(for simplicity 2 player)
Elo gives a win % for each player, A and B. So if the elo difference is such that A is supposed to win 90% of the games and B 10% if 10 games are played and A indeed wins 9 the elo of the two players should stay roughly the same. The only uncertainty/deviation from this state occurs due to the timeing of the win of B within the 10 game series. The closer the elo and equal the expected win % the less this recency bias.
But now we come to the point this does not work on BGA, as you get fewer elo points the more wins you have against a player (repeated wins). This fundamentally is meant to avoid elo farming (and noob stomping). But it also means that you can never get the elo back you lost against a player which is much lower in elo, if you loose once.
Its not that i personally care in that particular case (as its even more annoying its not really wins as the other player just passed or early gave up and i don't want those pts anyway), but it is a fundamental issue if games are played out normally. Here is my record as an example: https://boardgamearena.com/gamestats?pl ... ateStats=1
At game https://boardgamearena.com/table?table=715893229 the expected wins are 85%:15%, which is 3 in 20 rounding easisest to 3 in 21 so 1:6 and the higher ranked looses (which results in -17 elo). So given the higher ranked should be expected to win 6 games the elo should equal, its 3+3+2+2+2+1=13 not 17 due to the repeated penalty. After 6 games the penalty is 100% so no elo is gained at all.
This fundamentally jeopadizes the elo system:
- it looses part of its self correcting character
- punishes higher elo players ratings and therefore reducing their elo, effecting overall the main info what elo should provide , an indication of balance and win%
-
Nevertheless, I think that a general repeated win elo win reduction has a merrit for the overall "ladder" and noob stomping, but not in such a harsh way. It just should not go already to zero at 6 wins if 6 wins is the expected average win rate before a loss. I am not sure if the number 6 is based on elo difference or just always.
This mainly concerns games with low playerbase , but in the end all the above mentioned holds true in any case, just the likelyhood of facing similar players is lower.
Elo gives a win % for each player, A and B. So if the elo difference is such that A is supposed to win 90% of the games and B 10% if 10 games are played and A indeed wins 9 the elo of the two players should stay roughly the same. The only uncertainty/deviation from this state occurs due to the timeing of the win of B within the 10 game series. The closer the elo and equal the expected win % the less this recency bias.
But now we come to the point this does not work on BGA, as you get fewer elo points the more wins you have against a player (repeated wins). This fundamentally is meant to avoid elo farming (and noob stomping). But it also means that you can never get the elo back you lost against a player which is much lower in elo, if you loose once.
Its not that i personally care in that particular case (as its even more annoying its not really wins as the other player just passed or early gave up and i don't want those pts anyway), but it is a fundamental issue if games are played out normally. Here is my record as an example: https://boardgamearena.com/gamestats?pl ... ateStats=1
At game https://boardgamearena.com/table?table=715893229 the expected wins are 85%:15%, which is 3 in 20 rounding easisest to 3 in 21 so 1:6 and the higher ranked looses (which results in -17 elo). So given the higher ranked should be expected to win 6 games the elo should equal, its 3+3+2+2+2+1=13 not 17 due to the repeated penalty. After 6 games the penalty is 100% so no elo is gained at all.
This fundamentally jeopadizes the elo system:
- it looses part of its self correcting character
- punishes higher elo players ratings and therefore reducing their elo, effecting overall the main info what elo should provide , an indication of balance and win%
-
Nevertheless, I think that a general repeated win elo win reduction has a merrit for the overall "ladder" and noob stomping, but not in such a harsh way. It just should not go already to zero at 6 wins if 6 wins is the expected average win rate before a loss. I am not sure if the number 6 is based on elo difference or just always.
This mainly concerns games with low playerbase , but in the end all the above mentioned holds true in any case, just the likelyhood of facing similar players is lower.