tarongot wrote: ↑15 June 2026, 14:38
I think that exactly what we want to know. For rest ELO point/tittle is a way to reflect actual skill in game.
Then what exactly do you want to know the win percentage for?
If you see that, say, a player won 25% of the time at a certain game, it doesn't tell you anything useful on its own. Because if they only played 4 player games, then that means they got the expected result. If they only played 2 player games, then it means they did much worse than their opponents. And if they only played 100 player games, then it means they did extremely well.
So the meaning of the number is totally different depending on player count. So what does the number mean to you personally? Why do you find it more useful than the adjusted number?
tarongot wrote: ↑15 June 2026, 14:38
Current one only creates more questions about methodology and implementation. Like:
What is reason that coop has that rate divided by half?
What with games that has only 1 winner and rest in lose-draw?
How are games in friendly mode included in that percentage winrate?
The friendly thing would be an interrogation regardless of which method they use.
Same goes for ties, you'd have to see the specifics of what the site counts as a win or not.
For coop games, I suppose the rationale is that if you are two players, for example, then you are only "half" responsible for the victory. Admittedly, that doesn't make much sense to me in the context of integrating that data with the non-coop data. I suppose the problem is that those two modes are just fundamentally incompatible when trying to mesh them into a single number, because in coop you aren't on your own. It's impossible to know how big a part you played in a victory, but also, you can't hold it against a player to not have 100% been the reason for the win, because coop games are designed to be won together. So it just doesn't make sense to try to mix the winrates.