Your point seems to boil down to the notion that elo is imperfect, so making it worse is inconsequential.Stroom wrote: ↑01 January 2024, 15:03Elo is quite a pointless metric when you look into how it works. It depends on active player count (which constantly changes) and that all players who have entered, would keep playing (but many quit at some point, taking the points with them). The actual calculation of points per one game can be zero-sum in order not to inflate or deflate the value... but the value is inflating or deflating in other ways anyway.Eocene wrote: ↑01 January 2024, 13:38 Chess is being played by millions of people worldwide, I'd say that's not a small amount of players. And even if you only look at the top-ranked chess players, yes, they mainly play each other. But there's those millions of other players that, directly or indirectly, exchange ELO points with these top players. Also, there's no limit to the maximum ELO rating in chess.
As to why it's a problem: the system as currently implemented continuously leeches elo points. If someone beats another person two or more times in a row, that's elo lost that will not be replenished unless a new player starts playing the game. If someone doesn't play for a few months, that's elo lost that will not be replenished either. This essentially means that the amount of total elo available to players starts decreasing more and more over time.
Apart from that issue, there's the issue of fairness: why should someone be punished for beating someone twice or more?
This is not limited to small beta games. It's just the games where this issue is most visible.
The elo system is essentially a pyramid scheme. The more players you have, the higher someone can climb. If you only have 2 players who started at 1000 elo, then one player could get a max of 2000 points. With 3 players, it's 3000 etc. But this is not going to happen in practice. Note that in BGA the initial elo scores are working differently.
What actually happens is that there are lots and lots of players with below average elo, some players with medium elo, less players with high elo and very few with super high elo. In order for one group to gain any elo, they have to play with those who are one step below them and win, leeching elo for themselves. And then they lose to the players in a group higher than them.
Over time, as more players join the system, they bring fresh points into the system, which eventually allows the highest elos to gain more points (pyramid can grow if the foundation is wide enough). Similary, lots of players will stop playing the game and their elo is essentially cut out of the system (The players at the top can't gain more points by playing other players - better not to play or you would start falling off).
So, the system itself is not really as zero-sum as people think. Sure, each individual game kind-of is, but over time, it still either increases or decreases what the "active player base" total elo sum is.
So... elo over time is not really comparable. It doesn't really matter whether the system itself is adding or removing points into the system per individual games as long as everyone gets to play with the same rules. What you can compare is whether one player's current elo is higher or lower than another player's current elo... given that both players are actively playing the game within the same group and not choosing who they play with. If someone is taking a break, his old elo is not necessarily comparable to new player elo as the active player base might be much smaller or larger than the last time that player was actively playing.
I guess that BGA just wants the leaderboards to be more dynamic so that you would have to constantly prove yourself to the other active players. I am fine with that. The current approaches are not the best solutions to get there, but you can't really find the best system without actually testing it in real life. But overall, even with the new changes, the active players would still have the same ORDER in elo scores. It might be 100-200 lower than before but everyone will be lower. So overall it won't really matter. It's not about the score. It's about the comparison of one player vs another player.
It's a poor argument. It does not address the complaints and concerns of other players. There's nothing dynamic about getting paired with the same low elo player six times in a month in Arena & getting zero elo.