I know seble says that Durability will be more important in the next release (whenever that is), but is there ANY value to the Durability rating in the current release?
12/2/2009 6:53 PM
I understand that a 90 DU guy heals SLIGHTLY faster than a 10 DU guy, but that is all I can see. A 10 DU guy usually goes 4 seasons without an injury.
12/2/2009 6:54 PM
I would prefer not to see durability change. Keep it as it is.
12/2/2009 7:19 PM
I agree. Keep DU as is and add a category called Intensity and have that mean nothing too.
12/3/2009 10:25 AM
i think durability might also impact rate and/or severity of injury. all in all, its pretty useless, but there is some small value. in practice, i have never even thought to look at durability to break a tie (when recruiting two roughly equal players). i used to use a computer program to rank recruits, and durability was worth like a constant .02 per point where a medium importance attribute might be .3 - .5 depending on the other attributes. that was probably an overvaluing of dur too but it was sort of a hedge because i value it so little.
12/3/2009 10:36 AM
replace durability with a category called "Madden Skills" - which would have no effect other than indicating how good the player is at Madden
12/3/2009 10:47 AM
Quote: Originally posted by jetsons on 12/03/2009I agree. Keep DU as is and add a category called Intensity and have that mean nothing too.

I understand what you're saying. In real life, things like these do occur. However, just because it happens in real life, doesn't mean it's right for the game. Do you think WIS wants to have the game resemble real life or do you think they want to create a game that's fun that will bring in customers?

Players leaving for the NBA, players getting injured more often and for longer duration, low potential players to recruit are things that will drive away customers.
12/3/2009 10:50 AM
i think the frequency of injuries right now is okay. do you guys agree?

but, there is no correlation (or very , very little) between a players DU and the odds that he will be one of the guys that gets a nagging little injury that drops him to 80% or so for a couple of games. It seems like i prolbably get about 2 of these per season. sometimes it oculd be three, sometimes one, but im guessing two per season... sound about right?

i actually wouldnt mind if it was slightly more severe than that... as long as it was tied to DU. that probably is not great for realism (its hard to predict who will get hurt) but its great for strategy as you will have to decide whether to recruit the slightly better player who tends to get injured once or twice per season, or the guy who is not quite as talented, but never gets injured.

I am not a big fan of the sever injuries that drop a playe to 40% and make him miss a big chunk of the season (and i really am not a fan of injured playes losing ratings points) but, i guess i could support the idea of seeing sever injuries occasionally, but i would definitely want it tied very closely to DU. I might even like it if seble came out and said "players with DU>25 will not get severe injuries, players with DU<25 are at risk and coaches should factor that in during recruiting"... or something like that

Does that make anuy sense? and do you think that is what seble is trying to do?
12/3/2009 12:10 PM
Quote: Originally Posted By thewizard2 on 12/03/2009
Quote: Originally posted by jetsons on 12/03/2009I agree. Keep DU as is and add a category called Intensity and have that mean nothing too.

I understand what you're saying. In real life, things like these do occur. However, just because it happens in real life, doesn't mean it's right for the game. Do you think WIS wants to have the game resemble real life or do you think they want to create a game that's fun that will bring in customers?

Players leaving for the NBA, players getting injured more often and for longer duration, low potential players to recruit are things that will drive away customers


even if you know that you are selecting a risky player when you recruit them?

to add onto this, i do wish that there were clear indicators of how likely a player was to go pro early, even though that might not be realistic, it would add to strategy.

wiz, you may be right, but it sounds like you are pushing towards a game where nothing bad ever happens to anyone. im guessing you think firings drive away coaches too? the thing is, this is a competitive game and when one guy wins, another loses. like i say, you may be right, but i would hope the majority of coaches understand that bad things happen and their job is to try to make the good outweigh the bad.

if you are saying that it drives away coaches when bad things happen in a toally random fashion... then we agree. id like to keep the "bad stuff" in the game, but make it less random and more correlated to something that coaches have control over.
12/3/2009 12:20 PM
Does anybody have any idea what the durability level is in real life? Are there the equivalent of single digit durability players on real life rosters? I can't see a Duke or UNC risking a scholarship on a kid who is known to be injury prone.
12/3/2009 3:29 PM
dub, I know syracuse is not duke, but they have this :awesome class coming in for 2010 and i think three of the four kids missed either thier entire junior season or entire senior season due to injury. knees, i think.

i think one kid is the #2 center in the country and one is the #2 SG. but i was suprised to see all these kids missing whole season with injury.

now, i dont know if any or all of those kids is really injury prone, of if they just happened to have an injury.

if i was trying to gauge injuty-proneness in real life, i think i would look at the number of seperate occassions that a player missed game time due to injury.

12/3/2009 3:43 PM
Quote: Originally Posted By oldave on 12/03/2009
dub, I know syracuse is not duke, but they have this :awesome class coming in for 2010 and i think three of the four kids missed either thier entire junior season or entire senior season due to injury. knees, i think.

i think one kid is the #2 center in the country and one is the #2 SG. but i was suprised to see all these kids missing whole season with injury.

now, i dont know if any or all of those kids is really injury prone, of if they just happened to have an injury.

if i was trying to gauge injuty-proneness in real life, i think i would look at the number of seperate occassions that a player missed game time due to injury.



at uwgb the injury rate is much higher than HD, I just cannot imagine ramping up the rate to resemble real life making this more fun
12/3/2009 3:52 PM
Thanks, Oldave and OR. I was too lazy to look it up myself.

OR, I agree 100%. If all WIS does is tie injury rate and recovery rate to durability I can live with that. In fact, I believe that would add a level of risk/reward under coach control that would make HD more interesting.
12/3/2009 4:39 PM
I agree...increasing injury frequency/severity might be realistic, but its no fun to tell someone, congrats on recruiting a great center, he is going to be out for 12 games.

Only if that guy has a 1-15 DUR rating would I not go nuts with something like that. I wouldn't mind having the players recover something like 1% + DUR/10 per day instead of the current 5% per day though.
12/3/2009 8:04 PM

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