Do you mean an actual 90% chance or using the false probabilities of the current elo system?
Also are you suggesting that players with elo gaps shouldn’t compete against each other in arena and tournaments?
Do you mean an actual 90% chance or using the false probabilities of the current elo system?
I am not Gooorn, but i usually try to avoid to play players significantly lower than me. It's just not fun to play. Either you easily win or feel very bad after losing, especially when it happens due to you being unlucky rather then him outplaying you.ChiefPointThief wrote: ↑04 February 2026, 16:11Do you mean an actual 90% chance or using the false probabilities of the current elo system?
Also are you suggesting that players with elo gaps shouldn’t compete against each other in arena and tournaments?
I'll take you at your word.MarkSteere wrote: ↑04 February 2026, 07:02I never said Elo "doesn’t work" in luck based games. What I said was that it doesn't work as well in luck based games as it does in the skill based games it was designed for. And it doesn’t. Not nearly.
It depends what you mean by "consistently." In a luck based game the much lower ranked player might win. In a skill based game they won't.
I'm not trying to be hostile. I enjoy spirited debates, as apparently do you. I thought I was just matching your level of fervor. There's no malice on my part.
The only thing you know that is wrong with Elo is ... something you learned today from chatGPT?MarkSteere wrote: ↑04 February 2026, 07:32Luck based games defy rating systems to a degree because of luck streaks. It's harder to precisely pinpoint a player's skill level.
The only thing I know of that's wrong with Elo in particular, that I learned today from ChatGPT, is that Elo assumes a much tighter distribution of outcomes than actually exists. The real distribution is flatter and effectively capped, so Elo overstates how much rating differences should matter. This introduces systematic inaccuracy.
I don't know why people are struggling with this. It makes perfect sense. The argument doesn't depend on ChatGPT 's credibility, although this is exactly the sort of topic ChatGPT excels at explaining.
Are you sure you're understanding the Elo system? Win% is not relevant. The calculation is based on the Elo difference. If you have a 68% win rate against generally low rated players, your Elo won't be as high as someone who has a 50% win rate against strong players.ChiefPointThief wrote: ↑04 February 2026, 09:24Captain flip for one.Meeplelowda wrote: ↑04 February 2026, 04:58I'm going to go out on a limb and say zero. People conflate "high luck" with being non-deterministic, i.e., having random elements as part of the game mechanics. Games that are truly high luck, in the sense that they are really just an elaborate way of flipping a coin, don't have players in the 500s.FrankJones wrote: ↑04 February 2026, 04:43 How many "high luck" games are there that even have players with a 500 Elo?
I have a 68% win rate. The player above me has a 50% win rate which is a HUGE difference in any game let alone a game with a 4 luck rating. I’ve also maintained this over thousands of games and only play with players good and above (if you see someone lower than it was a game w/ a friend).
As for the whole 90% probability discussion there is a specific arena player that I am calculated to win against at that rate in a game w/ a luck factor of 3. But these win probabilities are off thus resulting in me losing 100pts throughout the arena season to this player even though I beat them 75%. People complain about top players being blocked but for me it is way more beneficial to block a player like this than a top player. After doing numbers I realized how flawed the system is. The system doesn’t gauge who has the best overall season only who finished w/ the best streak. Therefore it is flawed.
The win probabilities are laughable for team games.
I will try to answer you questionsFrankJones wrote: ↑04 February 2026, 17:05I'll take you at your word.MarkSteere wrote: ↑04 February 2026, 07:02I never said Elo "doesn’t work" in luck based games. What I said was that it doesn't work as well in luck based games as it does in the skill based games it was designed for. And it doesn’t. Not nearly.
It depends what you mean by "consistently." In a luck based game the much lower ranked player might win. In a skill based game they won't.
I'm not trying to be hostile. I enjoy spirited debates, as apparently do you. I thought I was just matching your level of fervor. There's no malice on my part.
When you say thigs such as "Can you really say with a straight face that you have any clue what you're talking about", that comes across as aggressive and antagonistic and insulting. If that was not your intent, perhaps better word choice might avoid inadvertently conveying the wrong intent.
I do find the discussion interesting.
As for whether Elo works as well in luck-based games as it does in non-luck game, we need the following clarifications:
1) What is a "luck-based game"? This still has not been defined.
2) What would it mean for Elo to "work better" or "work worse" in the context of BGA games?
3) For purposes on BGA, what is the intent of Elo ratings?
Right, but that's my point. The randomness of a high0luck game means that we can never know exactly how closely a player's Elo matches that player's actual skill level.Andrei3009 wrote: ↑04 February 2026, 13:01 I think Frank and Mark are both right.
Elo was really designed for non-random games and works best there. By best, I mean the stability of the rating and the influence of winstreaks. In games with a high degree of randomness and also with a large k factor (arena), people often end up in places significantly above/below their average elo, which may confuse other people a little. When playing with a 700 elo checkers player, you know that his real level (true elo) is close to this value, however, even in such a serious game as conquering Mars, your 700 elo opponent can play much worse than those who are stable on this rating
If the true player ratings are 150 and 550, then by definition the stronger player should win ~90% of the time. However, as noted by Mark, in reality, the formula does not work so accurately for large differences in elo, and the weaker player wins much less, up to <1%. So for me, consistently winning with a difference of 400 elo is never or almost never losing. A game where this is not working is 7 wonders duel (base game), where I once lost to a person 355 (140 vs 495) ratings lower and knew that could happen again. This happends in this particular game because there is a strong randomness factor, and sometimes the strongest moves turn out to be the most intuitive, and even a weak player makes them possibly without even understanding why they are strong.FrankJones wrote: ↑04 February 2026, 06:35
Can anyone show me evidence of a game in which a player consistently maintains a 550 Elo but cannot consistently beat 150-Elo opponents?
I haven't delved into this issue, but I know that Go uses a Glicko rating that works almost like elo, only without the strong influence of recent games. As far as I understand, it works like this: you take the last N (N is big number possibly containing all persons games) games of a person and assuming that his opponents played for their real rating, you calculate what the most probable ELo rating you should have in order to achieve those results for these N games
Depends on what the player is looking for. I prefer to play against players of similar skill level. Though Elo is not perfect in attaining these matchups, it's pretty good, and a lot better than any alternative.ChiefPointThief wrote: ↑04 February 2026, 16:11Do you mean an actual 90% chance or using the false probabilities of the current elo system?
Also are you suggesting that players with elo gaps shouldn’t compete against each other in arena and tournaments?