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Injury Meter during preseason

Should it be turned off for the preseason?

Yes
11
No
1

Re: Injury Meter during preseason

By Big Poppa
2/05/2023 10:39 am
Ok, I just went and counted up all the injuries for the whole league after preseason game 1.

Number of injuries - 115
Degree of injuries:
Probable - 74
Questionable - 34
Doubtful - 6
Out - 1(10 weeks)

A lot of the probables are for 4 weeks which means they are more than likely not gonna make it to 100% conditioning for game 1. And the 41 in the other categories are all but certain to not make it to 100 % conditioning.

Im of the opinion that if you can make the game better for the people who have bothered to stick around and play this game, then you should at least make an effort. (even if its temporary).
This league is a lot harder, rules wise, for the restrictions we all abide by. (no trading, cutting perfectly good players in their 11th season, no players after 12th season etc..)We are nearly 100% dependant on the draft...? And I don't need to get started on that subject (recent draft classes) Why add another layer of pain that could easily be fixed?

So, I'm not here to complain, If injuries are put on full blast for the whole season + preseason, then hey, let's get it on....Im all in.
And I'm not here to simply point out what I consider a problem. I can offer a couple of suggestions...
Turn off injuries in preseason or at least turn them way down. Back on for regular season.
Or, add back the 4th preseason game so that teams can get hurt players back and get to 100% conditioning.

Poll will stay open until after the next preseason game. :)

Re: Injury Meter during preseason

By jabillups85 - League Admin
2/05/2023 1:15 pm
Injury rate is at 76. I have no problem adjusting it. This league is tough enough without worrying about injuries.

Re: Injury Meter during preseason

By Big Poppa
2/07/2023 10:56 am
Added up game 2 and here are the comparisons:

Game 1 vs Game 2

Number of injuries; Gm 1-115 ..... Gm 2- 177 ... Difference + 62

Degree of injury:

Probable: Gm 1 - 74 ... Gm 2 - 104 ... + 30

Questionable: Gm 1 - 34 ... Gm 2 - 47.. +13

Doubtful: Gm 1 - 6 ... Gm 2 - 12 .. +6

Out: Gm1 - 1 .. Gm 2 - 3,, +2
Last edited at 2/07/2023 11:01 am

Re: Injury Meter during preseason

By jabillups85 - League Admin
2/07/2023 11:10 am
I set it to 0 for the next game. How low should we set it for the Regular season? I'm not opposed to setting it really low.

Re: Injury Meter during preseason

By Bryno
2/07/2023 11:10 am
Honestly if injuries were shut off completely. Forever. I wouldn't cry.

Re: Injury Meter during preseason

By Big Poppa
2/07/2023 11:57 am
Bryno wrote:
Honestly if injuries were shut off completely. Forever. I wouldn't cry.


Same here Bryno, take off the chains and let me play!

Re: Injury Meter during preseason

By Big Poppa
2/07/2023 12:02 pm
jabillups85 wrote:
I set it to 0 for the next game. How low should we set it for the Regular season? I'm not opposed to setting it really low.


I don't know, it's hard to say, if it's at 76 and were gettin these numbers I'd try somewhere around 50 for a season and adjust it from there. Injuries are a part of the game...it just feels like overkill at the moment.

Re: Injury Meter during preseason

By Bryno
2/07/2023 12:53 pm
Big Poppa wrote:
jabillups85 wrote:
I set it to 0 for the next game. How low should we set it for the Regular season? I'm not opposed to setting it really low.


I don't know, it's hard to say, if it's at 76 and were gettin these numbers I'd try somewhere around 50 for a season and adjust it from there. Injuries are a part of the game...it just feels like overkill at the moment.


I'm with ya BP..but as jabill said about . Game being hard enough...

It didnt used to be so rough with TC results (some seasons ago)

Shutting down injuries could help offset some of the constraint that was already built into this league and slow growth of team competitiveness.

A lot of people pull in 1 or 2 impact freshmen then lose (to injury) 4 or more veteran players for chunks of their seasons...or those vets + 1 of their new freshman.

Plus some of these attribute blue bars take 8 seasons (or more) to go red.

Just my thoughts. Putting it out there. I'm sure plenty will disagree.
Last edited at 2/07/2023 1:20 pm

Re: Injury Meter during preseason

By Garrok
2/07/2023 2:51 pm
I like the randomness of injuries - many times it's a battle of attrition and I would be fine putting injuries @ 100. Having minimal injuries might make it easier to Manage, but isn't realistic in any way.

Re: Injury Meter during preseason

By Cjfred68
2/08/2023 1:40 pm
It's a great debate!!!

I have 3 leagues I run and 1 has 0 zero setting which means exactly what you think....no injuries!

That makes that league a battle of the best 22-25 players and depth means nothing since you can set fatigue to 100 and never worry about injuries. Players still tire so what most owners do is find their starting 22 plus 2 kickers then have an entire special teams from non-starters which make the return game a real weapon. I had someone have 4 punt returns in a season where 1 is rare.

My other 2 leagues, I've settled on 70 injury setting. Still get injuries but it never really becomes a super bad situation where I've had teams with 20 injuries in week 12 of a season and you are forced to play 13 injured players.

I like the injury variable myself but 100 feels too high for most but personally I'm OK with whatever everyone decides.