New rating change equations are still bad

The official post is cryptic but if they do what they say they mean it that in the example if the 2000 / 1000 team losses the 2000 player losses 30 elo and the 1000 player loses 2.

We plan to correct this problem by using a player’s individual team game Elo, instead of their team average, and calculating that against the average Elo of the enemy team.

That would mean what I described above. But maybe they didn’t formulate it correctly.

Besides that as someone other already pointed out the elo sum only stays constant with this system if both teams have the same average elo. If teams have different elos, the elo sum will change. Which shows again, that the calc just doesn’t work.

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Could you link this please, would be keen to understand this more

I posted this on aoezone too, but thought that the official forums might benefit from the example… apologies if you read it twice…

So, A bit of a long scenario incoming, I apologise in advance. The tl;dr is that I think that the new system is going to be awful for casual players, especially those that play with a variety of teammates of a slightly higher skill level on a regular basis, who will lose most of their games.

I’ll start with what I consider “fair”. For me, fairness is that you go into every game with a 50% chance of winning. After maybe an early adjustment period, a “fair” ranking system should try to set every match up with equal teams. Therefore, if we have a “fair” system, every player should go into every game with a 50% chance of beating their opponent and over time, everyone should have a 50% win rate.

So, let’s have a scenario where there is a group of 6 players, each of them has a slightly different Elo, player A is rated 1500 1v1, player B is 1400 1v1, down to player F at 1000 1v1.

Assuming that Team Elo = 1v1 Elo (the exact number really doesn’t matter), as a team of 6, their average Elo is 1250, if they all play. Let’s say they meet every Friday night and play 5 games - not everyone can make it every week, so the teams vary, you could have A+B playing some 2v2s or maybe A, D, and F playing a 3v3. Under the current system, team Elo should roughly reflect individual record, so A and B may be rated at 1400 and 1500, and would be teamed against another team with an average of 1450, which would be a roughly fair game. If A and F play a 2v2, the average is 1250, giving roughly a fair game. Taking the argument that A may carry some games and get doubled in others, given the large skill gap, they should still win somewhere around 50% of matches.

As time goes on, the new system would reward A very few points for a win and he would lose lots of points for a loss. Player F would gain lots for a win, but only lose a couple of points for a loss. As a consequence, within a few months, all of the players have a rating of 1250, because despite F’s lower skill level and A’s higher one, they have played enough games to be pulled towards each other. The next Friday, only A and B can make it and play some 2v2s. They stomp all 5 games as their “fair” Elo is somewhere between 1400 and 1500, not 1250. let’s say they gain 80 points for winning 5 games at 16pt a time, they are now rated 1330. The next week, B and F make it. their “fair” rating is somewhere between 1400 and 1000, maybe at 1200, but the system thinks they are rated at 1290 (halfway between 1330 and 1250.) So they lose all 5 games. B loses maybe 90pts and F loses 70pts, putting them at 1220 and 1180. F then plays some games with D - their “fair rating” is 1100, but they are matched against a 1215 team. F loses again and is now rated at ~1170. Wanting to improve at team games, F decides to play some 2v2s online with no partner, F is still rated at 1170, even though his ranking should be 1000. He gets hammered 6 times before rage quitting, leaving his ranking at 1080.

Next Friday rolls around and A, B and F turn up for a few games. A is still rated at 1330, B at 1220 and F at 1080, average is 1210, but the “fair” average is 1300. As a result, they win 5 games. F gets about 120pts because the system favours him and ends up back over 1200.

F will generally hover at 1200, A will generally hover at 1300, but the team average will stay close to 1250, but what matters is F’s journey above. F played 18 games - he went on a 12 match losing streak before winning 6 in a row. this pattern repeats itself regularly and F has a win percentage of somewhere around 35%, the same thing happens with A, but the other way around. He wins 65% of his games, but stays at ~1300.

F gets demotivated by losing 2/3rds of his games and quits the group. G comes along, who is rated 900 1v1… Rinse and repeat.

The above numbers may seem far-fetched, but they are a pretty accurate reflection of the group I play with - just before this change, we were rated in a nice spread from 1200 team Elo to 2000 team Elo, and our 1v1s (when we play them) are all in the range 1100-1450, which isn’t a massive spread. After this change, I fully expect for the weaker members of our team to lose ~70% of their team games and get frustrated, so hence I don’t think it’s fair. Compare that with the system as it was yesterday and I think all of us were sitting nicely at a recent win rate of ~50% (feel free to look me up on your favourite stats website). We lost some and got sad, we won some and felt like gods, we looked at the fools spending 18h a day gaming the system so they could have a 4500 rating for… what? We were having fun. I worry that we may have a bit less fun now, which makes me sad and triggered this rant.

To predict the counter arguments:

  • Yes, I, a 1450 could decide to play with “better” players, but I know these guys IRL and we get on and it’s nice to have a little chat over d/c and not just play games, it’s about having fun with your friends
  • Yes, it’s not as simple as 1500+1000=1250+1250, but it’s a reasonable start, and better than just relying on how good F’s rating currently is in team games because he won a few last week. The bigger the gap between A and F the less they should probably play 2v2s, but we’ve actually had pretty reasonable games recently.
  • Yes, it is annoying that there is a way to game the system. I get that people are resigning until they were ranked elo 200 to then team up with a guy ranked 4500 and beat up on people at 2250 because both of them are actually 2500 players, but seriously, they are wasting a lot of their own time and the whole “don’t resign for 5mins” blocker did at least make that less easy for them to do.
  • Yes, it’s annoying when you get stomped by a Pro/Smurf/haxer, but this change will do nothing to change the fact that pros don’t really play ranked TG or that people like to make smurf accounts, both of those phenomena will carry on. In fact, We’ve discussed me making a smurf account so I can play games with “F” from a lower rating than when I play games with “B and C” - to make it “fairer”

rant over.

Please feel free to console me, argue back or just disagree

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Player A Player B Player C Player D Sum
Elo 2000 1000 1500 1500
Real Elo 2000 1000 1500 1500
Shown Strength 8.77118932 2.961619375 5.096756246 5.096756246
Real Strength 8.77118932 2.961619375 5.096756246 5.096756246
Current Team Elo 1500 1500
New Team Elo (as it should be) 2267.944155 2138.412146
Winrate vs other Team 0.678229285 0.678229285 0.321770715 0.321770715
Winrate exp o Player 0.946759785 0.053240215 0.5 0.5
Gain per Win 1.703686886 30.29631311 16 16
Lose per Defeat 30.29631311 1.703686886 16 16
Net average elo gain -8.592975999 19.99965023 -5.703337115 -5.703337115 0
Player A Player B Player C Player D Sum
Elo 1800 1000 1500 1500
Real Elo 1800 1000 1500 1500
Shown Strength 7.059153677 2.961619375 5.096756246 5.096756246
Real Strength 7.059153677 2.961619375 5.096756246 5.096756246
Current Team Elo 1400 1500
New Team Elo (as it should be) 2122.670528 2138.412146
Winrate vs other Team 0.47736148 0.47736148 0.52263852 0.52263852
Winrate exp o Player 0.849020443 0.053240215 0.640065 0.640065
Gain per Win 4.831345831 30.29631311 11.51792001 11.51792001
Lose per Defeat 27.16865417 1.703686886 20.48207999 20.48207999
Net average elo gain -11.89308681 13.57188047 -3.757647355 -3.757647355 -5.836501043

Extemely short explanation: The Sum in the bottom right corner should be always 0 for a functioning elo system.

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What does that have to do with what UnfamousScout said?

Apologies I’m really struggling to follow this, as in there are just too many unexplained numbers there. (It very well may be me just being too thick :slight_smile: )

Having said that I just tried to implement it myself in code and yes it’s very clear that taken purely at face value the formula doesn’t work as Elo increased does not equal Elo deducted.

This is so in your face obvious though that I’m hoping they have additional methodology for splitting the Elo gained for the winners across the losers weighted by their Elo or something similar in order for it to balance which they’ve just not told us about (Admittedly my code could be wrong …)

EDIT:
Removed image please see post further down

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So you are the third of us who calced it independently and got that the described method of the devs doesn’t fulffills the elo conservation requirement that is inherit to the elo system.

How big is the chance that all 3 of us are wrong?

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I played 2 ranked team games until now. Lost 10 and 12 Elo. Before that, for every defeat, I was losing usually between 14 and 17 Elo. So, I think it has been improved.

I just redid it against game average Elo instead of team average Elo and that doesn’t balence either :frowning: I think they’d have to calculate the winners Elo gain and then split that across the losers rather than calculating the losers individually.

if he queues up once in a time he won’t get boosted that much and if he does it all the time its still the right choice to give him more points.

This system is BY FAR better than the old one. This stupid elo boosting from the asians will finally take an end. I can’t thank the devs enough for that, even tho i don’t understand why it took 1 year to do this.

If you want a better elo system you would need to find a system which rates the performance of a player after the match…and they would need to implement a max range between the elos(1.6k cant play with 700 for example) but since the community doesn’t want it, its the next best thing.

I just don’t get why stopping the 4k Elo players is the main focus. Noone remembers who was top of the ladder a year ago, but people remember who won the tournaments, so it’s not even like their ego trip is that big.

As per my rant above, I’d far prefer a system that gives everyone as close to a 50% chance of winning as possible than worries about punishing 3 or 4 cheaters who should have their enabling accounts reported and banned for dropping games anyway. Maybe averaging of the range could be tweaked for matchmaking? i.e. if a 1.6k and a 700 queue up as a team, then give a weighting value to the 1.6k Elo, meaning their “team Elo” is not just 1150, but maybe 1300? That way you penalise hugely unbalanced teams without having to force everyone who plays together towards the same Elo?

That way, people could still play with their friends, but understand that if there is a big skill gap, they have put themselves at a disadvantage?

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Seems like most of the asians do, otherwise they wouldn’t do it.

And if a 4k player teams up with a 500 and a 900 elo player…where do they land?

Against a team of players with around 2k teamelo…they will surely enjoy it !

they should just work on lobbygames so people play with their friends not ranked, if the range is too much. It’s simply not possible to balance a game when the elo is too far apart.

If you let a 3k player and a 700 player team up…im pretty sure the 3k player is able to beat 2 players around 2k on his own. That is why most of the games don’t allow these huge differences in elo to play ranked.

Apologies found a bug in the code that I previously shared for calculating Elos with the new formulas. Please find a screenshot here of the fixed version (there is still an issue with unbalanced change in Elos after each match):

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