I didn't see any comments on partner games so I just want to add my 2 cents:
I think the way ELO is handled in team games (like spades or tichu) is creating a serious barrier for new players to learn and participate.
In addition to the frustration of playing with a poor partner you are punished by the ELO.
Consider the matchup of a strong player and a beginner against an average player and a good player.
Almost inevitably the beginner makes critical mistakes and the strong player is punished because he is expected to beat lower ranked opponents.
This means that better players (who are also usually the ones that care about ELO and rankings) have a strong disincentive to play with lower partners.
Already there is a small pool of players for these games, and this makes it very difficult for new players to find games.
Also when players do end up teamed with a lower player this increases criticism and friction between players.
It also is inherently unfair that partners have a different ELO change for the same result (especially since the higher rated player has the more difficult task playing with a weaker p, while the ELO favors the weaker player).
The calculation should be based on the team's average ELO and the delta should be applied to every member of the team equally (excluding hard bounds like going under 100).
This would actually give higher rated players incentive to partner with weaker players and would probably push the chat around games to be more friendly. I think this would lead immediately to an increase in the number of played games and eventually to a larger pool of players who actively play the game.
I think the way ELO is handled in team games (like spades or tichu) is creating a serious barrier for new players to learn and participate.
In addition to the frustration of playing with a poor partner you are punished by the ELO.
Consider the matchup of a strong player and a beginner against an average player and a good player.
Almost inevitably the beginner makes critical mistakes and the strong player is punished because he is expected to beat lower ranked opponents.
This means that better players (who are also usually the ones that care about ELO and rankings) have a strong disincentive to play with lower partners.
Already there is a small pool of players for these games, and this makes it very difficult for new players to find games.
Also when players do end up teamed with a lower player this increases criticism and friction between players.
It also is inherently unfair that partners have a different ELO change for the same result (especially since the higher rated player has the more difficult task playing with a weaker p, while the ELO favors the weaker player).
The calculation should be based on the team's average ELO and the delta should be applied to every member of the team equally (excluding hard bounds like going under 100).
This would actually give higher rated players incentive to partner with weaker players and would probably push the chat around games to be more friendly. I think this would lead immediately to an increase in the number of played games and eventually to a larger pool of players who actively play the game.