"In all our adaptions" answer doesn't make any sense. There is "all" one adaption of Daybreak. If you refer to other games, they have no bearing on the conversation at all because every board game has a different scoring system. It matters not whatever any other game does? As ufm has said, co-op is a completely different animal/category.Kayvon wrote: ↑03 August 2024, 02:13 In all of our adaptations, we use negative numbers to indicate a loss, zero to indicate a tie, and a positive number to indicate a win. It's been discussed throughout the thread, so I won't rehash it here. We will not be deviating from that, but I will cordially welcome you to implement it differently on your adaptations if you feel strongly about it.
The question at hand is really a different one: What's the purpose or intent of ELO on a co-op game like Daybreak? What should it indicate to other players? Since it exists, what good can it do? I don't think it's possible to accurately convey an individual's "skill" at a co-op game with a single ELO number, so I think the best thing ELO can do for us is convey something more akin to "experience" or "familiarity" with the game.
No, I believe I provided a clear, constructive suggestion. Lose = 0. Win = a sliding scale based on game difficulty (whatever new scale you came up with seems good enough).
If this world has only two options (keep the new or go back to the old), then absolutely 100% go back to the old. But that's not the world we live in, right?