Same as above really.
But two guys with a .5 win rate can be wildly different in terms of skill because the win rate depends on the foe -not the player.
Though you remind me of how I'd tweak ratings. I don't know how rating works now (or will soon), but I hope that it accounts for skill degradation. Something like ratings earned within the last two weeks are in full effect, 2-4 weeks back only nets 80% of the points, back further 70 and so on until like anything three months back has no impact on the game.
If that didn't make sense, think of it this way.
You play a match and gain 100 rating.
If this match was current - 1-2 weeks old- your rating is currently +100 based off that match.
If that match was older -2-4 weeks- your rating is +80 off that match.
If that match is even older, even less impact.
If we are getting nitty gritty, it needs to be an S curve to define how much to scale a rating. Current matches of course need full impact, but 3 weeks needs a nice jump down to simulate how poorly you become if you just stop playing for three weeks. But skill loss isn't linear! Don't play for 6 weeks you aren't twice as bad. In fact, compared to the 3-week hiatus the change is likely half or so. A nice function can easily give something that will scale back scores in a fair way. Only oddity will be not playing for awhile will knock your rating down a fair amount -only to be brought up quickly when you play regularly. Which isn't a bad thing in my book.
Anyway, that was off topic. Just something I think about time to time.
@E8400-CV
Foe-list idea sounds good to me. (If you are on my foe list, there is no 'optional' setting needed for my hosted games... just sayin'.)Statistics: Posted by errorblankfield — 14 Mar 2014, 21:26
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