franko wrote: ↑19 December 2023, 16:09
Sure, then we should just remove ELO altogether from the site if the only reason to play is to have fun. If ELO is meant to be reflective of skill, then it should be implemented in a way that will reflect skill. The changes around "boosting" have entirely broken ELO's reflection on skill because there's an indefinite time horizon on what they consider a match. I have "win streaks" because in the last 12 months I've beaten an account 5 times, meanwhile I've played ~2000 tables of this game. That's not a win streak or a case of boosting by any reasonable definition, so the fact that their change applies to those games is what I've been very clear is broken.
Playing while being afraid to lose elo is also boring though. What I mean is that you should just let it be and it will just naturally eveolve to show: (1) your current score, (2) compared to other players, (3) at this moment. All these 3 aspects can only happen if you are actively playing, with different players. If you stop playing or if you are only playing in a closed circle, your score is not fairly comparable to other players.
If the rules are same for everyone and we can guide the devs to make some minor changes to the calculations then I don't see any problem behind the idea of these implementations. Sure, some tweaking might be needed but it isn't something that needs to be so worked up over.
Elo can fluctuate a lot in some games where luck is in play. Catan for instance... So it is a very rough indication of skill sometimes.
What is currently missing is to track score based on the game settings - player count, expansions/variants etc.
I don't see boosting changes as much of a break... if they would use K factor. It just makes it slower for you to leech off elo from some other player.
franko wrote: ↑19 December 2023, 16:09
ELO doesn't increase indefinitely, it was already zero-sum (barring wins against <100 ranked players).
...
In the new system, if I played 100000 games with someone and we both started with 300 ELO, we would end with far less than 600 ELO between the two of us, as instead of just modifying the K-factor the change as implemented "deletes" ELO during win streaks. In the most degenerate case, i.e. an equally skilled opponent where we would have previously ended at 300 ELO after those games, in the new system we'd both end at 100 ELO.
I think that's a fairly clear and obvious "proof" as to what we mean by this system being broken. The new system only grants winners of a streak a decreasing % of the ELO they would have previously won, while still removing 100% of what is lost. So in the past you'd see ELO_win - ELO_loss = 0. A zero-sum game. Now you have ELO_win * streak_factor - ELO_loss <= 0. It's zero sum for the first game (streak_factor = 0), but for any game thereafter it is net negative on ELO (as streak_factor >= 0). If you take this and look at any game, it means the EV (expected value) of ELO for a game is net negative, which is why I keep saying that it literally disincentivizes playing the game for ELO. The expectation over time is that even the best player on this site will get to 100 ELO at some point after enough streaks delete all the ELO in the community pool. That's nonsense. Sure it might take an insanely long time for some games, but there are plenty of niche competitive games on the site where this will meaningfully depress scores without much time. For Kingdom Builder, I will guarantee this means no one will ever be able to hit Master again. That might not be important to you (and arguably not for me as I've already done it), but there are community members that do have enough skill to technically hit that rank, and because of these changes they will never be able to.
I know how elo works. I've even implemented one as a personal project. Some people here think that it should always keep increasing and they get mad when they lose elo. That's why I propose players to ignore the elo score and to just keep playing. The less you think of it, the more reflective of your skill it is. As you are not intentionally trying to game the system - choosing players to play with etc.
Elo in the current system can also inflate. Someone could just create 4-5 different users and then make one of them always win against the others. And when no more score can be won out of them then he creates more. So he can gain a lot of elo out of them and then just not log in with them anymore. So at the end of the day, the system as a whole, if you throw away inactive players, will have more active elo points than the average zero-sum would be. So... we have some mechanisms that introduce elo into the system and some that bring it out. Theoretically, sure, it might seem like a balanced system but in reality it is not.
But.. why bother? You just have to compare the
current elo between players. The active players. Elo earned a few years ago would not be a good representation of skill today. Strategies might be improved a lot in this time. Only look at what elos currently active players have and compare it to your own. That's all you need. Whether the score is inflating or deflating over time, does not matter in the grand scheme of things.
franko wrote: ↑19 December 2023, 16:09
You did not seem to try to comprehend the rest of my post, so I'm not sure how to respond to this. It showed that I would gain 0 ELO for beating a player who has ~620 ELO right now (even though I have ~590 ELO right now). That is not how ELO works today, that is explicitly what the change has done, and it sounds like you're somehow arguing that makes sense because... me beating a player better than me shouldn't give me any rating at all?
It's just an anti-boosting measure. Sure, it sucks for specific strawman-cases but overall I think it helps the system as a whole to prevent abusers. You are supposed to be playing with different players anyway. And if you do win a lot vs a higher elo player, maybe his elo has been inflated unfairly before, indicating that the system was broken in the first place.
franko wrote: ↑19 December 2023, 16:09
Also to conclude, you seem to be trolling by deliberately misconstruing others posts. I don't think the ELO Decay change is "bad", I think it's entirely meaningless. I gave an example of the #1 ranked by ELO player for Kingdom Builder who the community knows is parked in that spot. The decay change does nothing to stop their parking as it requires you
play 1 game every 3 months.
I'm not trolling. I see people so worked up that I want to give an opposing view. Let's try to improve the system, not only having a static boring elo score that has been easy to abuse.
Being able or not being able to reach master does not matter. Maybe the old system itself was broken to even allow players from reaching master. Inflated values and whatnot. Overall, the more players there are, the higher the "pyramid" of elo can become. So given enough players, the master ranking would be possible for any game. When it comes to decay... Maybe it needs to be reviewed as well. For public top 10 player lists, sure, maybe you should be playing more regularly, once a week or so.