#46582: "ELO adaptation to the number of players is screwed badly"
Kaj se je zgodilo? Prosimo, izberi spodaj
Kaj se je zgodilo? Prosimo, izberi spodaj
Prosimo preverite ali že obstaja poročilo o isti zadevi
Če je tako, GLASUJTE za to poročilo. Poročila z največ glasovi se obravnavajo PREDNOSTNO!
# | Status | Votes | Game | Type | Title | Last update |
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Natančen opis
• Kopirajte / prilepite sporočilo o napaki, ki ga vidite na zaslonu, če ga imate.
n/a• Prosim, pojasnite, kaj ste hoteli storiti, kaj ste naredili in kaj se je zgodilo
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.
• Kateri brskalnik uporabljaš?
Google Chrome v91
• Kopirajte / prilepite besedilo, prikazano v angleščini, namesto v vašem jeziku. Če imate sliko zaslona te napake (dobra praksa), lahko uporabite Imgur.com za nalaganje in kopirate/prilepite povezavo do slike tukaj.
n/a• Je ta tekst dosegljiv v prevajalnem sistemu? Če ja, ali je bil preveden več kot 24 ur nazaj?
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.
• Kateri brskalnik uporabljaš?
Google Chrome v91
• Natančno in jedrnato pojasnite svoj predlog, da bo čim lažje razumeti, kaj mislite.
n/a• Kateri brskalnik uporabljaš?
Google Chrome v91
• Kaj je bilo prikazano na zaslonu, ko ste bili blokirani (prazen zaslon? Del vmesnika za igro? Sporočilo o napaki?)
n/a• Kateri brskalnik uporabljaš?
Google Chrome v91
• Kateri del pravil ni bil upoštevan pri priredbi za BGA
n/a• Je kršitev pravil vidna na seznamu potez? Če je, pri kateri številki poteze?
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.
• Kateri brskalnik uporabljaš?
Google Chrome v91
• Katero potezo ste želeli narediti v igri?
n/a• Kaj ste poskušali narediti, da bi izvedli to potezo v igri?
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.
• Kaj se je zgodilo, ko ste poskusili to storiti (sporočilo o napaki, sporočilo v vrstici stanja, ...)?
• Kateri brskalnik uporabljaš?
Google Chrome v91
• Na kateri točki v igri se je težava pojavila (katera navodila so bila prikazana)
n/a• Kaj se je zgodilo, ko ste poskušali narediti to potezo v igri (sporočilo o napaki, sporočilo v vrstici stanja, ...)?
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.
• Kateri brskalnik uporabljaš?
Google Chrome v91
• Prosim opiši problem s prikazom. Če imate sliko zaslona te napake (dobra praksa), lahko uporabite Imgur.com za nalaganje in kopirate/prilepite povezavo do slike tukaj.
n/a• Kateri brskalnik uporabljaš?
Google Chrome v91
• Kopirajte / prilepite besedilo, prikazano v angleščini, namesto v vašem jeziku. Če imate sliko zaslona te napake (dobra praksa), lahko uporabite Imgur.com za nalaganje in kopirate/prilepite povezavo do slike tukaj.
n/a• Je ta tekst dosegljiv v prevajalnem sistemu? Če ja, ali je bil preveden več kot 24 ur nazaj?
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.
• Kateri brskalnik uporabljaš?
Google Chrome v91
• Natančno in jedrnato pojasnite svoj predlog, da bo čim lažje razumeti, kaj mislite.
n/a• Kateri brskalnik uporabljaš?
Google Chrome v91
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- Če imate sliko zaslona te napake (dobra praksa), lahko uporabite Imgur.com za nalaganje in kopirate/prilepite povezavo do slike tukaj.