Hi,
While developing Burgle Bros. (full collaborative game https://boardgamearena.com/gamepanel?game=burglebros), I implemented several options for the game, some are easier to play (level easy / normal / hard and 3 scenarios from beginner to veterans).
I was considering those ideas to make the ELO representative (because for Hanabi for instance, you just have to play a lot of games to have a high ELO, it's really hard to loose):
1. Do you think this is a good idea or should I avoid it?
2. How can I implement the way that some options shouldn't score ELOs (without losing)?
3. How can I implement the way that some options would score more ELOs than others?
Thanks for your advice
While developing Burgle Bros. (full collaborative game https://boardgamearena.com/gamepanel?game=burglebros), I implemented several options for the game, some are easier to play (level easy / normal / hard and 3 scenarios from beginner to veterans).
I was considering those ideas to make the ELO representative (because for Hanabi for instance, you just have to play a lot of games to have a high ELO, it's really hard to loose):
- Not rewarding the "too easy modes" to avoid ELO farming
- Rewarding better the harder options when some player uses them
1. Do you think this is a good idea or should I avoid it?
2. How can I implement the way that some options shouldn't score ELOs (without losing)?
3. How can I implement the way that some options would score more ELOs than others?
Thanks for your advice