The downside is lower win rate itself.Kayvon wrote: ↑07 May 2024, 13:37I follow that. The most common "co-op" mode is solo mode, in both this and other games I've done. I've alway been consistent about a zero being a tie. While I hear you about ties being impossible in Daybreak, I'm still unlikely to make things inconsistent by carving out a special exception here.
Thanks for the scoring proposal. If your winning score would scale with the difficulty, would your losing score also scale? Or is it only upside for higher difficulty, but no real downside? It does feel pretty silly that your score only ever goes up, even if it has nothing to do with Elo.
If players are not skillful enough, they will lose more time to earn ratings compared to the default difficulty.
I'm not suggesting to make Daybreak as a special exception:
Daybreak is not an automa mode of a competitive game, but a cooperative game. The category itself is different.
For now, it looks like an exception as you implemented two co-op games (Daybreak and Mini Rogue), but it won't be if you implement more.
I never reduce co-op rating on losses, as I consider co-op ratings XP meters, not skill indicators.
They can still roughly display some skill levels as better players will accumulate the rating faster, while removing significant issues raised constantly (for example, avoiding beginners or abandoning/conceding the game to prevent rating losses).
Also, attempts to measure player skills with artificial Elo ratings have created all kinds of loopholes and mishaps.
You can search 'Elo' or 'rating' topics here: https://boardgamearena.com/forum/viewforum.php?f=102