Hi,
I'd like to ask whether the current handling of abandoned games is working as intended, and suggest a possible improvement.
Table #908197138 (Catan, 4 players). Very late in the game, one player abandoned / timed out. The result was cancelled and the three remaining players were all ranked tied in 1st place, each receiving 75% of the normal ELO points.
At the moment of the abandon I was clearly leading with 8 VP (the others had 6, 4 and 4) and I would have won on my following turn. Because a tie is scored relative to rating, and my rating was higher than everyone else's, I received +0, while the two opponents behind me received +5 and +25.
I understand the maths behind this, and I'm not claiming a bug. But the practical outcome is that the player closest to winning was the only one who gained nothing, while the players furthest from winning were rewarded. That feels like the opposite of what the rule is meant to achieve, and it also creates a small incentive problem: leaving a game late can transfer points to trailing players.
Two possible improvements:
When a game is cancelled by an abandon, rank the remaining players by their actual game state (victory points, or the game's own scoring) instead of declaring a flat tie.
Alternatively, apply no ELO change at all to the remaining players, so nobody is rewarded or penalised for something outside their control.
Is the flat tie a deliberate design choice, or is it simply the simplest solution available? Thanks for any clarification.
I'd like to ask whether the current handling of abandoned games is working as intended, and suggest a possible improvement.
Table #908197138 (Catan, 4 players). Very late in the game, one player abandoned / timed out. The result was cancelled and the three remaining players were all ranked tied in 1st place, each receiving 75% of the normal ELO points.
At the moment of the abandon I was clearly leading with 8 VP (the others had 6, 4 and 4) and I would have won on my following turn. Because a tie is scored relative to rating, and my rating was higher than everyone else's, I received +0, while the two opponents behind me received +5 and +25.
I understand the maths behind this, and I'm not claiming a bug. But the practical outcome is that the player closest to winning was the only one who gained nothing, while the players furthest from winning were rewarded. That feels like the opposite of what the rule is meant to achieve, and it also creates a small incentive problem: leaving a game late can transfer points to trailing players.
Two possible improvements:
When a game is cancelled by an abandon, rank the remaining players by their actual game state (victory points, or the game's own scoring) instead of declaring a flat tie.
Alternatively, apply no ELO change at all to the remaining players, so nobody is rewarded or penalised for something outside their control.
Is the flat tie a deliberate design choice, or is it simply the simplest solution available? Thanks for any clarification.