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Subject: [GD] Injuries
Yes, but you also have 8 matches more for the league only so 1 injury has the same or even less impact on the entire season. Also, we now have 5 possible subs and 8 places to fill with subs. We just need to adapt and have more players ready on the bench. If you have a squad of 22 players, one injury is easy to counter. If you have 4 injuries then it's more challenging, but on the other hand, you can always buy new players to fill the gaps. The matches in which one team has 3 or more injuries are a rarity. The only thing I would do is to set a max of 2 injuries per team, per match. And obviously, the stacking bug in which one player has multiple injuries and the days stack should be removed. This is a priority in which the devs need to work on regarding bug fixing. They know the bug for years now and still ignored it.
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You can put unlimited subs, that will not change a fact that injured player (even worse if it is a trainee) will miss more games, much more then before.
This game by all means is not simulation of a real game but more an arcade and devs are stubbornly insist on an injuries as it is which will reject significant numbers of users..
Unbelievable.
This game by all means is not simulation of a real game but more an arcade and devs are stubbornly insist on an injuries as it is which will reject significant numbers of users..
Unbelievable.
lol, if it was a simulation of rl football, then there would be many more and severe injuries.
just one example:
rupture of criciate ligament = 6-9 months injury time
that equals missing 50-75% of matches.
And there are many other injuries where rl players could not play even longer.
Have you ever seen an sk player missing 11-16 league matches in a season?
This comparison does not make any sense.
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just one example:
rupture of criciate ligament = 6-9 months injury time
that equals missing 50-75% of matches.
And there are many other injuries where rl players could not play even longer.
Have you ever seen an sk player missing 11-16 league matches in a season?
This comparison does not make any sense.
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a senior player with a 28 day injury will definitely miss 10 games, at least.
Again, a bad example :) In real football, you train all the players you have, not just 10. Doesn't the ratio change???
People need to stop comparing Sokker with real life football. If this should be real life football, then a season should last An entire year and the break last for 2 whole months. And real life injuries...death... 2 transfer periods, etc etc....
Sokker has it's own rules and methods. Managers need to adapt, adjust and accept. We can ask, we can propose and complain. But that's all there is to it.
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Sokker has it's own rules and methods. Managers need to adapt, adjust and accept. We can ask, we can propose and complain. But that's all there is to it.
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28 days are max 3-4 weeks, i.e. 6-8 league matches for a 23yo player.
Sure, for older players it takes longer. But still it does not compare in any relation to rl football. So, comparison doesn't make any sense.
NB: My example only took league matches into consideration. There might be cup and IC in SK, but even more competitions in rl.
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Sure, for older players it takes longer. But still it does not compare in any relation to rl football. So, comparison doesn't make any sense.
NB: My example only took league matches into consideration. There might be cup and IC in SK, but even more competitions in rl.
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In which part I said it IS real life football simulation?
Ou contrair, I underlined it's not.
If you double number of league matches per week, shorten season, plus adding IC from next season as additional ones and someone still need to explain why it is ridiculous to leave injuries as it is - well..
Not to mention that time that player already played before injury happen in that week shouldn't be 'lost', that you can at least add an option to 'pay for doctor / specialist' to speed up recovery a bit etc..
Ou contrair, I underlined it's not.
If you double number of league matches per week, shorten season, plus adding IC from next season as additional ones and someone still need to explain why it is ridiculous to leave injuries as it is - well..
Not to mention that time that player already played before injury happen in that week shouldn't be 'lost', that you can at least add an option to 'pay for doctor / specialist' to speed up recovery a bit etc..
If the devs don't want to touch the source code - the easiest way to handle this additional game and injury risk is to add a medical center into the "math".
6 250 $ per level up to 10,
10+ ~ 12 500 $. Weekly!
each level 3% injury ~ 50% less on sd lvl
(but it will cost 225 000 $ + maintenance )
Here you can include MC* upgrades like seats on stadium :
basic: 1% per level (symbolic costs for the constructions )
clinic: 2% (a bit more expensive upgrade)
MC: 3% (seats with a roof expensive)
Any team would be able to aford this from the start with, for example basic lvl 10 .
If they apply this, I won't send invoice, lifetime PLUS will be enough. XD
6 250 $ per level up to 10,
10+ ~ 12 500 $. Weekly!
each level 3% injury ~ 50% less on sd lvl
(but it will cost 225 000 $ + maintenance )
Here you can include MC* upgrades like seats on stadium :
basic: 1% per level (symbolic costs for the constructions )
clinic: 2% (a bit more expensive upgrade)
MC: 3% (seats with a roof expensive)
Any team would be able to aford this from the start with, for example basic lvl 10 .
If they apply this, I won't send invoice, lifetime PLUS will be enough. XD
+ does not give advantages, at least that has been the policy so far :)
Or choose and pay MC downgrade to your arch rival, as it seems they like injured players, they will implement it fast :)
If I had to guess, there's one base variable that controls injury rate, and then many other variables during game play that use this as a base rate and adjust up/down based on player actions.
Just reduce the base variable.
Even easier, again assuming object oriented programming; Just adjust the injury length range downward. I honestly don't think the rate of injury in this game is bad. It does seem more of 'when it rains, it pours' but over the two years I guess I've been playing the overall injury frequency is fine.
Just reduce the base variable.
Even easier, again assuming object oriented programming; Just adjust the injury length range downward. I honestly don't think the rate of injury in this game is bad. It does seem more of 'when it rains, it pours' but over the two years I guess I've been playing the overall injury frequency is fine.