Meeplelowda wrote: ↑10 October 2025, 18:33
FrankJones wrote: ↑10 October 2025, 09:46
What makes me curious is:
How prevalent is this "problem" exactly? I assume it is only a problem in partnership games, because I have played a large number of games this year and I cannot recall ever feeling as though I were experiencing being cheated by a multi-accouter.
I've played a lot of spades also (Well, maybe not "a lot" in comparison to people who mainly play that game and nothing else) and I've never encountered colluding opponents.
I think you have an unstated assumption that this is only a problem for partner games. While it may be an issue there (people have complained about it in Tichu, for example), I think the far more prevalent occurrence is plain vanilla Elo boosting with alt accounts. That seems to be a perennial issue.
FrankJones wrote: ↑10 October 2025, 09:46
If banks cannot completely eliminate fraud and phishing, wouldn't we be asking a lot of a board game site to try to eliminate or prevent all forms of board game fraud? Especially when the "solution" becomes more of a problem than the original problem? (Such as the ridiculous Elo penalty for a 3rd consecutive win against the same opponent).
This is kind of the roundabout point I was making in response to the thread that spawned this spinoff where someone opined that BGA should simply wave a magic wand and implement "robust" measures to stop multi-accounting. Oh really? You think it's that simple, eh?
With regard to your second point - exactly; it's just not easy to do.
With regard to the first point - Let's examine this for a non-coop game, such as Azul. How exactly would this work? It would require a dummy account and a normal account (either controlled by the same person, or by two people colluding). So, the dummy account loses to the main account to dump Elo points to the main account. But unless the dummy account were highly rated, the Elo gain for the main account would quickly become insignificant, eventually approaching zero. To boost the main account to any Elo of any significance would require getting the dummy account Elo very high. A main account cannot boost itself to 500 Elo without a dummy account also having 500+ Elo. In which case... the entire process would be unnecessary.
Maybe a player is capable of achieving 500 Elo but no more. SO, this player creates two accounts, getting them both to 500, and then uses them to boost one account higher. Even without the Elo penalty in place for 3+ wins against the same player, how high could the boosted account really become? Before long, the Elo gain would be 2 and then 1 and then approach zero. And the boosted account would still not even be in the top 100. How many people would even notice or care? Actually, a 500 Elo in Azul would not even be in the top 1200. So, few people would notice or care.
If these shenanigans somehow elevated a player to an Elo or ranking of any significance, the other top players would quickly notice and report the matter, which would be conclusively decided very quickly. (Two equally ranked players would never have one player win dozens of games in a row).
Meanwhile, I (and perhaps many others) often play games in sets, offering or accepting a rematch with player order switched. Maybe one person wins both games in the set. Now, if those two players get matched up again, sometimes unintentionally, one player stands to receive an Elo penalty for winning? And without being notified at the start of the match and without being given the opportunity to decline the match? That's a solution that is worse than the problem.
So, when I win two in a row, I sometimes red-thumb the player, which is also a poor solution. When it comes to moderation penalties, there are some aspects of the process that take red thumbs into account.
In general, the top players in a game are attentive to the leaderboards and likely can do a good job catching irregularities.