lordalx wrote: ↑02 January 2024, 11:39
I would like to thank you all for your feedback on this subject.
I continue to regularly read your messages.
Thank you for responding.
However, you didn't mention Invisible ELO for cooperative games like Hanabi.
Right now, low level players who don't get a perfect game don't know if they are improving in skill. The system might think 28 was pretty good considering the average ELO at the table. This is discouraging, and causes people to be
even more upset during imperfect games.
Also, there is a massive difference in skill level within each rank. A player at the bottom end of any rank generally knows significantly less about common conventions than a player at the top end of the same rank. Players change the complexity of their clues based on the ELO of each player at the table. A lower ELO player will be given coaching and latitude when making mistakes or after misunderstanding the conventions used in the mid to upper range of their bracket. With invisible ELO, players in the lower end of each bracket no longer have that protection or buffer around them. It is simply assumed that they are poor players, rather than new to that rank.
Hanabi players spend the first 50-75 ELO in each rank learning new conventions common in each bracket. The Master rank is particularly challenging upon entry, as you are immediately at tables with players who have been playing at the Master level for years.
YEARS.
Most of us don't mind teaching the basics to new Masters, but right now we don't have a heads up that a player is in need of tutelage. It is incredibly frustrating to give a 5 card layered clue (or any form of double bluff) at the start of the game only to have the new Master immediately bomb. Had we known their ELO heading into the game, we would have lowered our expectations and the complexity of our clues.
It would also be helpful to know if a player earned their ELO through 2 player or multiplayer games where early saves mean the exact opposite thing -- one warns that another card needs to be saved and the other means a card needs to be played. Separate ELO tracking for 2p games would be incredibly helpful.
Are there aggressive players? Yes, but invisible ELO isn't solving that. In fact, it's making it worse. All cooperative players get frustrated when their expectations of skill level aren't met by other players at the table. Hanabi is particularly challenging due to the conventions used at each rank (I'm not sure any other game has as complex unwritten rules). This incongruency between expectations and reality is exasperated by the fact that we don't have a good way of communicating ALL the conventions expected at each table. The existing "convention" list is woefully inadequate, especially since there is a massive difference between 2player and multiplayer conventions, as mentioned.
Fixes for Hanabi:
1. Make ELO visible again
2 Add a new rank at 900 ELO
3. Separate ELO tracking for 2p vs multiplayer
4. More convention checkboxes and/or more space to outline conventions used
5. Actually talk with Hanabi players at each rank to figure out common conventions.
6. Allow tables to choose ELO range instead of just rank, so Masters can more easily help train experienced experts (while avoiding new experts who need more guidance).