I recently ran into a match-forfeiture situation that felt really unfair, and I’d like to suggest an improvement to how early quits are handled.
The Problem
In a recent match, I was leading with 190+ points, while the closest opponent was at 115 points (and the others were even further behind). A player quit, causing the game to end early, and all three remaining players were awarded an equal win.
While awarding a win to everyone makes sense when a match is close and anyone could still take it, applying a flat rule when one player has a massive lead undermines competitive play. Given that my nearest opponent needed 85 points to reach the target while I only needed 10, a comeback was statistically almost impossible.
Proposed Solutions
Instead of a flat win distribution in every early termination scenario, the game could use one of the following approaches:
[*] Threshold/Comeback Check: Only award win/ELO gains to players who were within striking distance of the leader (e.g., within a standard round's median score of the target).
[*] Proportional ELO Distribution: Calculate ELO gains based on point differentials and winning probability at the time of the quit. A player with 190 points should receive the lion's share, while players far behind receive minimal to no positive ELO.
[*] Full Win for Clear Leaders: If a player is within one average round of winning and holds a substantial lead over the field, award them the full solo win.
The current system works fine when the remaining players are close in points, but it falls short when a clear winner is already established. A leading player shouldn't be forced to split victory credit with players who were effectively out of the running just because someone else forfeited.
Curious to hear what the rest of the community and devs think about this!
The Problem
In a recent match, I was leading with 190+ points, while the closest opponent was at 115 points (and the others were even further behind). A player quit, causing the game to end early, and all three remaining players were awarded an equal win.
While awarding a win to everyone makes sense when a match is close and anyone could still take it, applying a flat rule when one player has a massive lead undermines competitive play. Given that my nearest opponent needed 85 points to reach the target while I only needed 10, a comeback was statistically almost impossible.
Proposed Solutions
Instead of a flat win distribution in every early termination scenario, the game could use one of the following approaches:
[*] Threshold/Comeback Check: Only award win/ELO gains to players who were within striking distance of the leader (e.g., within a standard round's median score of the target).
[*] Proportional ELO Distribution: Calculate ELO gains based on point differentials and winning probability at the time of the quit. A player with 190 points should receive the lion's share, while players far behind receive minimal to no positive ELO.
[*] Full Win for Clear Leaders: If a player is within one average round of winning and holds a substantial lead over the field, award them the full solo win.
The current system works fine when the remaining players are close in points, but it falls short when a clear winner is already established. A leading player shouldn't be forced to split victory credit with players who were effectively out of the running just because someone else forfeited.
Curious to hear what the rest of the community and devs think about this!