Wien devs are gonna fix this elephant in room? It has Been 5-6 years and we are still using this broken system? Like really?
What is wrong with it? Specificity is helpful, vague complaints are not.
The issue is that elo is a logarithmic projection of the power level of a player.
Meaning to get to the real power level you have to actually put it in an exponential function.
(ofc you need to know WHAT funciton that is, but gladly that is also defined by the elo system itself)
So what the game does currently is just adding up elos of players of a team to get that’s team power. What they SHOULD do is to add up the values of the defined exponenantial function of the individual elos.
The result is that strong players are underestimated in their impact on the team game and weak players overestimated. Which lead to absurd reactions of peoples intentionally tanking one team members elo by griefing to get easier opponents and even more elo from beating them whilst losing less elo than they should when losing.
Explanation enought?
+1 to this, its impossible to enjoy solo/-or as party teamgames when enemy team has one or two players with fake elo.
What i have also noticed, most of them are from China, feels like they abuse this system most??
Edit/ meant to quote comment top of mine
Well I can see that this is probably a moral raise issue.
Different cultures have different ways to morally raise and this can result in certain behaviours seen as amoralic which they don’t even see as that.
The way I would like to see respond to that is to just close that exploit potential so it’s not feasible to get to that fake elos anymore and even then the impact would be reduced heavily.
Both could imo be achieved with just using the correct calculation, using the sum(exp(elo))) method I descirbed above.
I can agree that this team matchmaking could be better as you suggested.
Fake elo will always be a problem. Smurfs are everywhere.
I don’t believe this is the case (and sure feels unapropriate), as far as i figured out it depend on when you play. I am from Europe and elo is skewed depending on what time of the day i play. If i play early games in the afternoon are often harder than if i play during the night. Which led me to believe that different quality of players play at different times or live in different time zones… Tho I am only 1 data point so there is no conclusion here just a thinking process. or it might be just coincidence.
Recent encounter related to this topic, i soloq into tg around 1100-1200 elo myself, my teammates elos are 1257, 1210 and 1227 while we play against 4-stack of 1638, 1239, 1312 and 1106??? Like why this hasnt been fixed already?
You must know its quite bad if you can’t play with your friend online ranked. But still should there be a cap on elo difference? I dunno. This problem is in unranked play far more exaggerated couse you can play with simcity vs top 10% ranked players in a noob lobby.
There is no hard limit.
I think that would be a good idea: an option that can be set, just as the random setting can be set today. 100? 200? Idk.
Still on the subject of TG, the situation with people leaving the game after five minutes has got completely out of hand lately.
Singapore.
But If fake elo is a problem, than if someone whanna play with this friend he will first have to tank his elo to be able to… doesnt solve it..
I mean elo tanking(smurfing) could be reduced by a dialog as i proposed already in two other chats..
If a game is shorter than 3-5 minutes a dialog appears to the winning player/team.
He/they can decide to not exchange elo. (i hate when smurfs give me 3 games in a row than i lose against a better opponent when i actually play.) On dc/ smurfing no elo should be exchanged.
Memb just made a video about smurfing, but weirdly he didn’t talk about the TG issue which is in my opinion way bigger, as it affects whole groups of people and not just one single player opponent.