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Preseason Game #3, #4, Regular Season and Playoffs: 100
Why?
Players enter Preseason Game #1 with what I'll call zero conditioning. Game engine is like Jason Vorhees with a machete, slicing and dicing at every player on every early play. It's not fair to come out of the gate with a 100 injury rate setting.
I'm fair....for roster management GMs and depth believers I propose a split down the middle and therefore Preseason Games #3 and #4 go back to the mean 100 setting.
Re: Injury Rate Setting for MFN-# (Public) Leagues
by
raidergreg69
@
12/15/2021 1:15 pm
Nothing worse than a high draft pick taking an injury hit early in a meaningless game.
Re: Injury Rate Setting for MFN-# (Public) Leagues
by
CrazySexyBeast
@
12/20/2021 7:47 pm
I have thoughts of a 0/25/50/75 then 100 reg season in the league I admin next season. This preseason, 0 all 4 weeks seemed a bit too fluffy and struck me as degrading roster strategy/development. Personally, I don't mind the default 100 for the entire kabob, but players do seem to enjoy reduced injury rating for the preseason games.
Re: Injury Rate Setting for MFN-# (Public) Leagues
by
Smirt211
@
12/20/2021 11:04 pm
Keep it 100 for the regular season but open up the pre with something more fair.
100 rate will hit players with 10 week injuries on the very first plays of Preseason Game #1 and that is not cool when you're staring at Preseason Game #1 Midweek and if you want to compete on a high level you're digging in and doing hard work for a season to prepare only to get struck down with opening salvo injuries.
Re: Injury Rate Setting for MFN-# (Public) Leagues
by
Smirt211
@
1/01/2022 6:38 am
Back again.
100% unacceptable and a disrespect to the energy put in entering a season.
Injury rate for MFN-# Leagues should be 50/50/100/100% for the Preseason Games 1-4 or put in a new red tab on the player cards to 'Boost to Full Health.'
1 time usage, 1 player per season and only to be utilized in the preseason.