the only issue i have with the ELO system is that it is not really designed for multiplayer games. if ELO as currently calculated were restricted to 2.player matchups, i think that would be fine. i did come across http://www.gautamnarula.com/rating/ which implements a multi-player ELO system for settlers, but i'm not enough of a math geek to be able to figure out whether or not it would work better for random luck games than what is currently in place on BGA.squarerootofthree wrote:I have absolutely no problem with the ELO system. It's used in so many other settings. For everyone so concerned dropping a certain # of points when you lose a game, don't worry about it! Play enough and ELO will be pretty accurate over the long run.
But this thread spawned a great idea from Cosmosis.
That makes a lot of sense to me. Especially since in high-luck games it's essentially impossible to reach into the 2000s. Instead, the percentile system would normalize that.cosmosis wrote: I do feel that a case can be made against how BGA treats titles. The ELO spread of different games varies a lot (generally the more luck-based a game, the smaller the spread). This means that with BGA's definitions of Expert, Master, etc. there are some games that have no masters, or even no experts (like Senet), while others have many.
Perhaps the fix here would be to decouple the titles from the ELO system. A Master could be top 1% of players in a specific game, expert top 10%, etc. However, I kind of like the current definitions just because they're static, so if I'm an expert one day I'm guaranteed to still be expert the next. Perhaps, then, the titles could be set to different ELO levels for each different game? But that's pretty messy. BGA's way of handling this might not the best, but I think it's okay.
the problem with the suggestion to decouple the 'master' ratings from ELO hard values, is that the ratings are still based on the ELO which can fluctuate extremely. so yes, you could become a master at 6 nimmt but you will likely only hold that ranking for a few hours until your next match. some way of incorporating win.rate and final position (1st worth more than 2d worth more than 3rd etc.) could smooth out some of those fluctuations, but then you're getting into more arbitrary weighting decisions that might just end up muddying things further.
i am happy to try to boost my ELO in certain games that i find to be less luck-based (Takenoko, Battle Sheep, Palaces of Carrara), but in other more luck-based games (Race for the Galaxy, 6 nimmt, Color Pop), ELO is not a real consideration for me. that said, 4.player Takenoko or Battle Sheep is much more luck-oriented than 2.player matchups of those games.