Why elo gets calculated for Out of synced matches?

This is just not fair

No one knew how the game was going to go forth when the game dced. The elo should just not be calculated.

Disconnecting has to be counted as a los, else people can just pull the cable before they lose to get a 100% win rate. Out of syncs are harder to trigger on purpose but maybe there are tools for it.

Even that doesn’t work, If you disconnect and then ur team win without u, u still get full points.

This is not acceptable in my opinion. It is the games fault the this error happens. even if there are tools for it the game can fix it.

It sadly has to happen that way imo, otherwise you allow people to trigger it and skip loses. Whoevwr disconected first gets the loss.

Is it a flawless method? Of curse not, but the mirror option of it not counting ever sounds worse imo

Yea people did this on EE and other games to skip defeats

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I guess with the current state of the game this is the best way to go… . But this is such a substandard protocol… . my friend loves AoM but he just keeps saying the fact that people leave whenever they want is a huge turn off for him. and then this happened. IDK I personally find these stuff very easy to deal with… . maybe im wrong.

Once I was matched with some1 (3v3) we steamrolled them and IDK whether the last guy did anything or not but the game got stuck. after 10 minutes my game froze and threw me out.

The game counted as out of sync but it didn’t calculate any elo. And then this game the game went out of sync but I lost elo even though I think we were actually winning… .

Record Game2026-08-10.13-43-59 marsh Loki-4P.mythrec (5.7 MB)

btw if possible can any1 watch this and comment whether or not we could have won. The score says they were infront but I personally think I could have won my side easily. My oponnent has no infra structure (low barracks count) and I can easily remax.

What would your friend say if on top of leaving they suddenly ended the match in a tie and you couldnt win those games.

Tbf dunno how the difference is accounted for, would be interesting to get to know the insight of when its treated as out of sync and made void and when a disconect

Btw, what would be your prefered method of how it worked?

Ideally a reconection system would help Wonders like you have in other gentes. Dunno how doable that is here.

But that’s the games problem. a proper game wouldn’t allow such exploits to exist. Desync is a huge problem in AoM. It will happen at random enough times. It is not fair to deduct/increase elo for these matches.

I think it calculates scores. I have no idea why my match didn’t count.

Make all out of syncs not count, If an account has numerous counts of out of syncs in it history it should be investigated further to confirm whether or not that account is exploiting this. Although I am aware AoM probably can’t do this so yeah maybe the best way is to make the game count. But still this is sub standard for 2025 games.

Ye me neither. Reconnect would be great. The game also tried to start from a save to fix the desync, that also failed.

This is quite exagerated to the point its untrue and naive on so many degrees imo, DDos, time puts and other exploits happen in all games multiplayer competitive games ranging from indie to most played of all time. Different games have different resources on how to approach the issues.

I do bet your friend would have an even bigger grudge with the game if Just as he was about to win their opponent pulled the plug and got a tie. Even if out of sync happens more in aom than in X other game. It still happens less than if people could profit from it as a baseline.

Any sort of solution you can think of that requires actively hiring people to dedĂ­cate real time to adress it and be on top of it permanently is not gonna work on this type of games were teams are moved from game to game. Would be great if it could be implemented thou for sure.

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While I agree that broadly speaking the system has to be in place to avoid abuse, I think some heuristics could be applied to refine it.

For example, for very short matches (<3min) ELO could be skipped if there’s a disconnect as there’s no way that someone was obviously winning or losing that early, hence also no reason to abuse it. I’ve had it happen a couple of times to have an out of sync very early <1min and it feels shitty to lose ELO for that sort of thing ;/

This enables dodging opponents when you get a person stronger than you. So there is a reason to abuse it.

People already dodge maps they dont like, and some even instantly reaign after checking opponents elo. This would Just allow them to not take a loss and Just cherry pick opponents.

If you just think about it for like 5 seconds you realise how stupid it is to fake an out of sync error to prevent a loss so you don’t lose ELO.

If you keep doing that all the time, your ELO will increase, which will give you stronger opponents, which will increase the percentage of matches you need to pull the trick until you eventually never win a match an always lose. That sounds like the opposite of fun to me.

I can understand people that keep resigning to lower their ELO. Some people want to be able to play the game with less stress and just win some games sometimes. But that’s obviously not a good thing for the whole player base either because it ruins the experience of low ELO players.

Maybe that logic works for how you approach games, but players are varied, you realize we already have people that exploit bugs and other things and farm elo then Just leave the account in ladder to rot. It Just introduces a new dynamic that Just punishes players for the small benefit of the ocasional true out of sync.

What you identify as fun is not the same for someone else. Like some people already restart the game to dodge certain maps. Each person values how much they care for that time loss differently.

It also can go several ways, maybe you think you can beat someone 100 elo higher than you, but not 200 or 300 or 400 and so on. It allows to cherry pick opponents.

At the end of the Day the elo is Just a number in the game. Some people care reaching certain landmarks, even if theres nothing in game to profit from once you do

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DDoses happen very rarely. Exploits happen often but most games don’t punish (At least im sure of Rainbow six that it doesn’t punish) because they believe that exploits are the fault of the devs not the players.

But non the less, considering the fact that the game is in a semi abandoned spot and Desyncs are still common, maybe this is the best way in these conditions.

I agree with you but most people don’t want to ever have a loss. they see stuff more superficially than you.

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The only exploit i know in R6 is the store one, which they closed down and rolled back the transactions, since aom doesnt have anything remotely close to that dunno how comparable those are.

So do out of sync, to me at least. How often do you experience them?

I might be luckky i guess, i dont get out of syncs as commonly as i get people quitting the game to dodge a map, a player or a team, so from my pov one is way more rare than the other. If its very common for out of syncs for you and way more uncommon for people willingly disconecting then i can understand your pov. Thou from the posts you have made and your stance on people quitting the game too easily i thought it wasent the case.

I know that “number go up” can be very motivating for people, there is whole game genres where nothing else happens other then “number go up”.

I was commenting on how people shovel their on “graves” by just focusing on the number instead of focusing on their skill. It’s kind of like an addiction. You take the “stuff” (pulling your cable to prevent a loss) and at first you get a great reward, you don’t lose ELO despite you being the worse player. But then the more you play the more you have to do it. It’s literally like a drug. The first time it’s awesome but then your body gets used to it and you have to take more of it to get the same effect, like you start having to pull out your cable in more and more games to the point were you go days without a single victory.

There was a fighting game, I forgot the name, where instead of letting you lose on disconnect they gave players a second stat which showed their disconnect ratio. The effect was that if you played online you were constantly encountering people with huge disconnect percentages, you knew they were going to pull the cable if the lost but you could only play against them or also pull the cable.

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