#46582: "ELO adaptation to the number of players is screwed badly"
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Detaljert beskrivelse
• Vennligst kopier/lim inn feilmeldingen du ser på skjermen, om mulig.
n/a• Vennligst forklar hva du ønsket å gjøre, samt hva du faktisk gjorde og hva som skjedde
For instance:
boardgamearena.com/table?table=192563240
Hover the mouse over the 1st and and 4th player scores, do the math.
4 players games for downforce, if you do the sum, the ELO gains for the 1st player are multiplied in a hidden manner by 0.75
But the delta for the 2nd and 3rd players are not multiplied and the losses for the 4th player are not multiplied either.
To be 100% clear, this has nothing to do with the K factor. The problem isn't that the sum is not 0, I'm fully aware that this is normal. The problem is how the extra player count adapter is handled AND that it is not even shown or explained.
It is just plain wrong in the example above, as there can be any reason why the first player would have a 0.75 factor but the last player wouldn't.
--------------
But it is also wrong more generally speaking.
For instance, in a 6th player Race for the galaxy game, the player number factor is balanced I think (same for 1st and last player, if I remember correctly) but that still isn't ok. It should really be the same for all players. As it is, it is a big ELO tax on higher ranked players playing with lower ranked people which is not a good thing in terms of website dynamics; you do not want to discourage high ranked players from playing with lower ranked players.
As a 500+ player in a 6 players RFTG against average players, you gain like 4 ELO when winning (a 6 players game) and lose like 12 for being second. That is NOT normal and this because the ELO score for the first player is much much more reduced than the score for the second player.
---------------------
My solution:
1) The hidden players# factor should not be hidden and be DISPLAYED in the ELO change summary.
2) The hidden players# factor should be the same for everyone in the game regardless of their final position in the game.
• Hvilken nettleser bruker du?
Google Chrome v91
• Vennligst kopier / lim inn teksten som vises på engelsk i stedet for språket ditt. Hvis du har et skjermbilde av denne feilen (alltid lurt) kan du bruke Imgur.com for å laste det opp og kopiere inn lenken til bildet her.
n/a• Er denne teksten tilgjengelig i translation system? Hvis ja, har den blitt oversatt i mer enn 24 timer?
For instance:
boardgamearena.com/table?table=192563240
Hover the mouse over the 1st and and 4th player scores, do the math.
4 players games for downforce, if you do the sum, the ELO gains for the 1st player are multiplied in a hidden manner by 0.75
But the delta for the 2nd and 3rd players are not multiplied and the losses for the 4th player are not multiplied either.
To be 100% clear, this has nothing to do with the K factor. The problem isn't that the sum is not 0, I'm fully aware that this is normal. The problem is how the extra player count adapter is handled AND that it is not even shown or explained.
It is just plain wrong in the example above, as there can be any reason why the first player would have a 0.75 factor but the last player wouldn't.
--------------
But it is also wrong more generally speaking.
For instance, in a 6th player Race for the galaxy game, the player number factor is balanced I think (same for 1st and last player, if I remember correctly) but that still isn't ok. It should really be the same for all players. As it is, it is a big ELO tax on higher ranked players playing with lower ranked people which is not a good thing in terms of website dynamics; you do not want to discourage high ranked players from playing with lower ranked players.
As a 500+ player in a 6 players RFTG against average players, you gain like 4 ELO when winning (a 6 players game) and lose like 12 for being second. That is NOT normal and this because the ELO score for the first player is much much more reduced than the score for the second player.
---------------------
My solution:
1) The hidden players# factor should not be hidden and be DISPLAYED in the ELO change summary.
2) The hidden players# factor should be the same for everyone in the game regardless of their final position in the game.
• Hvilken nettleser bruker du?
Google Chrome v91
• Vennligst forklar ditt forslag nøyaktig og konsistent slik at det er så enkelt som mulig å forstå hva du mener.
n/a• Hvilken nettleser bruker du?
Google Chrome v91
• Hva ble vist på skjermen når du ble blokkert (Tom skjerm? Del av spillgrensesnittet? Feilmelding?)
n/a• Hvilken nettleser bruker du?
Google Chrome v91
• Hvilken del av reglene ble ikke respektert av BGA-tilpasningen
n/a• Er regelbruddet tydelig i spilloggen? Hvis ja, Hvilket trekknummer?
For instance:
boardgamearena.com/table?table=192563240
Hover the mouse over the 1st and and 4th player scores, do the math.
4 players games for downforce, if you do the sum, the ELO gains for the 1st player are multiplied in a hidden manner by 0.75
But the delta for the 2nd and 3rd players are not multiplied and the losses for the 4th player are not multiplied either.
To be 100% clear, this has nothing to do with the K factor. The problem isn't that the sum is not 0, I'm fully aware that this is normal. The problem is how the extra player count adapter is handled AND that it is not even shown or explained.
It is just plain wrong in the example above, as there can be any reason why the first player would have a 0.75 factor but the last player wouldn't.
--------------
But it is also wrong more generally speaking.
For instance, in a 6th player Race for the galaxy game, the player number factor is balanced I think (same for 1st and last player, if I remember correctly) but that still isn't ok. It should really be the same for all players. As it is, it is a big ELO tax on higher ranked players playing with lower ranked people which is not a good thing in terms of website dynamics; you do not want to discourage high ranked players from playing with lower ranked players.
As a 500+ player in a 6 players RFTG against average players, you gain like 4 ELO when winning (a 6 players game) and lose like 12 for being second. That is NOT normal and this because the ELO score for the first player is much much more reduced than the score for the second player.
---------------------
My solution:
1) The hidden players# factor should not be hidden and be DISPLAYED in the ELO change summary.
2) The hidden players# factor should be the same for everyone in the game regardless of their final position in the game.
• Hvilken nettleser bruker du?
Google Chrome v91
• Hva var spillhandlingen du ønsket å gjøre?
n/a• Hva prøvde du å gjøre for å trigge denne spillhandlingen?
For instance:
boardgamearena.com/table?table=192563240
Hover the mouse over the 1st and and 4th player scores, do the math.
4 players games for downforce, if you do the sum, the ELO gains for the 1st player are multiplied in a hidden manner by 0.75
But the delta for the 2nd and 3rd players are not multiplied and the losses for the 4th player are not multiplied either.
To be 100% clear, this has nothing to do with the K factor. The problem isn't that the sum is not 0, I'm fully aware that this is normal. The problem is how the extra player count adapter is handled AND that it is not even shown or explained.
It is just plain wrong in the example above, as there can be any reason why the first player would have a 0.75 factor but the last player wouldn't.
--------------
But it is also wrong more generally speaking.
For instance, in a 6th player Race for the galaxy game, the player number factor is balanced I think (same for 1st and last player, if I remember correctly) but that still isn't ok. It should really be the same for all players. As it is, it is a big ELO tax on higher ranked players playing with lower ranked people which is not a good thing in terms of website dynamics; you do not want to discourage high ranked players from playing with lower ranked players.
As a 500+ player in a 6 players RFTG against average players, you gain like 4 ELO when winning (a 6 players game) and lose like 12 for being second. That is NOT normal and this because the ELO score for the first player is much much more reduced than the score for the second player.
---------------------
My solution:
1) The hidden players# factor should not be hidden and be DISPLAYED in the ELO change summary.
2) The hidden players# factor should be the same for everyone in the game regardless of their final position in the game.
• Hva skjer når du prøver å gjøre dette (feilmelding, meldingsstatus for meldingsfelt, ...)?
• Hvilken nettleser bruker du?
Google Chrome v91
• På hvilket tidspunkt i spillet oppsto problemet (hva var den daværende spillinstruksjonen)?
n/a• Hva skjer når du forsøker å gjøre en spillhandling (feilmelding, spillstatusfeltmelding, ...)?
For instance:
boardgamearena.com/table?table=192563240
Hover the mouse over the 1st and and 4th player scores, do the math.
4 players games for downforce, if you do the sum, the ELO gains for the 1st player are multiplied in a hidden manner by 0.75
But the delta for the 2nd and 3rd players are not multiplied and the losses for the 4th player are not multiplied either.
To be 100% clear, this has nothing to do with the K factor. The problem isn't that the sum is not 0, I'm fully aware that this is normal. The problem is how the extra player count adapter is handled AND that it is not even shown or explained.
It is just plain wrong in the example above, as there can be any reason why the first player would have a 0.75 factor but the last player wouldn't.
--------------
But it is also wrong more generally speaking.
For instance, in a 6th player Race for the galaxy game, the player number factor is balanced I think (same for 1st and last player, if I remember correctly) but that still isn't ok. It should really be the same for all players. As it is, it is a big ELO tax on higher ranked players playing with lower ranked people which is not a good thing in terms of website dynamics; you do not want to discourage high ranked players from playing with lower ranked players.
As a 500+ player in a 6 players RFTG against average players, you gain like 4 ELO when winning (a 6 players game) and lose like 12 for being second. That is NOT normal and this because the ELO score for the first player is much much more reduced than the score for the second player.
---------------------
My solution:
1) The hidden players# factor should not be hidden and be DISPLAYED in the ELO change summary.
2) The hidden players# factor should be the same for everyone in the game regardless of their final position in the game.
• Hvilken nettleser bruker du?
Google Chrome v91
• Vennligst beskriv visningsproblemet. Hvis du har et skjermbilde av denne feilen (alltid lurt) kan du bruke Imgur.com for å laste det opp og kopiere inn lenken til bildet her.
n/a• Hvilken nettleser bruker du?
Google Chrome v91
• Vennligst kopier / lim inn teksten som vises på engelsk i stedet for språket ditt. Hvis du har et skjermbilde av denne feilen (alltid lurt) kan du bruke Imgur.com for å laste det opp og kopiere inn lenken til bildet her.
n/a• Er denne teksten tilgjengelig i translation system? Hvis ja, har den blitt oversatt i mer enn 24 timer?
For instance:
boardgamearena.com/table?table=192563240
Hover the mouse over the 1st and and 4th player scores, do the math.
4 players games for downforce, if you do the sum, the ELO gains for the 1st player are multiplied in a hidden manner by 0.75
But the delta for the 2nd and 3rd players are not multiplied and the losses for the 4th player are not multiplied either.
To be 100% clear, this has nothing to do with the K factor. The problem isn't that the sum is not 0, I'm fully aware that this is normal. The problem is how the extra player count adapter is handled AND that it is not even shown or explained.
It is just plain wrong in the example above, as there can be any reason why the first player would have a 0.75 factor but the last player wouldn't.
--------------
But it is also wrong more generally speaking.
For instance, in a 6th player Race for the galaxy game, the player number factor is balanced I think (same for 1st and last player, if I remember correctly) but that still isn't ok. It should really be the same for all players. As it is, it is a big ELO tax on higher ranked players playing with lower ranked people which is not a good thing in terms of website dynamics; you do not want to discourage high ranked players from playing with lower ranked players.
As a 500+ player in a 6 players RFTG against average players, you gain like 4 ELO when winning (a 6 players game) and lose like 12 for being second. That is NOT normal and this because the ELO score for the first player is much much more reduced than the score for the second player.
---------------------
My solution:
1) The hidden players# factor should not be hidden and be DISPLAYED in the ELO change summary.
2) The hidden players# factor should be the same for everyone in the game regardless of their final position in the game.
• Hvilken nettleser bruker du?
Google Chrome v91
• Vennligst forklar ditt forslag nøyaktig og konsistent slik at det er så enkelt som mulig å forstå hva du mener.
n/a• Hvilken nettleser bruker du?
Google Chrome v91
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