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Public Leagues - MFN # Leagues - Injury Rate Setting

By Smirt211
11/13/2021 3:54 am
The injury rate setting in MFN-74, for example, should be:

Preseason: 75%
Regular Season: 100%

Re: Public Leagues - MFN # Leagues - Injury Rate Setting

By raidergreg69
11/13/2021 4:41 am
Can't be 75, it only has even numbers so you want 74 or 76.

Re: Public Leagues - MFN # Leagues - Injury Rate Setting

By Smirt211
11/13/2021 6:08 am
74. I remember that recent conversation.

Reason: I'll just get right down to it. At the first play of Preseason Game #1 the players' conditioning essentially = 0 (zero). The engine machetes players from right out the gate and who really needs that?
Last edited at 11/13/2021 6:09 am

Re: Public Leagues - MFN # Leagues - Injury Rate Setting

By raidergreg69
11/13/2021 9:09 am
Honestly it should probably be more like 50% or less. Screw realism, the preseason is about finding out what your players can/can't do and it's hard to tell when your rookie takes an injury hit right away. I know, I know, injuries are a part of the game. I agree to an extent, but since we are playing a sim that isn't like the real thing anyway, I see no good reason to have a high preseason injury rate.

Re: Public Leagues - MFN # Leagues - Injury Rate Setting

By Smirt211
11/13/2021 9:21 am
Exactly.

That's why I won't play AI without the punt block in the public leagues. Injury rate = a constant 100% + the AI's defensive structure = Zone Defense meant to drive you into deep negative in play familiarity.

You have to power mash back for survival. Oh and MFN-# leagues are loaded with AI teams, therefore, you'll be up against it a lot. AI = no work put in. Me = tons put in. Blast 'em to oblivion is my motto.

Re: Public Leagues - MFN # Leagues - Injury Rate Setting

By CrazySexyBeast
11/16/2021 11:22 am
I had not considered this. Will be doing it my league moving forward.