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Subject: [GD] Injuries

2023-08-24 17:46:55
About the minutes, do you think that around 150 min is a lot of minutes per week?

for a young player in training everything that is over 96% of training effectiveness is too much for me

for important senior players even 1 minute in friendly is too much
2023-08-24 19:50:45
This is basically my target as well.

friendly 90 + 25 minutes in a league game.
2023-08-25 00:15:23
It's only tricky because it's hard to guess when the change will be possible... recently I had a change set for 75 and the change happened in 86
2023-08-25 00:26:40
My team recently sustained 10 injuries in the following circumstances:

1. while having the roster narrowed down to 15 players or fewer
2. in league games only
3. playing on a fairly unfamiliar home surface
4. playing against teams never entertained before
5. to recent signings (repeatedly, the players returning from injury got injured again)
6. to wing-bound players
7. to players of meager technique (around 8..10)
8. to players of varying basic stamina, age, form and match involvement (including oncoming substitutes)
9. by players venturing out of position to chase the incursor down
10. by players of considerable body mass (if that is even implemented)
11. even without direct opponent involvement - during attempts to trap, block, kick the ball

So since it's not the players featuring in every fixture or the players tackled the most often that had the injuries befall them - in the context, some of these factors seem to have carried more importance than the basic precaution of limiting game time or having your players shun the vicinity of the opponents.

But what this list really is, is just a coloring of the situation that may have arisen from a completely different set of considerations. Even none of them, or just pure instantaneous stamina. I encounter and field weak tacklers often, but they don't mutilate players more, what they do more of is just sliding into no-man's-land for the the opponent to carry on unobstructed. Which doesn't mean there can't be a linear effect, just maybe its significance is trumpable.
(edited)
2023-08-25 00:30:11
The low def vs high technique should rather decrease the chance of a succesfull interference and thus diminish the chance of injuries.

In fact. The devs should make technique and defender both skills that decrease injury chance (technique) and injury lenght (defender)

But first they need to delete the right column skills limitations!
2023-08-25 00:37:07
Message deleted

2023-08-25 00:49:18
Omur to Dtox9
If they were to meddle, I'd say the predictability of player growth is limiting this game a lot. At the least, talent should be like form and, or maybe all the skills should be made volatile on a daily basis. Or maybe growth should depend on playing circumstances. Saying without elaborating.
2023-08-27 19:05:58
I like your thoughts
2023-08-27 19:22:26
We already have way more good GK's than are necessary. Imagine teams training 10 GK's (8 in friendlies across all positions and extra 2 in league as full time GK). Then everyone will have superdivine keeper in their team...
2023-08-27 22:33:27
Let me specify...

Right column FIELD skills...
2023-08-28 12:49:23
And add strength/agility as 9th skill, so defs and strikers need more skills to be complete, so they arent so overpowered compared to mids
2023-08-28 18:11:36
That actually sounds interesting...

But I guess this is way too difficult for our devs to implement?
It will have an effect on match engine and we know they aren't touching that any time soon :)
2023-08-28 22:54:59
Omur to adaca
Oh. You don't tune instruments by setting the pegs to the same angle. What you lose in "incompleteness" you gain in space for growth or directions of specialization. Making agility a trainable skill, you'd have to find another game-engine tradeoff for (low) player height, because that's what it's currently tied to.

Also, teams may actually develop better flow if you set more midfielder roles, and the role abilities are not even quantized. Like the tendency not to dwell on the ball even if the low playmaking doesn't suggest a solution. Or marking , or patience to hold position versus the initiative to approach the player with the ball or a distant loose ball. The kicking power. Energy management. Or interactions between the role, attributes and tactics, like deflection on passes to a moving teammate.

So I'm happy with the attributes, but I'd like to see improvements to teamwork - even simple ones. As much as teams aim for weaknesses in the ranks of the opponents well (except if they're about manpower) - the player on the ball doesn't seem biased toward teammates with more quality for the task at hand, or toward his own strengths enough.

There's little use of numerical advantage on passing or containing, and little deployment of the ball to positions where the opponents are supposed to be lured out to (especially by the better playmakers, who don't happen to time passes better, they launch passes sooner). Undisturbed players could have better accuracy. Those moving farther or with less technique could be spared the ball a little till they reach the destination, and passers shouldn't think of the immediate recipient only. There's also the score to take into account. And so on, toward higher customizability,
2023-09-03 09:40:38
There is a slight bug I've noticed, whereby you look in your roster list he's not injured but click on him it says slightly injured , I have noticed this is the last day of injury it happens only [had twice]
2023-09-04 04:23:31
There's a similar pattern when players have 7 days till recovery - the training schedule sees them as injured and ineligible, but you can actually already field them as slightly injured.
2023-09-22 22:11:02
yet again start the season with a big injury this time 28 days whoop whoop and a slightly injured as well of course :)