You’re right. This is the way it should be, consistent with adding elo, not multiplying.
Because the elo system is designed exactly this way. A specific absolute elo difference is equivalent to a specific win/lose chance.
Also it would make it harder and harder to push the team elo with smurfing, so another advantage to this system.
The question would just be which divisor to chose for the exponential average, as each divisor would give way different results.
As base I would chose either the natural exp or 2. I don’t know which is faster to calc for high exponents for the computer. I think maybe base 2 should be easier to calc - but I read somewhere that they actually use the taylor seris with a table, so this would mean the natural exp should be the way to go, at least if the exponent doesn’t exceed a specific value.
Team elo = ln(avg(exp(ind.elo/500)))*500
This would mean the team elo for a 3000/3000/1000/1000 team would be 2663 opposed to the current 2000.
There is also another method which could possibly be viable. This method would need some calc to do. It would work like this:
If Team A wins against team B the EACH teammember of A) would get elo according to if they would have won against a single player with the Team elo of Team B. And Team B would lose elo individually in the same manner.
If done like this, we need to calculate the team elos in a very specific way so it is “balanced”. It must be possible, but it will take time to figure out the formula for this.
WIth that method increasing the elo of the highest ranked players would be almost impossible as they would almost always fight against teams with comparably low elo and therefore only get the minimum increase even if they would win all their games. So elo smurf to push would be practically impossible with that calc method.
I think this would be the optimal solution, but Idk how much work it would be to figure out the calc of these “balanced” team elos.
Edit: I just made some tests with it. It looks like it is possible, but then the team elos would be depending on the individual elos of the opposing team, too… Which makes sense as they would be put inside the calc formula… I just hoped they would negate themselves out somehow, but seems it isn’t the case. Maybe this approach isn’t achievable with “elo”, maybe a different ranking method would be nevessary to make this work. I don’t speak about it’s not possible, but the calc would be so complicated that you can’t explain it anymore to anybody, what would cause even more problems if some new shenannegans occur.
So the best I read so far is the “exponential average” approach. Though I didn’t thought it was consistant initially, I think it is the best “consistant” approach as it fits perfectly with the behaviour of the elo distribution characteristics.
I hope devs will have a look on it and decide to use one of the various forms of that team elo calc, one that is most representative for the actual impact players with high elo have on low elo teams. I think that way the TG smurf (and probably even altf4) issue can hopefully be solved.