I mind have an idea why ratings are inflated.

At Voobly (and probably HD too) it seems like a team game is considers as 1v1 to find the total amount of Elo win/lost by the teams. That number seems to be distributed around all players.

At DE everyone seems to be compared to the average elo of the enemy. This will result in larger deltas for all players in the first place.

Lets look at some examples:

### Example 1

**Voobly**

4v4 - all 1600. Winning team gets +16 elo (distributed around all players), so they all get +4 elo.

**DE**

4v4 - all 1600. Every player is 1600 and this will be compared to 1600. The result is that everyone on the winning side will gets + 16 elo and everyone at the loosing side gets -16 elo.

There is a problem with imbalanced teams (not everyone having the same Elo).

### Example 2

**Voobly**

4v4 - one team is all 1600. Other team is 3x 1500, 1x 1900. Winning team still gets 16 elo to distribute. If that is team 2, then the 3 players with elo 1500 get a little bit more than 4 Elo (probably 5), will the higher rated player will just get 1 point. In total still the 16 points. In the other team everyone lost 4 points. Also a total of 16 points. So everything stays in balance.

**DE**

Seems teams as at Voobly:

If 4x1600 is still the loosing team, they all lost 16 elo. 4x16=64 elo in total.

At the winning times things are different:

1500 rated players will all get + 20 elo.

1900 rated player will only get + 5.

In total this will be + 65 elo.

The difference in this example is just 1 elo, but it is already an inflation of 0,25 per game for each player. Thinks can be even more extreme.

Make it 3x1400 + 1x2200 and they will even get +72 elo, while the loosing team only lost 64 elo.

In the end we even hadnt looked at teams of non equal strength, which can even make this kind of thing even worse. We had for some time the issue of unbalanced teams (fixed issue some months ago). Those unbalanced teams made things even worse.

So the issue is that total elo win isnt equal to total elo lost. This makes rating inflated and needs to be fixed.

### Another point

In the first games an the ladder you will get more points. There is some kind of multiplyer. If the average rating is above the starting rating of a new player, they will on average move up to the average rating. This means also that they will gain more points, then they will loose. This number will be multiplyed be a factor. This will also lead to and inflation of the ladder.

I have to say: I do like this feature. It makes sure starting players will get there true rating more quickly. But this only works if the ladder is not inflating or deflating. Since the ladder is inflating, it works like a multiplyer on the inflation as well.

### Conclusion

We kind of found the two main reasons for the inflated ladder:

- winning elo isnt equal to losing elo.
- New players works as multiplyer on the inflation if there is inflation at the ladder.

### Fixes

Why dont we just use the calculation at Voobly and HD as base? It will fix issue #1. That will be the main reason why there is inflation.

You can still add some multiplyer for new players so they will move up or down more quickly. That is not really an issue when the inflation of #1 is fixed.

If they change the way how the calculations work, then i think it is a good idea to recalculate the rating of every players again. I know there are APIs where you can get the full history of a player. That makes me conclude the devs will have such list too. They just need to re evalute the elo of all players from all games.