI as an actual SEI is.
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#39 (permalink) |
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All Star Reserve
Join Date: May 2007
Location: Newark, Notts, UK
Posts: 654
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I agree there. Certainly the way the game handles SEI's and CEI's needs to be changed.
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#40 (permalink) |
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All Star Starter
Join Date: Jun 2004
Location: In the vicinity of Buffalo,NY
Posts: 1,418
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Well, to be honest, unless Markus has it coded differently, each injury severity would have a set percentage or a range of percentages for each play type...for instance, a SEI might occur .5% of the time for a collision but only .3% of the time while running the bases, etc...
Seemingly, all that would need to happen is for Markus to show the variables as default values like so many other values are shown and allow us to edit them, then have the game use those inputted values instead of the hardcoded ones currently in use. As an aside, it would make a lot more sense if the injury file contained frequencies like the name files so we would be able to adjust the injuries that way as well, allowing users to make season and career ending injuries much less frequent, more frequent, etc by just changing the frequencise associated with them... It doesn't seem hard to do since he already must know how to do it because he does it with the name files, but then again, depending on the way he has it coded it could be somewhat painful. IMHO, either one of those ways would be a lot better than it is now and allowing the users to change the variables would seem like a much easier and quicker fix than the frequency method since all he would need to do is make a few more labels with textboxes and allow us to change those values which wuold then lessen or increase certain types of injuries.... Just my 2 cents... matter2003
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"If you don't like it... You better learn to love it... Because its the best thing going... In the world... TODAY!! WHOOOOOOOOOOOOOOOOO!!" -Ric Flair |
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