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How playing does or doe not affect an injured player?
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Wolveraider
How playing does or doe not affect an injured player?
by Wolveraider @ 5/12/2026 12:23 pm
Does keeping a player from playing allow him to recover more quickly?
If you play an injured player, can he get a second injury?
Is he more likely to get injured again?

Any other helpful tidbits on injuries?

Any info/help is appreciated.
martinwarnett
Re: How playing does or doe not affect an injured player?
by martinwarnett @ 5/12/2026 12:32 pm
Injuries have different grades; other than out, you can still select them in overrides or depth chart, but if playing, the injury level will affect their performance.

there's a fair bit of info scattered around.

https://www.myfootballnow.com/community/search?search=injuries
Liked by TheWitchHunter, Wolveraider
raymattison21
Re: How playing does or doe not affect an injured player?
by raymattison21 @ 5/13/2026 11:56 am
Going purely on memory, so I could be wrong.
1. Physical interactions with other players can cause an injury.
2. Playing sitting active or inactive does not affect healing.
3. Current injuries will increase the chances of getting another. As long as 1 is met.
4. The injured body part does lower the ratings of the affected body part. A zero will lower a rating up to 25%
5. Multiple injuries to an area will compound the effectiveness to one rating. Like leg + ankle both affect max speed.
6. Conditioning/fatigue regulate injuries.
7. Multiple Injuries affect retirement.
8. Interactions with larger players causes more injuries.
Liked by GrandadB, Kosmic28, Wolveraider
Wolveraider
Re: How playing does or doe not affect an injured player?
by Wolveraider @ 5/13/2026 1:52 pm
Thanks for the input, I appreciate it.
Liked by raymattison21
TheWitchHunter
Re: How playing does or doe not affect an injured player?
by TheWitchHunter @ 5/23/2026 11:46 pm
#2 is a real bone to chew on.
INactive players should have the healing benefits of complete rest. Being inactive should increase healing rates.

I can not be alone in this thinking - for this is how i have always thought healing worked... Since i joined in 2018.
A full rest should be better than no rest - it has been so since I played The Oregon Trail circa 1986 in PC lab.

Eff me and my assumptions that resting instead of working increased healing.
Baffling it is that way in nature but not that way in MFN.

I got to give credit - the thought that playing vs not playing does not equate into healing is a real mind explosion. Shtuff I did not know.

MFN seriously needs to fix healing if not playing (being deactive) has no benefit towards injury progression. I've always thought it did, because that's exactly how medicine works. Rest, heal. Don't rest, get sicker.
Not that way in MFN? KABOOM. Brain explodes.
Play or die, I guess.

Not willing to change my injury approach based on the revelation that resting is not a bennie, but holy cow - resting is NOT a benefit!
KABOOM.

Ima pick up my cerebrum and get the FO.


I *DO* know playing a player beyond a certain point of injury impacts their play. Legs etc - speed. arms etc - catching. Concussion affects wr routes and qb accuracy.
I have no idea how to incorporate the info that not playing an injured player has no benefit towards injury recovery time.

I'm getting pretty f-ing tired of all the not knowing everything.
If transparency is the objective, MFN is Russia circa 1949. Or USA 2026.
Pick the moment.
Everything is hidden, choices must be made, results will be endured, and you will be penalized for not knowing how to respond to the environment presented.

TE's suddenly with over 100 targets..
4-7 TE's in the draft. 6 of which will bust.
No one was told about the engine adjustments.

You too, could go to the Gulag. Ha, Ha, ha. What you do not know will hurt you. What you know will change. We will not provide the resources to adjust. We will punish your failure to adjust.

I want to make Yakov Smirnoff jokes, but half of you are too young to know the reference and the other half is too old to recall it.

Nothing in MFN is intuitive.
Last edited 5/24/2026 4:00 am
Liked by Wolveraider
TheWitchHunter
Re: How playing does or doe not affect an injured player?
by TheWitchHunter @ 5/24/2026 12:12 am
The best part is seeing people in the dev loop using the privilege to dominate their leagues.

MFN Beta/C needs to be absolutely separate from MFN Alpha.
Non testors are being taken advantage of, and the distribution of knowing what has changed is not universal to all who are subjected to those changes (which is anyone in any league who is not directly involved in dev changes - IE: MOST of us).

There is no longer an equal field to play upon, and the pursuit of merit through knowledge has become worthless.
There are the folks that do know what has changed, and then there's the rest of us hoping to find out what was changed.

Not really happy with where MFN is right now.
If MFN is going back to the 4.2 TE centric offenses, then MFN had better start making more TE's worth drafting and fix it's over 70% draft bust rate.
There's not enough players to play the current version of MFN, and even if their were players available in the draft - over 70% of drafted players go negative progress.

Just yikes all the way around.
This game is becoming more difficult to play day by day and Ive been here for almost 3500 days.
I'm not alone in this thinking.
Last edited 5/24/2026 4:33 am
TheWitchHunter
Re: How playing does or doe not affect an injured player?
by TheWitchHunter @ 5/24/2026 12:24 am
i'd like to suggest once again that the simplest solution regarding drafted bust rates and the number of quality players available at each position is to double the number of players generated for the draft.
Only 1 variable needs to change.
The ratio of quality players won't change, but doubling the number of players generated will certainly create more draft prospects of quality without changing bust rates, weights, and all the other effects involved.

Double the players generated in the draft.
MFN is more about the band aid than the fix, and doubling the players generated in the draft is a pretty freaking great band aid.
martinwarnett
Re: How playing does or doe not affect an injured player?
by martinwarnett @ 5/24/2026 4:51 pm
TheWitchHunter wrote:
The best part is seeing people in the dev loop using the privilege to dominate their leagues.

Can you name names, that's a pretty big claim to make. I take that allegation pretty seriously, if you have any evidence please let me know - I'll raise **** over that because I find anyone doing so would be a disgrace. Those "In the dev loop" as you put it are people wanting to improve the game.

Game changes that come in, come into MFN-1. JDB posts in the league forums there.

I won MFN-1 previous season using my standard run / blitz tactics. I've since switched to passing and heavy zone there purely because changes were made to address issues within the passing and zone areas - passing in general, long pass in particular and also Zone performance vs the run.

If I wanted to dominate the league, I'd have stuck to my normal tactics. Pushing changes to MFN-1 is pointless if nobody tests it.

Non testors are being taken advantage of, and the distribution of knowing what has changed is not universal to all who are subjected to those changes (which is anyone in any league who is not directly involved in dev changes - IE: MOST of us).

Changes are made and documented, both on the roadmap AND in MFN-1 league forums. NOBODY in other leagues is disadvantaged because the changes are not present in other leagues'; MFN-1 is Bleeding Edge for good reason. ONLY when changes are stable are they pushed to other leagues unless it's an emergency fix - and those are more ancilliary things like fixing draft related issues rather than sim engine changes.

There is no longer an equal field to play upon, and the pursuit of merit through knowledge has become worthless.
There are the folks that do know what has changed, and then there's the rest of us hoping to find out what was changed.

Changes are documented. As I've said changes are localised to MFN-1 in the first instance. JDB has test leagues, MFN-1 provide real user testing. If you think there's a situation where it's a case of "guys, I'm fixing passing and the direct changes you need to make are X, Y and Z", then that's far from the truth. Changes are made - told in overview. People give feedback.

I'll give you an example. Work has gone on with Zone re performance vs the rush. We know the problem, we've given feedback including our thoughts on potential fixes - those potential fixes coming from OUR side. I've suggested a few things around that area. If it gets implemented - I don't know. We don't get veto, just provide feedback. What goes into MFN-1 may not be the full solution implemented, so on that score we know when you do.

Not really happy with where MFN is right now.

I'm sorry you feel that way. A lot of people have given a lot of good, detailed feedback to help improve the game. I think there's been decent progress recently.

If MFN is going back to the 4.2 TE centric offenses, then MFN had better start making more TE's worth drafting and fix it's over 70% draft bust rate.
There's not enough players to play the current version of MFN, and even if their were players available in the draft - over 70% of drafted players go negative progress.

TE has been difficult to assess, due to the many roles - acting as receivers, blocking. I'd be interested to see stats on drafted players busting. MFN-1 is set to have a larger draft pool on the grounds that should mean theoretically more players drafted won't bust.


This game is becoming more difficult to play day by day and Ive been here for almost 3500 days.
I'm not alone in this thinking.

I think to a degree the game has to have that element of complexity. It's not like it's a simple arcadish game.
Liked by GrandadB
martinwarnett
Re: How playing does or doe not affect an injured player?
by martinwarnett @ 5/24/2026 4:54 pm
TheWitchHunter wrote:
i'd like to suggest once again that the simplest solution regarding drafted bust rates and the number of quality players available at each position is to double the number of players generated for the draft.
Only 1 variable needs to change.
The ratio of quality players won't change, but doubling the number of players generated will certainly create more draft prospects of quality without changing bust rates, weights, and all the other effects involved.

Double the players generated in the draft.
MFN is more about the band aid than the fix, and doubling the players generated in the draft is a pretty freaking great band aid.

That's already planned for the next MFN-1 draft. I've a few concerns about it personally - if the game ever got to the stage where busts of draft picks were very few and far between, then it makes drafting pretty easy. I also think it could damage draft strategies, have unintended consequences, but happy to be wrong.
Liked by TheWitchHunter
TheWitchHunter
Re: How playing does or doe not affect an injured player?
by TheWitchHunter @ 5/27/2026 10:49 pm
Martin - that's a lot and it'l take some time to respond, but there is agreement in many of the counterpoints you presented.
Liked by GrandadB
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