#46582: "ELO adaptation to the number of players is screwed badly"
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# | Status | Votes | Game | Type | Title | Last update |
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Detayli tanim
• Eğer varsa, lütfen ekranda gördüğünüz hata mesajını kopyalayın/yapıştırın.
n/a• Lütfen ne yapmak istediğini, ne yaptığını ve ne olduğunu açıkla.
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.
• Hangi browseri kullaniyorsun?
Google Chrome v91
• Lütfen görüntülenen metni kendi diliniz yerine İngilizce olarak kopyalayın/yapıştırın. Bu hatanın bir ekran görüntüsüne sahipseniz (iyi uygulama), onu yüklemek ve bağlantıyı buraya kopyalamak / yapıştırmak için Imgur.com kullanabilirsiniz.
n/a• Bu metin çeviri sisteminde mevcut mu? Evet ise 24 saatten fazla bir süredir tercüme edildi mi?
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.
• Hangi browseri kullaniyorsun?
Google Chrome v91
• Lütfen önerinizi tam ve net olarak açıklayın, böylece ne demek istediğinizi mümkün olduğunca kolay anlayabiliriz.
n/a• Hangi browseri kullaniyorsun?
Google Chrome v91
• Engellendiğinizde ekranda ne belirdi (Boş ekran? Oyun arayüzünün bir parçası mı? Hata mesajı?)
n/a• Hangi browseri kullaniyorsun?
Google Chrome v91
• Kuralların hangi kısmına BGA adaptasyonu tarafından saygı gösterilmedi
n/a• Kural ihlali oyun tekrarında görünür mü? Eğer evet ise, hangi hareket numarası?
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.
• Hangi browseri kullaniyorsun?
Google Chrome v91
• Hangi oyun aksiyonu yapmak istedin?
n/a• Bu oyun eylemini tetiklemek için ne yapmaya çalışıyorsun?
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.
• Bunu yapmaya çalıştığınızda ne oldu (hata mesajı, oyun durum çubuğu mesajı, ...)?
• Hangi browseri kullaniyorsun?
Google Chrome v91
• Oyunun hangi aşamasında sorun oluştu (mevcut oyun talimatı neydi)?
n/a• Bir oyun kurmaya çalıştığınızda ne oldu (hata mesajı, oyun durum çubuğu mesajı, ...)?
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.
• Hangi browseri kullaniyorsun?
Google Chrome v91
• Lütfen görüntü sorununu açıklayın. Bu hatanın bir ekran görüntüsüne sahipseniz (iyi uygulama), onu yüklemek ve bağlantıyı buraya kopyalamak / yapıştırmak için Imgur.com kullanabilirsiniz.
n/a• Hangi browseri kullaniyorsun?
Google Chrome v91
• Lütfen görüntülenen metni kendi diliniz yerine İngilizce olarak kopyalayın/yapıştırın. Bu hatanın bir ekran görüntüsüne sahipseniz (iyi uygulama), onu yüklemek ve bağlantıyı buraya kopyalamak / yapıştırmak için Imgur.com kullanabilirsiniz.
n/a• Bu metin çeviri sisteminde mevcut mu? Evet ise 24 saatten fazla bir süredir tercüme edildi mi?
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.
• Hangi browseri kullaniyorsun?
Google Chrome v91
• Lütfen önerinizi tam ve net olarak açıklayın, böylece ne demek istediğinizi mümkün olduğunca kolay anlayabiliriz.
n/a• Hangi browseri kullaniyorsun?
Google Chrome v91
Rapor geçmişi
Bu rapora ekleme yap
- Başka bir masa ID / hareket ID
- F5 sorunu çözdü mü?
- Bu sorun cok mu oluyor ? Her zaman mi ? Tesadüfen mi ?
- Bu hatanın bir ekran görüntüsüne sahipseniz (iyi uygulama), onu yüklemek ve bağlantıyı buraya kopyalamak / yapıştırmak için Imgur.com kullanabilirsiniz.