Player Transferring Over Broken Promise/Injured Topic

I posted about this a week or 2 ago, but that was before I got the 2nd "broken promise" message (with a bigger WE penalty) and then the notice that the player is transferring.

I think this is royally dumb.

I get that there should be consequences for breaking promises made to recruits.

But I don't think you should get a severe penalty or that a player should ever transfer over a "broken promise" when the player is less than 100% healthy. I was seriously trying to act in the player's best interest - prioritizing his long-term development over starting him at less than 100%.

Also:

This is partly happening because his first "I'm ******" message came late at night right before a game.

The only game he did not start after the first message was the game that was literally played about 3 hours after the first "broken promise" message was sent.

Message sent late PM.
That AM game played.
Then I read the message.
Started him every game from there out.

Still got a 2nd "broken promise" message with a huge WE penalty; and then got the "I'm transferring" message after the season.

Royally stupid.
7/22/2021 9:35 AM
also... has anybody tried re-recruiting a player in this situation?

The guy is good (only reason he fell to D3 is bc he was ineligible), and I want him back.

I'm worried the game might handle this similar to the way you can't really get back in (based on the one time I tried it) if you inform of redshirt a guy with the wants to play pref.
7/22/2021 9:39 AM
It used to be that it was possible to recruit him again, if you knew how to find/scout him, but I think maybe they changed that when folks complained about it.

I understand your position and don’t agree or disagree really with the stance. It is what it is, IMO. Best practice for a coach in your position, if the guy is important to keep, more important than winning games this year, keep him in the starting lineup. Don’t adjust the depth chart at all. If he’s too injured to play, he just doesn’t play; when he’s ready to be back in, he’ll expect to be back in, and if you never take him off the depth chart, he just jumps back in. Then you don’t have to worry about knowing exactly when he crosses that line (since the system doesn’t tell you, which is the one uncontroversially stupid part of this process which absolutely should be fixed) into “healthy enough to play.” There is really no risk of re-injury. Even if it does exist (I’m not convinced it does) injuries are so rare in the first place, it’s not enough to worry about. Certainly doesn’t compare to the risk of losing the player to transfer.
7/22/2021 3:11 PM
Yeah, that makes sense and will probably be my approach going forward.

I didn't know about the "over 60% (or whatever it is) he expects you to keep promises" until I learned it the hard way with this situation.

Getting the 1st broken promise message at night (it was either 10pm or 11pm eastern, I think) and not seeing it until the next morning - and that costing me a good player, since he started 100% of the games after I read the message, meaning the only additional missed start after the first message (and therefore, presumably, the reason for the 2nd broken promise message and him transferring) was that one missed start 2 or 3 hours after the message was sent - is also very dumb.
7/22/2021 3:37 PM
It's a 1x world, so unless it's a recruiting window I basically check once per day to see the previous game results and prep for the next game.

I read the first broken promise message in the morning, and assumed it was sent after not starting the most recent AM game. Started him every game from then out, but a few days later I got the 2nd broken promise message.

That's when I went back and checked when the first message was sent, and it was either 10pm my time (central) or 10pm was the time on the message - don't remember which. Either way, the 2nd WE penalty and him transferring are based on me not checking my inbox in a 1X world between the hours of 10 or 11pm my time and the middle of the night when the game simmed.
7/22/2021 3:42 PM
Are players less efficient when injured? Like if they are exhausted? I just ask because granted there wont be a chance to reinjure, but could cost your team dramatically esp in the post season.
7/22/2021 6:27 PM
Posted by dude48241 on 7/22/2021 6:27:00 PM (view original):
Are players less efficient when injured? Like if they are exhausted? I just ask because granted there wont be a chance to reinjure, but could cost your team dramatically esp in the post season.
Yeah, they take an effectiveness hit I think. That’s why you weigh your desire to win games this year against the desire to keep the player. Playing him hurt, especially at 60%, does cost something.
7/23/2021 2:35 AM
I also noticed with another injured player that his ratings development stopped while he was injured, and didn’t resume when he played injured.

I rested him until he was either 100% or close (don’t remember which), and his development resumed.

Anybody know precisely how that works?

i.e. is it:
above 60% must keep promise
below 80% no ratings development & less effective
(I say 80% bc another vet used that as his % where it hurts the team to play him)
7/23/2021 8:18 AM
It is letting me recruit him again, in case anyone is wondering.

Battling a D2 sim to try to get him back at the moment.
7/23/2021 11:31 AM
Re-signed him, so that makes me a lot less ticked off. :)
7/23/2021 11:27 PM
Player Transferring Over Broken Promise/Injured Topic

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