PurpleSunday wrote: ↑19 January 2021, 02:48
Worst of all, Crew could go the way of Hanabi and be inundated with players demanding to abandon after one wrong move.
The easy fix for this problem in both Hanabi and The Crew (and all co-op games): abandoning a game still results in ELO score. If players don't like that, then they can play with ELO off.
Of course, I say "easy fix," but it would probably require re-writing code for the entire BGA site ...
Sure, some players would complain about that change. And sure, a few players would cause ELO losses for other players. But that's exactly why we have ELO scores and Karma scores - so you can set parameters on what kind of players you want to play with. Eventually the bad players would end up with lower ELOs, which allows the better players to set restrictions on the table and weed out bad players (which is currently impossible, since ELO does not equal skill in the game).
And again: if players don't like it, then they can play with ELO off. With the current way ELO works for The Crew (and even Hanabi), you might as well do that anyway ... ELO is pretty close to meaningless right now.
Edit:
+1 for the ideas/observations that others have comment in this thread:
1) There must be a way to lose ELO, or else we don't have ELO - we have an EXP (experience) score (and a very incomplete one, at that)
2) Assign ELO based on the team's average ELO ranking. A high ELO player can play with a low ELO player, and not risk losing as much ELO.
3) A game's ELO should factor in:
..... the number of missions completed (more missions completed = higher ELO)
..... the levels of missions played (higher levels are worth more ELO)
..... the number of failed missions (each failed mission reduces the ELO awarded)