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Main / Suggestions / Install Injuries on Game Day Search Forum | |
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sh8888
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posted: 2013-12-04 10:24:01 (ID: 100015191) Report Abuse |
If there was a vote on any of the following, I would vote NO :-
- more injuries to players - longer-lasting (more severe injuries) to players - permanent injuries to players during a game - career-ending injuries - season-ending injuries The reasons are simple :- - I won't waste my time scouting a Draft board, only for the draftee I picked to have a season-ending/career-ending injury. I haven't got the time to waste on stuff like that - If I spend $30/50/70/100/150 Million on a good player, the reason is so that player makes an impact for the team. I don't spend money like that so that the player can spend half his time on the IR/PUP list(s), or to spend half his time in the Physio room. - The current in-play injuries are already severe enough, if your #1 QB is injured in the 1st quarter and never returns (has happened to me a few times) then that's enough punishment and can easily affect the outcome of season. I see no reason for any greater frequency/severity in injuries. Regarding the "it will add realism" theory ..... plenty of things will add realism; somebody has to clean the toilets at Candlestick Park after the game, fortunately it's not me and it never will be, hopefully we won't be introducing realism like that into RZA. It's about getting a balance between 'realism' whilst not adding features that are either tedious, pointless, meaningless or counter-productive. For me, the increase in severity/frequency of injuries just adds more 'dice-rolling' (i.e. you can't predict it, you can't influence it, you can't prevent it, therefore as a manager it's just a random event). If I wanted dice-rolling then I'd play 'snakes and ladders'. |
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Meitheisman
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posted: 2013-12-04 11:03:00 (ID: 100015198) Report Abuse |
sh8888 wrote:It's about getting a balance between 'realism' whilst not adding features that are either tedious, pointless, meaningless or counter-productive.
For me, the increase in severity/frequency of injuries just adds more 'dice-rolling' (i.e. you can't predict it, you can't influence it, you can't prevent it, therefore as a manager it's just a random event). If I wanted dice-rolling then I'd play 'snakes and ladders'. Exactly my thoughts. I might have replaced "snakes and ladders" by "roulette" though |
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C17Ajax
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posted: 2013-12-04 11:24:26 (ID: 100015203) Report Abuse |
Meitheisman wrote:
sh8888 wrote:It's about getting a balance between 'realism' whilst not adding features that are either tedious, pointless, meaningless or counter-productive.
For me, the increase in severity/frequency of injuries just adds more 'dice-rolling' (i.e. you can't predict it, you can't influence it, you can't prevent it, therefore as a manager it's just a random event). If I wanted dice-rolling then I'd play 'snakes and ladders'. Exactly my thoughts. I might have replaced "snakes and ladders" by "roulette" though Season ending is probably too much. Same with career ending. But the same levels of injuries that currently happen during training could happen during games and shouldn't generate too much whining. In real life training injuries are rare. Game injuries are common that affect multiple weeks. It's added realism which improves game play. Folks need to step back from their over protectionist view of their own team and vote based on improving the overall game. You and your opponents will play under the same structure so it won't be a personal loss. Think big picture Last edited on 2013-12-04 11:28:05 by C17Ajax |
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Templer
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posted: 2013-12-04 11:43:23 (ID: 100015205) Report Abuse |
C17Ajax wrote:
...Folks need to step back from their over protectionist view of their own team and vote based on improving the overall game. You and your opponents will play under the same structure so it won't be a personal loss. Think big picture Thank you! |
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Chareos
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posted: 2013-12-04 11:51:00 (ID: 100015206) Report Abuse |
the only difference will probably be the roster tactic
Manager 1: a damn good starter ... hoping for no long injuries Manager 2: not so good starter, but adequate backup i like diversity so i am all for it. i am against career ending injuries though and injured players should be able to train |
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JonnyP
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posted: 2013-12-04 12:08:58 (ID: 100015208) Report Abuse |
Good point regarding training. Perhaps that could be tied into the severity of the injury?
Another thought.... Injuries affect PC? That could simulate a more gradual 'return to full fitness'? Some minor injuries might just result in -5 to -10% PC points, meaning 1 training session on PC and they are back to full fitness again. |
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Meitheisman
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posted: 2013-12-04 16:02:15 (ID: 100015219) Report Abuse |
C17Ajax wrote:
Meitheisman wrote:
sh8888 wrote:It's about getting a balance between 'realism' whilst not adding features that are either tedious, pointless, meaningless or counter-productive.
For me, the increase in severity/frequency of injuries just adds more 'dice-rolling' (i.e. you can't predict it, you can't influence it, you can't prevent it, therefore as a manager it's just a random event). If I wanted dice-rolling then I'd play 'snakes and ladders'. Exactly my thoughts. I might have replaced "snakes and ladders" by "roulette" though Season ending is probably too much. Same with career ending. But the same levels of injuries that currently happen during training could happen during games and shouldn't generate too much whining. In real life training injuries are rare. Game injuries are common that affect multiple weeks. It's added realism which improves game play. Folks need to step back from their over protectionist view of their own team and vote based on improving the overall game. You and your opponents will play under the same structure so it won't be a personal loss. Think big picture Worst argument ever to use against me tbh, my backups are virtually as good as my starters, at any position so I personally wouldn't be affected very much by injuries. The reason I'm against them aren't personal at all, it's because imo for the good of the game and for people who have a different team building strategy it wouldn't be fair. Last edited on 2013-12-04 16:05:40 by Meitheisman |
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Chareos
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posted: 2013-12-04 16:20:55 (ID: 100015225) Report Abuse |
Meitheisman wrote:
C17Ajax wrote:
Meitheisman wrote:
sh8888 wrote:It's about getting a balance between 'realism' whilst not adding features that are either tedious, pointless, meaningless or counter-productive.
For me, the increase in severity/frequency of injuries just adds more 'dice-rolling' (i.e. you can't predict it, you can't influence it, you can't prevent it, therefore as a manager it's just a random event). If I wanted dice-rolling then I'd play 'snakes and ladders'. Exactly my thoughts. I might have replaced "snakes and ladders" by "roulette" though Season ending is probably too much. Same with career ending. But the same levels of injuries that currently happen during training could happen during games and shouldn't generate too much whining. In real life training injuries are rare. Game injuries are common that affect multiple weeks. It's added realism which improves game play. Folks need to step back from their over protectionist view of their own team and vote based on improving the overall game. You and your opponents will play under the same structure so it won't be a personal loss. Think big picture Worst argument ever to use against me tbh, my backups are virtually as good as my starters, at any position so I personally wouldn't be affected very much by injuries. The reason I'm against them aren't personal at all, it's because imo for the good of the game and for people who have a different team building strategy it wouldn't be fair. well i would say it would be great if there are several different ways of teambuilding, not the stereotype we have more or less here now |
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Templer
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posted: 2013-12-04 16:25:04 (ID: 100015226) Report Abuse |
Chareos wrote:
...well i would say it would be great if there are several different ways of teambuilding, not the stereotype we have more or less here now I concur. We already have several different ways to build our player. Yes, there should be freedom of the way we build our teams. |
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posted: 2013-12-04 17:09:33 (ID: 100015240) Report Abuse | |
Chareos wrote:
well i would say it would be great if there are several different ways of teambuilding, not the stereotype we have more or less here now How different the ways can be? Rely on on youth, drafts, buy a team...how many different ways do we need to have "none stereotype" players? I dont get, and dont buy that statement, dear Chareos |
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