tldr: take the luck rating of each game in the elo calculation, to make make high elo can't stop players win more and lose less against low elo players. Same for elite on arena.
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Hello,
A commun complain about games like can't stop is that the game is too much random, and to have an high elo or to win the arena, you need to be lucky and stop playing after a good streak.
You can see in the game information part: https://boardgamearena.com/gamepanel?game=cantstop that we got a luck rating which is at 4/5 in can't stop, so let's try to get a new elo formula with that rating that we will name the 'luck-factor'.
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Firstly, let's assume that 2/5 luck rating give the actual elo changes so luck-factor would be equal to 1.
Then a 3/5 luck rating would give a luck-factor of 0.9, which mean that any gain and loss of elo would be multiplied by 0.9 . That mean the elos will be closer from each other, and so an higher elo player playing against a lower elo player will gain more elo in case of a win (compared to atm), and will lose less elo in case of a loss. Since the game is more random, that's what we want.
Then a 4/5 luck rating would get 0.81 luck-factor.
A 5/5 would get 0.73 luck-factor.
A 1/5 would get 1.1, which mean that you incentive high elo players to play against other high elo player.
A 0/5 would get 1.21.
And to me that look pretty nice.
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Then secondly, let's talk about interaction.
Another problem I have seen in the forum and for playing 3p games with very high elo, is that when someone got two similar choices, and need to help one player or another, I will by default not be chosen because i'm more a threat which make total sense. But that's not counted in the elo calculation.
So let's add an interaction-cursor.
This interaction-cursor is not a change of the elo factor. That cursor will before all calculations multiply all the elo by that amount, and will after the calculations divide all the elo by that amount. (maybe there is a better solution than that)
This has consequence when that value is inferior to 1, to make the higher elo player win more elo in case of a win, and lose less elo in case of a loss.
In 2p games, that interaction-cursor is 1: you can't focus another player.
If interaction is 0/5 then that interaction-cursor is 1: it's extremely hard to focus another player. You could decide to make decisions to have more chance to be in front of player A compared to B, even in games like Yahtzee, but that look minor and extremely rare.
Then I guess for each point of interaction above 0 and each player above 2, you add a x0.98 to that interaction-cursor.
And so a 2/5 interaction with 3 players will give ~x0.94.
A 4/5 interaction with 5 players will give ~x0.87.
===================
All the value displayed here is an example of what is possible, I try to put right value, but I have no idea how much they should change. It's possible per example for one arena season to start at x0.98 to see how it goes, if that work try x0.95, then if that work try x0.9.
The big downside is that it complexify a lot the calculation of elo changes.
I have talked by the past on some of those ideas in others posts, but now that idea got their own post
===================
Hello,
A commun complain about games like can't stop is that the game is too much random, and to have an high elo or to win the arena, you need to be lucky and stop playing after a good streak.
You can see in the game information part: https://boardgamearena.com/gamepanel?game=cantstop that we got a luck rating which is at 4/5 in can't stop, so let's try to get a new elo formula with that rating that we will name the 'luck-factor'.
===================
Firstly, let's assume that 2/5 luck rating give the actual elo changes so luck-factor would be equal to 1.
Then a 3/5 luck rating would give a luck-factor of 0.9, which mean that any gain and loss of elo would be multiplied by 0.9 . That mean the elos will be closer from each other, and so an higher elo player playing against a lower elo player will gain more elo in case of a win (compared to atm), and will lose less elo in case of a loss. Since the game is more random, that's what we want.
Then a 4/5 luck rating would get 0.81 luck-factor.
A 5/5 would get 0.73 luck-factor.
A 1/5 would get 1.1, which mean that you incentive high elo players to play against other high elo player.
A 0/5 would get 1.21.
And to me that look pretty nice.
===================
Then secondly, let's talk about interaction.
Another problem I have seen in the forum and for playing 3p games with very high elo, is that when someone got two similar choices, and need to help one player or another, I will by default not be chosen because i'm more a threat which make total sense. But that's not counted in the elo calculation.
So let's add an interaction-cursor.
This interaction-cursor is not a change of the elo factor. That cursor will before all calculations multiply all the elo by that amount, and will after the calculations divide all the elo by that amount. (maybe there is a better solution than that)
This has consequence when that value is inferior to 1, to make the higher elo player win more elo in case of a win, and lose less elo in case of a loss.
In 2p games, that interaction-cursor is 1: you can't focus another player.
If interaction is 0/5 then that interaction-cursor is 1: it's extremely hard to focus another player. You could decide to make decisions to have more chance to be in front of player A compared to B, even in games like Yahtzee, but that look minor and extremely rare.
Then I guess for each point of interaction above 0 and each player above 2, you add a x0.98 to that interaction-cursor.
And so a 2/5 interaction with 3 players will give ~x0.94.
A 4/5 interaction with 5 players will give ~x0.87.
===================
All the value displayed here is an example of what is possible, I try to put right value, but I have no idea how much they should change. It's possible per example for one arena season to start at x0.98 to see how it goes, if that work try x0.95, then if that work try x0.9.
The big downside is that it complexify a lot the calculation of elo changes.
I have talked by the past on some of those ideas in others posts, but now that idea got their own post